Well, I have to agree with Sus that this is an important issue to address.
But I think there are 2 different things around this, quite obviously drawn in the first post:
- The stat CON.
- The skill HEALTH.
With my characters I mostly pump Con enough to be able to get Health, but mostly aiding myself with +con boosting items. I haven't got to the last stages of the game yet, but so far I don't really feel the need of really maxxing out the stat, just getting enough to get the 5 skill points in health.
I'm not sure right now what else does con gives, but all other skills affect several variables in the game: Dex, f. ex., affects accuracy, defense, damage with some weapons, and other specifics, like range of Throw grenades from alchemists - which is something interesting and I think should be incorporated in other classes/stats. Maybe strength affecting range of archers/slingers, constitution having to do with carrying/giving diseases for afflicted races, magic could enhance the range of staves/wands, and so on.
So I think to approach the issue could be to fix the requirements for health. Maybe just do it level dependant, first level on clvl 5, 2nd on clvl 10, 3rd on clvl 20, 4th on clvl 35 and 5th on clvl 45. And I also like Grey's idea of having more skills to affect health, BUT giving con a bonus, such as armor like Grey says, but you could also give con the hability to handle fatigue better, disease resistances, or hp regen, or even encumberance. Constitution should affect a wider spectrum of variables in the game.
And I'd also like to comment that sometimes your posts Gandolfo seem really biased to your personal opinion not really being productive to the discussion, mostly a blunt "I am right, you are wrong, listen to me". And I think it's mostly because you don't explain your theories well enough, you just presented your doubts concerning the combat system, but you don't go further down the rope explaining it, there are already topics about it, I remember a post from Sus and DG about the scaling of defense vs attack, with graphics and all; so you could easily go there and propose your ideas with a direct approach making of use of real facts, and not just spraying shots hoping to get a bullseye.
Changes to health and con
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Re: Changes to health and con
Well, something you may not notice is that the increases you make to Con to get the Health talents are actually giving you more Life than the Health talents. The Health talents are a great incentive to get your Con high, but overall it's the Con boosts that are helping you more.escargot wrote: With my characters I mostly pump Con enough to be able to get Health, but mostly aiding myself with +con boosting items. I haven't got to the last stages of the game yet, but so far I don't really feel the need of really maxxing out the stat, just getting enough to get the 5 skill points in health.
I think I agree with what Sus said about changing Health to give a HP percentage (say 10% per talent level), especially if DarkGod changes the system to give everyone more HP or reduce everyone's damage.
Re: Changes to health and con
Sure, but boosting con with items, getting the health talent, and swapping the equipment back, is a way of sustaining a higher health without spending so much points in con. So is tactically valid I think, although it feels really cheap and kind of exploiting some bugs, since it sounds weird that you can meet skill requirements with transitory items and keeping them after you remove the bonuses and you don't longer meet the reqs.Grey wrote:Well, something you may not notice is that the increases you make to Con to get the Health talents are actually giving you more Life than the Health talents. The Health talents are a great incentive to get your Con high, but overall it's the Con boosts that are helping you more.escargot wrote: With my characters I mostly pump Con enough to be able to get Health, but mostly aiding myself with +con boosting items. I haven't got to the last stages of the game yet, but so far I don't really feel the need of really maxxing out the stat, just getting enough to get the 5 skill points in health.
I think I agree with what Sus said about changing Health to give a HP percentage (say 10% per talent level), especially if DarkGod changes the system to give everyone more HP or reduce everyone's damage.
Re: Changes to health and con
Grey wrote: For example:
1 Str gives +1 Life
1 Wil gives +1.5 Life
1 Con gives +3 Life and +0.5 Armour
I really like an idea similar to this but this current idea makes Wyrmic overpowered. 60 con is 30 armour, icy skin is 26 (or 30 with a category point) plus massive armour is a very easy 80+ armour before even going to the far east. Then Wyrmic also want to max out str and wil
Re: Changes to health and con
It's not as bad as it looks. Armor only affects projectile and melee attacks, and armor-heavy wyrmics pretty much *already* ignore those. They get killed by spells instead.shwqa wrote:I really like an idea similar to this but this current idea makes Wyrmic overpowered. 60 con is 30 armour, icy skin is 26 (or 30 with a category point) plus massive armour is a very easy 80+ armour before even going to the far east. Then Wyrmic also want to max out str and wil
Re: Changes to health and con
For those that don't get on IRC or check the SVN frequently it looks like DG has addressed this issue with an across the board reduction for all abilities based off spellpower, weapon damage, mindpower, or the new statcheck he added (which covers pretty much everything).
So basically players and npcs are doing 25% or so less damage on the SVN.
So basically players and npcs are doing 25% or so less damage on the SVN.