ElegonE
Elegon
Jun 21

Class Tuning

For now, in the super early stages, I think a small balancing tuning would be appropriate. Class Balancing - All buffs below are invisible buffs to your visible stats. So if you have 100 in a stat that is doubled, you see 100, but the game sees 200 Mage: Strength is 2x Vit is 0.75x and Fortitude is 0.75x Warrior: Vitality is 1.5x and Fortitude is 2x Cleric: Vitality is 1.25x Grace is 3x Item buffs Wearing a shield gives 1.25x (EG 100 Fort game see's 125) Fortitude regardless if you have fortitude on that equipment Wearing a Sword increases strength by 1.25x IF not wearing a shield Wearing a staff increases strength by 1.10x, grace by 1.25x, and alacrity by 1.25x
PendingPending

Jul 17, 2026

I have a feeling that applying invisible modifiers in this way would make power creep issues enormously difficult to control later down the line. Maybe an adjustment to the base value for certain roles, but this would narrow the development path too much for each class in my opinion!

Jul 17, 2026

Well, there could be a tooltip when creating a class that explains stat distribution, even if you can’t see it, you may still be able to work it out. Or maybe could just make them not invisible ¯\_(ツ)_/¯ I do like the open endedness it has currently, but your stats feel so marginal