amnnor wrote:
I don't agree that the player would expect a major increase in HP by changing an attribute at the end of a game. Why would they be expecting a 100 pt (for example) HP increase versus what they had been getting 8-10 say on previous level ups.
The player assumption you give, I would say is invalid due to context. Near the end of the game one should not expect a decision on attribute placement to have a larger effect then all they're previous choices combined.
There maybe poor communication in game on the effects, but that is likely due to expectations of the player.
I would say this mechanic does not make vitality less consistent than strength or dexterity. A change in the later only gives a small increase in attack power, to hit, and evasion. This is the same benefit vitality gives at level up.
Why should it have a larger effect than all previous choices combined? You lost me there.
How can it be consistent, if one boost is dependent on current level, but the others are not?
When skilling DEX: Development of related skills is static.
When skilling VIT: Development of related skills is dynamic, in context of level progress.
I would call it consistent if your attack rating raises per level by an amount that dependis on the STR, your evasion raises per level by an amount that depends on DEX, and your health raises per level by an amount that depends on VIT.
Or the other way around:
Your attack rating increases with each increase of STR, your Evasion rating increases with each increase of DEX and your HP increases with each increase of VIT. Independent of level.
And btw: I skilled VIT in the late game and the effects on HP were very negligible. To me, it was rather clear that I made a bad choice. Though I didnt really care, as the game is won by exploiting the grid system, and not by stats. However, someone who is standing still, playing the game more casual, facing the enemy toe to toe (some people just dislike 2x2 abuse, as it feels like an exploit) might have a different experience.