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Thread 718915446

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Anonymous No.718915446 >>718916374 >>718916585 >>718916812 >>718917082 >>718917327 >>718917928 >>718918465 >>718918482 >>718920771 >>718920794
Leveling health vs strength
Are you a:
>I am going to level up health to lose more slowly (by being able to take more hits)
>I am going to level up strength to win quicker (by doing more damage)
type of gamer?

Replace strength/health with other stats, which follow the same principle.
Anonymous No.718915863
Lot's of strength and big stick, unga bunga mother fucker.
Anonymous No.718916374
>>718915446 (OP)
Going into defensive stats is usually a trap. Usually it's just lose slower strategy instead of planning to win.
Outside of being completely invincible it's a waste
I still fall for it because I like defensive builds and have the type of autism where I don't mind fighting shit for 20 more minutes than other people if it makes me feel invincible.
Anonymous No.718916485
I'm Spiderman
Anonymous No.718916585 >>718916706
>>718915446 (OP)
I always go for strength and damage before I touch health, I want to kill it fast enough that it doesn't kill me, I also hate drawn out fights with a passion so anything that makes the fights shorter is a plus.
Anonymous No.718916706 >>718917157
>>718916585
>I also hate drawn out fights with a passion
I wonder how you would feel playing Furi. The game is just a boss rush in a cool setting with a great melee/ranged hybrid moveset. Fights have multiple healthbars(phases) and you also have your own healthbars, and a single fight can last upwards of 10+ minutes depending on your damage output
Anonymous No.718916735
I'm the type of psychopath that only uses leech seed and status effects in pokemon because I like to watch my Bulbasaur slowly steal the life from other pokemon while they feebly try to defeat me.
So whatever stats let me do that.
Anonymous No.718916812 >>718918062
>>718915446 (OP)
Level strength to meet requirements/soft cap.
Then dump everything into health until you find a weapon that needs more unga. The Diablo strategem has never failed me in any Souls game either.
Anonymous No.718917082
>>718915446 (OP)
Kinda depends on your recovery options. If leveling health means you die in 2 hits instead of 1 it's not a big deal. However if there's recovery and you can get back to full health then it's a major survivability improvement, better than any amount of strength.

Obvious answer is that a balanced approach will yield the best results.
Anonymous No.718917157
>>718916706
Except for that one boss
Anonymous No.718917327
>>718915446 (OP)
Alway full strengh unless it's a death stat like in any souls game
Anonymous No.718917561
In terms of preferred playstyle I like "brawler" kind of archetypes that can mix in the fight and take hits while being damage-focused (as opposed to "assassin" or "glass cannon" kinds of characters that can't... granted, contrary to OPs question, this is often achieved by having offensive stat that double-dips as defensive stat, like strength increasing armor or whatever, rather than specifically building tank). But if the game doesn't really support such a playstyle as they often don't, I'll happily strengthmaxx and finish combats with an alpha strike.
Anonymous No.718917928 >>718918153 >>718918943
>>718915446 (OP)
Okay, but consider this:
> If you're actually good at the game you simply won't get hit, therefore any investment into health is a waste of Exp
Anonymous No.718918062 >>718918209 >>718918463
>>718916812
Do you guys think Softcaps should be a thing?
Just in general.

Always comes across to me as a purely anti-fun system.
Why not let players neglect every other stat in order to turbocharge one?
If they can make it work then what's the harm?
Anonymous No.718918153 >>718918232
>>718917928
This kind of logic is stupid, I don’t go into every game intending to die 20x learning the boss so I can no hit it on a first playthrough
Anonymous No.718918209
>>718918062
The usual reason for softcaps is so that you can't eventually reach a point where you're just killing everything in a couple hits and ignoring mechanics in NG+ cycles.
But honestly I've always been a fan of games that say "fuck it" and either have extremely lax soft caps, or just have ridiculous level caps in general.
If I enjoy the core gameplay loop enough I enjoy grinding/replaying and I have a soft spot in my heart for the few games that either have absurd level caps or have some sort of Paragon/Badass rank equivalent.
The player always has the option to self-impose limits or start a new file if they feel it's too easy. I like NG+ runs as victory laps, personally.
Anonymous No.718918232
>>718918153
>Has to commit the fight to memory in order to beat it
>Cannot first try based purely on instinct and reflex
You're a casual lad.
Anonymous No.718918463
>>718918062
Games need to be more transparent about soft caps, I get why they exist to make earlier points feel more impactful, but stop you from scaling into infinity.
I think it's mainly just a way to make their balancing act easier and I don't mind as long as it doesn't feel like bullshit that I was cheated out of a build for mechanics that weren't relayed to me.
Anonymous No.718918465 >>718918854
>>718915446 (OP)
If you play a game with a level-up system, you might as well give up on life, like if you need handholding just to press a button, how do you function in the real world?
Anonymous No.718918482
>>718915446 (OP)
When I was a kid I was all about the Defensive stats, but as an adult I find it more enjoyable to play a glass cannon.
Speed is my choice when the option is there.
Anonymous No.718918854
>>718918465
>he doesn't level up in the real world
ngmi bro
Anonymous No.718918943 >>718919168
>>718917928
Except if enough investment allows you to just ignore the enemy for a time and keep using your abilities, which lets you win more, which is effectively more efficient than simply avoiding the hits and winning more slowly.

Not to mention certain milestones you can reach by investing in health like being able to survive the most damaging attack the game can throw at you, so your healing items become vastly more efficient, because you know you will always survive any hit and can heal back up.
Anonymous No.718919089
I typically go for some equivalent of 1 point in health, 2 points in strength/attack. That way I can get through encounters faster since small mistakes will eventually add up no matter how good your defense is. But, I can still have some health for when those mistakes happen. That way it's not a cataclysmic moment.

It really depends on the game, but in most cases you want to favor strength/attack since you want fights to end asap. Especially when there are other ways of avoiding damage, like a shield, dodging, or parrying. In those cases, health is really only there when you fuck up. So, theoretically, you shouldn't be building your character around the idea of fucking up.
Anonymous No.718919168 >>718919473
>>718918943
>Except if enough investment allows you to
Yeah. *If*.
But lets be real, it won't.
No game is designed to allow HP to be that cracked.

>your healing items become vastly more efficient
Counterpoint: If you never get hit, you never need your healing items, which means you can sell them to purchase better gear and performance-enhancing drugs.
Anonymous No.718919473
>>718919168
>No game is designed to allow HP to be that cracked.
Not HP, but other defensive stats like Endurance, which allows you to get better gear, better resistances and "poise" for games, which have a stagger mechanic. Ignoring stagger is even a mechanic in games like Oblivion, where you don't get staggered, if the damage is low enough.

>Counterpoint: If you never get hit, you never need your healing items, which means you can sell them to purchase better gear and performance-enhancing drugs.
But then your healing items aren't nearly as affective of an item as they can be.
Anonymous No.718920771
>>718915446 (OP)
I am going to level up health to have more time to win
Anonymous No.718920794
>>718915446 (OP)
>level up health to lose more slowly
Being a glass cannon doesn't sound cool to me. I want to be able to tank a nuke and go must have been the wind on the nigga who thinks he can stand against me