Funcom, please give those stats a clear purpose. Agility, survival and grit seem a bit mixed up to me.
Reason:
While agility has direct impact on defense values (will it stay like that?), survival will get that 10% reduction thing? Even if one said that agility could be about being very agile with weapons… this could mean it collides with grit, which is the stamina stat.
It seems there is trouble to make it worth for players to pick those three stats? If so, why not try the straighforward way?
First: Think about why encumbrance is being invested into. Simple as that: it’s needed.
But how to archieve that for the other three stats?
Lets take survival for one example.
Assuming you decided to make survival a wilderness-survival-thing, it would affect enduring temperatures by a huge amount. So if one wants to build in a place, where people without at least 5 cold resistance-armor plus at least 20 survival wont survive for long, he will have to spend those points. Survival wouldnt be needed for fighting itself, but rather for being able to survive and thus being able to fight there at all.
Not every stat has to have direct impact on combat.
I think you got at least a few obvious options to have people want to choose the stat.
Movement, Stamina and its consumtion, Defense and in terms of survival, also wilderness-getting-by-survival. I would really love to see defense as one of the three, as it would give an option to not deal as much damage and instead soak LOTS of damage. Instead they could be the ones in charge of crowd control like stunning - or of summoning the avatar…
That being said, maybe not the weapon should deal most of the damage, but the player? (Not 1% per point, but 2% and lower the dmg of weapons?) This way, non archers would do bad with bow while archers would perform bad with melee weapons…
I guess you want players to have the utmost freedom they can have.
But without light, the shadow cant be seen. If you create a situation, where different stats and thus playstyles can counter each other, players are forced to choose a playstyle instead of having everyone stack the same just because its the strongest way… I can see this creating more of a diversity of playstyles and tactics.
Also could you please spread informations about what stats will be on what armor?
I think alltogether 7 stats on whole armor are a bit… weak. Flawless versions should maybe not give more armor, but instead more stats. (7/9/11?) Also maybe different armors of same kind shouldn’t give different defense values but different stats. Just a stupid thought. Could make balancing easier as well.
Having exceptional and flawless versions of each armor would be the next step - and placing the recipes on different kinds of armorers? Their lists are way too long!