I assume developers chose to auto assign stat points to make it easier for new players to join the Diablo universe.
Now were all grown up lvl 60s and know a good deal about the game why not allow paragon stats to be allocated by the player. This would open up some gameplay options and allow for some cool new builds
I think this would be an awesome idea. We have our stats allocated for us up to lvl 60 and then through paragon you get to choose. So after playing your character for so long you get to decide how you want to play. You want to be a tank, load up on some vit. You want to be a dps monster load up on some of your core attribute. This would also promote build diversity and allow devs to slow the radical changes on skill/runes since you can customize your character where you're not restricted to having to use certain skill/rune combinations.
And who would prefer to spend points on anything but main stat?
I think this sums it up and is the reason why we don't have allocatable points during leveling or paragon. you'd pretty much see either glass cannons loading up on only their primary stat or tanks/melee loading up on all vitality.
I'm not sure exactly what else you'd expect or what kind of 'build diversity' could come of this. What is a Barbarian going to do with a bunch of dex? They can dodge a litle bit better at that point, but none of their skills care if you dodge or not. Considering barbs also get 35 HP per vital compared to other classes 10, there's no real comparison.
If I could see a way this would be useful I might be for it, but I really just don't see the possibilities I guess.
I would like someone to clearify something for me. If paragon lvl inscreases stats like a normal lvl up would do, that would mean we would be lvl 160 right ? If we are lvl 160 and monsters are still lvl 61, well... am I the only one here who sees the problem ?
I would like someone to clearify something for me. If paragon lvl inscreases stats like a normal lvl up would do, that would mean we would be lvl 160 right ? If we are lvl 160 and monsters are still lvl 61, well... am I the only one here who sees the problem ?
The difference is that one monster level can be a huge boost to a monster's health and damage. Players, on the other hand, get less from levels and more from the gear they wear. We get a scant +3 to our primary stat (a +3% damage boost to our Base damage) and a +2 to our Vitality (70 HP). As you can see, the scale is very different for us. +100 levels is really like saying you suddenly have a new armor slot and you just put a perfect proc item in it (+300 primary stat and +200 Vitality). When you think about it that way, you can see how it's really just a marginal increase, but it can really help in the long run.
Btw, all classes get 35HP for each point of vitality at lvl60, just like all classes get 10HP per vitality until lvl35
Really? Huh, and I thought I checked that more throughly. I only have the one 60, but I asked around and thought I got good values from my friends. I don't recall now if they were on their 60s at the time.
That's what I get for not playing enough to have more than one 60 I am disappoint
EDIT: Thought someone else would have replied by the time I did, apologies for the double post.
I would like someone to clearify something for me. If paragon lvl inscreases stats like a normal lvl up would do, that would mean we would be lvl 160 right ? If we are lvl 160 and monsters are still lvl 61, well... am I the only one here who sees the problem ?
The difference is that one monster level can be a huge boost to a monster's health and damage. Players, on the other hand, get less from levels and more from the gear they wear. We get a scant +3 to our primary stat (a +3% damage boost to our Base damage) and a +2 to our Vitality (70 HP). As you can see, the scale is very different for us. +100 levels is really like saying you suddenly have a new armor slot and you just put a perfect proc item in it (+300 primary stat and +200 Vitality). When you think about it that way, you can see how it's really just a marginal increase, but it can really help in the long run.
Well that sux. I was just trying to lvl up my paragon lvl to be stronger to finally be able to get the fuck out of act 1 since my char is not strong enough for act 2... I have been playing forever man and I still can't get passed act 1 inferno with my WD, this shit pisses me off.
Well that sux. I was just trying to lvl up my paragon lvl to be stronger to finally be able to get the fuck out of act 1 since my char is not strong enough for act 2... I have been playing forever man and I still can't get passed act 1 inferno with my WD, this shit pisses me off.
You might want to alter your build or your gear setup instead. Actually you shouldn't need any resistance thanks to the zoo to get things going. Just have a look at Summoner, #1 WD on hardcore mode -> http://us.battle.net...1/hero/25648021 he's rocking high dps and zero resist build, something you can do as well. Of course not with similar legendaries but reaching 2000+ intelligence with some crit chance, crit damage OR attack speed and NO vita, %life or resist isn't to expensive actually.
All you have to do is "wasting" two skills on the zoo (gargantum plus zombie dogs) and you can pick up whatever skill combination you like to go with that.
yeah sure, only problem with your plan is, you guessed it, finding those items.
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Now were all grown up lvl 60s and know a good deal about the game why not allow paragon stats to be allocated by the player. This would open up some gameplay options and allow for some cool new builds
I think this sums it up and is the reason why we don't have allocatable points during leveling or paragon. you'd pretty much see either glass cannons loading up on only their primary stat or tanks/melee loading up on all vitality.
I'm not sure exactly what else you'd expect or what kind of 'build diversity' could come of this. What is a Barbarian going to do with a bunch of dex? They can dodge a litle bit better at that point, but none of their skills care if you dodge or not. Considering barbs also get 35 HP per vital compared to other classes 10, there's no real comparison.
If I could see a way this would be useful I might be for it, but I really just don't see the possibilities I guess.
The difference is that one monster level can be a huge boost to a monster's health and damage. Players, on the other hand, get less from levels and more from the gear they wear. We get a scant +3 to our primary stat (a +3% damage boost to our Base damage) and a +2 to our Vitality (70 HP). As you can see, the scale is very different for us. +100 levels is really like saying you suddenly have a new armor slot and you just put a perfect proc item in it (+300 primary stat and +200 Vitality). When you think about it that way, you can see how it's really just a marginal increase, but it can really help in the long run.
Really? Huh, and I thought I checked that more throughly. I only have the one 60, but I asked around and thought I got good values from my friends. I don't recall now if they were on their 60s at the time.
That's what I get for not playing enough to have more than one 60 I am disappoint
EDIT: Thought someone else would have replied by the time I did, apologies for the double post.
Well that sux. I was just trying to lvl up my paragon lvl to be stronger to finally be able to get the fuck out of act 1 since my char is not strong enough for act 2... I have been playing forever man and I still can't get passed act 1 inferno with my WD, this shit pisses me off.
yeah sure, only problem with your plan is, you guessed it, finding those items.