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A lot of people have said that they think it's too easy to max out Rogue's stats, and I don't really disagree with that. I've been trying to figure out the best way to make it a bit more challenging, without making it too "grindy" or potentially impossible to max out.

One simple way would be to go in and remove a lot of the stat-ups that occur during repeatable events, and make most of it go to unique and first time experiences. This can be tricky to balance though, and failing at it, or missing the wrong options, doing things in the wrong order,  could leave you with no way to advance a given stat.


Another thing I've been considering, which could be a fairly significant change, but possibly not that overwhelming, would be to just bump all the stats, and all the stats needed from 100 to 1000. This would allow much finer tuning. It would allow me to basically leave most of the repeatable actions alone, offering relatively tiny boosts each time they are repeated, and then I would go in and bump the first-time events by 5-10x, so that they remain roughly as impactful as they currently are.


Does that make sense to you guys? Do you think it would be worth doing? I think the way I have things set up it might not be all that hard to manage, but I can't guarantee anything at this point.

Comments

Quwykxz

I think bumping the stats is worth a shot and sound like the best way to go; go for it and let's see what happens.

sad flower

1000 I think would be better. I don't think it should be as grindy as something like Witch Trainer, but right now you can pretty much max every stat within 2 encounters.

Anonymous

I would say just go with the bump sounds like the best of the lot...

ibonihskrad

I suggested bumping the stats and I'm sticking with it. But yes, also increasing major rewards from 5 to something like 50 would be needed, and this way you can actually see the difference between major and minor impacts on experience. I don't think it will be grindy at all, definitely when compared to something like witch trainer, especially since you have so few ways for stats to go down.

iamnuff

The latter option seems better. Non-repeatable events seems like a great way to lock you at less than 100% if you screw around.