by Buggy Virus Fri Jun 01, 2012 4:10 pm
RagingDragon_69 wrote: Buggy Virus wrote: GkMrBane wrote:Well in response to the main topic I think that the result of going elemental should be that the stat requirments all require 1.5 more stat assignment than what their non elemental kin require like the Zwie requires 24 str and 10 dex in this version the it would require and extra 36 Str and 15 dex doing this would even the playing field a little more because by then people using non elementals would be doing around the same dmg as the Elemental people.
what do you guys think about this idea?
The problem with this, is although it may seem like it is most directly fixing the problem, it actually misses it with alot of weapons. Although it would be harder for people at relatively low levels to use lightning weapons of the stronger and more unique weapons there would still be a plethora that at 1.5 stat requirements would be open for use for low level players.
This would be weapons like clubs and starting class weapons.
Also I just think my idea is more interesting while it gets the job done.
In addition it keeps elemental weapons relevant after level 100.
I do totally agree with you Buggy that after 100 elemantal are pretty much useless, and somehow they need to be adjusted so they are viable at high levels. But i see this more of an issue with someone with base sats using a 500 AR weapon. Especially once the DLC comes out and we see a resurgence in the online populace of DS.
My original thoughts on the matter were actually, "Hmm, what if elemental weapons had a base resistance stat" and that's what this thread was going to be.
But as I typed it I felt that it was a bit demanding to invest in resistance simply to get to use a certain class of weapons that doesn't even actively scale with it. Even if resistance still gave you poise it seemed a bit overly cumbersome a requirement.
That's why I thought about it dealing damage back to the user.
What I mean by the extent of the damage is a level 10 character using a +5 lightning weapon might have three to five swings, or if the damage was continual only about 30 seconds of using the weapon before the weapon itself killed them.
This would make it completely unviable for the lower levels. Then with the resistance stat reworked to really counter the damage done to itself you would really need to invest in it and vitality. With the extent of damage dealt back to the user it would be really necessary to have that higher resistance and vitality, and thus force them to level up alot.
It just seems to be a more elegant solution than slapping requirements on everything.