Join our Testing Team
Check out our November update on Steam >>

GregoryKC66 said
After thinking about it, adding enhancement/skill points in the CCT and 1 or 2 per level probably wouldn't be necessary. Instead, have items you can craft which affect those stats for a limited amount of time, 1 hr, 3 hrs, 8 hrs, 24 hrs. Those items could also be bought and sold in the exchange. When the items are used, they are reflected in the Hero Profile.
Excellent thoughts, and suggestions, Gregory 👍👍 5⭐🤠
The Doughnut King is back! Watch your snacks!

After thinking about it, adding enhancement/skill points in the CCT and 1 or 2 per level probably wouldn't be necessary. Instead, have items you can craft which affect those stats for a limited amount of time, 1 hr, 3 hrs, 8 hrs, 24 hrs. Those items could also be bought and sold in the exchange. When the items are used, they are reflected in the Hero Profile.
1) Make the plan
2) Execute the plan
3) Expect the plan to go off the rails
4) Throw away the plan

In the last beta, I noticed that the Hero Profile screen has stats, including 14 resistance stats with 13 of the 14 being 0. The 13 of 14 being 0 seems consistent no matter the archetype. Those stats are Hero dependent and not power dependent. My question is if we will be awarded enhancement/skill points to increase at least some of those stats. I believe it would help distinguish each Hero even more if we could add a few points when creating a character, then receive 1 or 2 points per level. A cap should be made on how many can be put on a stat (maybe 10?). Also, careful consideration would be needed on how much each point affects each stat. We wouldn't want some to be overpowered.
I just know that looking at the Hero Profile with all those 0s doesn't look right.
Thanks for your consideration.
1) Make the plan
2) Execute the plan
3) Expect the plan to go off the rails
4) Throw away the plan
Casey McGeever
Dmcgeever
Consultant
GladDog
JestersGhost
Labcoat
Golden Ace
NumberMuncher
GoldenRatio
Integral
1 Guest(s)