So looking back on a few games like the Elder Scrolls series, the Diablo series, and seeing the massive back lash on removing attribute points.
Why do people think attribute = customization?
This how I see it.
Attribute is pulling the wool over your eyes. For me it adds no real customization to the character, and adds no amount of depth besides tedious work, and trial, and error. It seems like a lot of people (IN MY POINT OF VIEW. From what I seen. ) think getting rid of attributes, and adding in respecs is a terrible thing. My question is why?
I don't want to play for 8 hours of a game like Skyrim, and dark souls, diablo and demon souls. I don't want to re-roll entire character all over, because I misclicked, or wanted to try something different. I shouldn't have to re-role my character for that. Games are meant to be enjoyed, and for me I don't enjoy that. I don't get how anyone could enjoy doing that, but some people may love alts. Which is fine. I think people forget just because they add a feature to a game doesn't mean you have to use it.
Also I shouldn't have to google builds to make sure I am doing things correctly so I screw up my entire character half way through the game, and have to do it all over.
Besides there's really no real customization with attribute system in most games. They're typically add health, add x damage type, add mana, add stammina, etc. etc. So you put what ever point into your attribute according to class. Sometimes completely ignoring some of the attributes.
I think Diablo 3, and Skyrim did a better job at getting rid of of the pointless attribute system that just adds health/damage. Diablo 3 added customization, by the rune feature which made skills act differently. To me this is a great, and better idea to allow for more customization. Skyrim had skill points. But to some degree Skyrim was lacking, because I don't want generic skill points that just add "5% armor bonus to heavy armor!" or. "Your illusion now work on higher level enemies!" These are boring, and generic things, most of Skyrim skill talents shouldn't even be talents. They should just be auto scale. Like the illusion affecting higher level enemies. Really.. The spells couldn't just scale with your level like everything else?!
Anyways..
I rather have this scenario.
*Gets a skill point*.
OH YAY! Now I can alter some ability in some way.
Not.
*Gain 5 attributes points*
OH yay! now I can increase my health by 20 points, and increase x damage.
I rather much see skills, and abilities be alter/changed in some way than just see "Increase hit points by 10."
Things like increase speed casting want to be a speedy mage that is burst damage?
AoE range increase. Want to be a mage that focues on crowd control?
Dots (Damage over time) Would you like to be a mage that does damage of time?
Use less mana while casting spells
Archer.
Increase range.
Knock back arrows.
Exploding arrows, poison arrows, ice arrows, etc.
Poison can vary to damage, weakness, and other things.
Shoot two arrows at once.
Increase draw speed.
Penetrating arrows.
Melee!
Knock back attacks.
Quicker attacks.
adding special abilities to swings. (Like the Bloodskal blade in Dragonborn, and TK combat mod for skyrim)
I can't come up with anymore things for melee.
And then you get into more defensive traits, but I won't go into them since you hopefully get the idea from what I detail above. But I will say things like. "Resist knock backs while heavy armor" shouldn't be a talent/trait/skill. Because it's only natural to resist knock backs in heavy armor compared to light.
It could be even take a step further instead of making an over-all general effect like all melee weapon swings have a chance to knockback. They can make spells/arrows/melee swings act/look/feel/do something better. A good example of this is Runes in Diablo 3, and the Combo Magic effect mod for Skyrim where if you combine two different spells you get a special effect.
I like the way Dragon Age 2 did this sytem to some degree instead of just adding health, and mana. Attributes added things like critical chance, critical damage, magic resistance, damage resistance, etc etc. I think this is such a better system, and concept then having them pretty much useless.
I think Skyrim would be better if they kept the whole add 10 points into whatever resource, a skill point, and than an attributes points that increases critical damage, chance, damage resistance etc. etc. This would help get rid of the generic talents/skill options that just increased defensive armor, and have skill/talent options be more in-depth, and creative.
I think Skyrim has around 250 skills I think, but how many of those skills are just boring, and add no real flavor?
Your thoughts?
Why do people think attribute = customization?
This how I see it.
Attribute is pulling the wool over your eyes. For me it adds no real customization to the character, and adds no amount of depth besides tedious work, and trial, and error. It seems like a lot of people (IN MY POINT OF VIEW. From what I seen. ) think getting rid of attributes, and adding in respecs is a terrible thing. My question is why?
I don't want to play for 8 hours of a game like Skyrim, and dark souls, diablo and demon souls. I don't want to re-roll entire character all over, because I misclicked, or wanted to try something different. I shouldn't have to re-role my character for that. Games are meant to be enjoyed, and for me I don't enjoy that. I don't get how anyone could enjoy doing that, but some people may love alts. Which is fine. I think people forget just because they add a feature to a game doesn't mean you have to use it.
Also I shouldn't have to google builds to make sure I am doing things correctly so I screw up my entire character half way through the game, and have to do it all over.
Besides there's really no real customization with attribute system in most games. They're typically add health, add x damage type, add mana, add stammina, etc. etc. So you put what ever point into your attribute according to class. Sometimes completely ignoring some of the attributes.
I think Diablo 3, and Skyrim did a better job at getting rid of of the pointless attribute system that just adds health/damage. Diablo 3 added customization, by the rune feature which made skills act differently. To me this is a great, and better idea to allow for more customization. Skyrim had skill points. But to some degree Skyrim was lacking, because I don't want generic skill points that just add "5% armor bonus to heavy armor!" or. "Your illusion now work on higher level enemies!" These are boring, and generic things, most of Skyrim skill talents shouldn't even be talents. They should just be auto scale. Like the illusion affecting higher level enemies. Really.. The spells couldn't just scale with your level like everything else?!
Anyways..
I rather have this scenario.
*Gets a skill point*.
OH YAY! Now I can alter some ability in some way.
Not.
*Gain 5 attributes points*
OH yay! now I can increase my health by 20 points, and increase x damage.
I rather much see skills, and abilities be alter/changed in some way than just see "Increase hit points by 10."
Things like increase speed casting want to be a speedy mage that is burst damage?
AoE range increase. Want to be a mage that focues on crowd control?
Dots (Damage over time) Would you like to be a mage that does damage of time?
Use less mana while casting spells
Archer.
Increase range.
Knock back arrows.
Exploding arrows, poison arrows, ice arrows, etc.
Poison can vary to damage, weakness, and other things.
Shoot two arrows at once.
Increase draw speed.
Penetrating arrows.
Melee!
Knock back attacks.
Quicker attacks.
adding special abilities to swings. (Like the Bloodskal blade in Dragonborn, and TK combat mod for skyrim)
I can't come up with anymore things for melee.
And then you get into more defensive traits, but I won't go into them since you hopefully get the idea from what I detail above. But I will say things like. "Resist knock backs while heavy armor" shouldn't be a talent/trait/skill. Because it's only natural to resist knock backs in heavy armor compared to light.
It could be even take a step further instead of making an over-all general effect like all melee weapon swings have a chance to knockback. They can make spells/arrows/melee swings act/look/feel/do something better. A good example of this is Runes in Diablo 3, and the Combo Magic effect mod for Skyrim where if you combine two different spells you get a special effect.
I like the way Dragon Age 2 did this sytem to some degree instead of just adding health, and mana. Attributes added things like critical chance, critical damage, magic resistance, damage resistance, etc etc. I think this is such a better system, and concept then having them pretty much useless.
I think Skyrim would be better if they kept the whole add 10 points into whatever resource, a skill point, and than an attributes points that increases critical damage, chance, damage resistance etc. etc. This would help get rid of the generic talents/skill options that just increased defensive armor, and have skill/talent options be more in-depth, and creative.
I think Skyrim has around 250 skills I think, but how many of those skills are just boring, and add no real flavor?
Your thoughts?