Talk:Stat Point System

I like the stat system.

Just wondering, what is the current build for upgrading skills and leveling up?

--KnightSpector

Bryk In the old system Basically to start out, every hero has a base amount for each attribute, say for instance Jack Frost could possibly be:

Str 22, Agi 13, Int 16

For each level up in the old system your attribute points would increase by a static amount, say 2.2 str, 1.3 agility and 1.2 intellect per level.

In Dota/HoN there was some fluctuation between how much the total of all attributes were for each hero. This included their starting base damage, armor, hp, mana.

The only hero in Dota that you could change, the Morphling, was able to adjust his base stats with one of his abilities between stregnth and agility.

The only customization was that each level up you received a skill point in which you could spend in any of the following: Skill 1, Skill 2, Skill 3, Ultimate, or stat points(+2 to each attribute). There were some obvious restrictions such as abilites had a max level of 4, and could only be leveled up every other level such that it took until level 7 to max out your first skill. Your ultimate could be gained (except a couple heroes) at levels 6, 11, and 16. (maxes out at level 3).

What I am aiming to do here in AOE with or without the 6 attribute system is to put attribute in the hands of the player. Making ever hero have the same starting total of attribute points, and giving every hero perhaps +1 to every attribute per level, then on top of that say 5 extra attribute points to spend whereever they want to.

Also there won't be a +2 to all stat bonus option when leveling up. If I keep the level cap to 25, and make it so you can only level up a skill every 3rd level then the max for any given skill is level 9(which you could make 1 skill) if you hit the cap. My idea here is to put more customization in the hands of the player. Ultimate could follow a similiar system but instead also have an additional level at 21 for a total of 4 levels.

The grand picture here is that each hero can be played many different ways. In Dota/HoN every hero is going to get every skill maxxed every game unless it ends before they get to level 16. (By 15 they are already forced to get the +2 to all stat bonus at least once, and this continues to level 25).

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New system

Basically each hero will not only have the customization which I intend to implement if possible, but the attributes overall will be more complex.

As I listed each attribute will get a bonus to up to 2 aspects of your character. For instance if you aren't a melee character you technically will have a "weaker" choice by spending your points in Strength as it will only increase your HP where Stamina would increase both your HP(probably by a larger amount to begin with, but thats another story) and also your HP regeneration.

Also you have to realize how your primary attributes come into this whole system. In Dota/HoN and the 3 attribute system, whatever your primary attribute(only 1 primary in the old system) was would increase your damage by 1 per point. This is such that if you were a Strength hero your damage would be increased by 1 for every point you gain in strength. This includes items which add on the top of your base stats. An expample is an item that increases your strength by 6, as this would increase a strength hero's(a hero whose primary attribute is strength) damage by 6 while also giving him the bonus that strength gives which in these games was additional HP and HP regen.

With 6 possible atrributes, and 2 primary attributes then each player will have a lot of control over the direction they want to take their hero. That is before you even consider the items you'll purchase with the gold you earn.

Let's take for example the Infested Goliath - Alan Schezar. He might in the new system be an Agility/Intelligence hero. Therefore every point you spend in Agility would increase his base attack by 2 as well as his abilities as they all(if I remember correctly) do physical damage), and his physical attack speed. Every point spent in Intelligence would increase his base attack by 1, increase his mana capacity, and increase his mana regeneration.  See how this works now?  Looking quickly at his available skills one quickly realizes that he is a physical damage "nuker".  Therefore you're probably going to want both stronger spells and enough mana to cast them all.  However you'll get to choose if you want to be a "glass cannon" by putting ALL of your free points in these 2 or if you'll want to spend some points in say Stamina and Toughness to be able to stay alive longer.

Regardless how you played Alan the last game, every game that you play him you can adjust accordingly. For instance, strategically if you are able to dominate early game you might want to risk spending most of your points in Agility in order to keep killing the enemy heroes and maintain your advantage. On the other hand if things aren't going your way, or if you want to play it safe so that you can stay alive in fights then you might want to spend most of your points in Stamina and Toughness. The player will be able to choose how he wants to play.

There is both upside and downside to this much customization. For one, it increases replayability without being the same exact thing every game. However with the 6 point system, things are more complicated. Essentially you're trading off the ability to allow for specific customization for additional complexity.

Some players that are looking for a system as simple as Dota or HoN might find it to be too much, especially for the inital learning curve. However I think for a general guideline for a new player a base rule if you don't want to worry about the system is to spend 2 points into each of your primary attributes and your 1 remaining point into Stamina.

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How this could change the game is to allow for items to be more based on activate items, such as one that summons a science vessel for 5 seconds. Which could be upgraded to last longer, etc.

Bryk 22:35, October 16, 2009 (UTC)

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-Anonymous- Nice explaination. Does that mean if you have an Intelligence hero, like Epilogue, and can use the skill points to make him into a basic Strength and Endurance hero? -Anonymous-

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Bryk What it means is that Epilogue may very well be a Strength/Psi character. You'll be able to place points where you want to. You won't be able to choose a hero's primary attributes, however you'll be able to choose how you want to play him in terms of.... do you want him to do a lot of damamge, attack fast, have a lot of armor/hp, etc. Most of the time a player will want to spend points into their primary attributes, such as in Epilogue's case, Strength and Psi. His attack will be melee meaning a point spent into Strength will increase his melee damage by 2, and a point into psi will increase his damage by 1, and his ability damage by 1. Therefore his skill Energy Javelin will receive 2 additional points of damage per point into BOTH Strength and Psi because the ability is based off of his base damage. Obviously if you wanted to put most of your points into Strength and Stamina as it would be benefiticial to do so if you wanted a character with decent damage and high HP.

Clearly there are some questions that remain, such as if a melee hero doesn't have strength as a primary attribute and does have stamina as one, why would they ever place a point into strength?

This may lead the +1 damage for strength, agility and psi to be increased to +1.5 damage.

Another question regardless of the system is how Protoss shields are going to be handled.

Bryk 14:06, October 18, 2009 (UTC)