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That's good to hear. I hope they keep going down that path. To refer to another game, in any of the Soulsborne games (Dark Souls, Bloodborne, ...) by From Softw
by dota_fanatic 5y ago
That's good to hear. I hope they keep going down that path. To refer to another game, in any of the Soulsborne games (Dark Souls, Bloodborne, ...) by From Software, as you level up you get to contribute points towards stats which affects your ability to wield weapons and how much damage they do. You don't even have to equip them, the game gives you a diff of what your new damage will be along various dimensions (physical, magic, etc) as well as how your "equip load" is affected just by inspecting it. Although this doesn't necessarily mean you can understand the difference between a really heavy, highly damaging weapon vs a fast weapon, by reading a wiki or by playing through once or twice you'll have a very good base understanding of what different weapons bring to the table and how your character drives those strengths/weaknesses.
With DCSS? Well... how much damage you do is going to depend on whether or not you're wearing a shield (what size?), what kind of armor you're wearing if any, how much you've trained for that weapon class, how much STR you have, what bonuses it has, and what bonuses you have from gear. Then RNG will play a significant role on top of that. Maybe RNG applies twice, once for your swing, once for their defense? It's been too long, I can't say confidently.
I realize it's challenging for the interface design because everything is already tight but I'm sure there's a solution. If I equip this armor/weapon/jewelry, how fast will I be attacking compared to now? What will my damage distribution look like before enemy resistances? Same with allocating stats, please give feedback in the form of derived data that is closer to the thing I care about (surviving).