Mod 16's biggest game-hurting issue is managing the stats to meet the new stat cap without going over. Any casual or new player is unlikely to be crunching numbers and pulling out a calculator to figure the new stat cap mechanics out before they can get into actually playing the game. I would like to make the following quality-of-life suggestions for stat management:
- Have stats that hit their cap turn red so the player knows when to shift their focus to whichever stat they choose to build up next,
- Have new enchantments (replacing the current enchantments) give X number of free stat points that can be allocated to any stat instead of the current fixed-stat model, or...
- Create a stat escro for use with current enchantments that allows a player to forward stat point overages to a stat of their choosing so no stat points go to waste.
The current enchantments have fixed stats which can result in wasted resources once a stat hits its cap. But offering either a stat escro, or creating new enchantments to give free stat points can ensure players more control over character growth and easier stat management for an optimal build. The current enchantments could be replaced with the new free stat points enchantments but these can still be refined, but will simply provide more free stat points to work with.
"Talent is a flame. Genius is a fire." - Sir Bernard Williams
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