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Enhance Build Diversity with Title Attribute Adjustments

Suggested by
on April 19, '26
Open

Minor TITLE boost for Build Diversification / Classes

Aim:

  • Make cobmat builds more interesting, more varied, as this was a complaint both from new players getting into the game and vets.
  • Approximated low code effort, no shinny stuff that costs a lot of dev time.

Prereq for balance:

  • remove flat 3 damage from all melee, bow and spells. (can keep healing numbers as they are now)
  • lower title CD to 5 min or something similar (bc group solo swap, QU vs DX/ST)

Strength: (ST)

  • +1 melee damage for each rank, up to a total of 3
  • R1 = 10 ST, R2 = 15 ST, R3 = 20 ST (frontloading due to increased grind at 64 bit)

Vitality: (VT)

  • +0.5 HP regen/sec for each rank, up to a total of 1.5 HP/sec
  • R1 = 10 VT, R2 = 15 VT, R3 = 20 VT (frontloading due to increased grind at 64 bit)

Dexterity: (DX)

  • +1 ranged damage for each rank, up to a toal of 3
  • R1 = 10 DX, R2 = 15 DX, R3 = 20 DX (frontloading due to increased grind at 64 bit)

Quickness: (QU)

  • +6.66 melee/ranged haste for each rank, up to a total of 20 (50% of Haste other spells, if I recall correctly)
    • Does not stack with other melee/archery haste (from haste other spells or later with Creshelon shards system if such effects)
  • R1 = 10 QU, R2 = 15 QU, R3 = 20 QU (frontloading due to increased grind at 64 bit)

Intelligence: (IN)

  • +1 spell damage for each rank, up to a total of 3 (in case of Damage over Time spells, the total amount increased by this number)
  • R1 = 10 IN, R2 = 15 IN, R3 = 20 IN (frontloading due to increased grind at 64 bit)

Wisdom: (WS)

  • +2 healing ammount for each rank, up to a total of 6 (in case of Heal over Time effects, the total amount increased by this number)
    • affects both self heals and heal other spells
    • reason for +2 and not +1 is because teamfight heal other has a CD, compared to damage spells, also for slightly boosting support roles importance (think of crafter players in siege)
  • R1 = 10 WS, R2 = 15 WS, R3 = 20 WS (frontloading due to increased grind at 64 bit)

Variations:

  • If healing numbers for WS do not work out, Wisdom can do transfer amount increase instead of healing or both.
  • Ranks can go 10/20/30 as well, this way a character achieves max stat in their main attribute faster, allo2ing catch up/new chars to be more challanging, and still there is incentive to train these stats, if a person wants to switch builds often.

Explanations:

  • The obvious benefit would be a build variety and expression of play style:
    • Take IN title as mage, keep away from melee
    • Take ST title as mage, use magic to close gaps then engage in melee
    • Archer keep distance from anyone and be on par with mage if they do not take ST title or are in robes
    • Use VT or ST to be a melee pusher, closing gaps on mount or with shield up, etc
    • and so on...
  • Titles should be visible on targets, so one can decide to stay close or keep distance accordingly
  • Quickness may not stack with Melee/Ranged haste other spells for balancing, just swap title for group fights and to keep the team fight support spirit/skill as well.
  • The reason for VT having only 0.5 regen per rank and not 1 as others, is because if we take 1 hit per second, it would become favorable in every situation. (you regen out the damage difference in both melee and ranged in 1v1, is lika having 2 titles at once)
  • Wisdom is obviously for those crafter/PVE players who get put in the back lines to heeal in a siege, they should feel more important now ;)

Other remarks:

  • Quickness effectiveness/values needs to be playtested, the other values seem mathematically sound, but this.
  • VT regen also might need adjusted on playtest, I calculated with 1 hit per second for average.

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