I’d argue your solution is even worse, because that would actively punish players who had received large bonuses. It would also require more optimized builds, leaving little wiggle-room for mistakes. That was already an issue in the original game, because it assumed you were optimizing your characters well; It was very easy to accidentally wreck your character early on because you didn’t optimize your build, and end up getting one-shotted by mud crabs who were 10x stronger than you.
It would also require more optimized builds, leaving little wiggle-room for mistakes.
How?
For any set of stats, it wouldn’t matter if you got there at level 2 or level 20. Mudcrabs built for an optimized level 10 wouldn’t spawn just because you are level 10. They’d spawn when you’ve spent as many points as you would have, had you optimized to level 10.
The real issue would be “the Draugr are training” kinds of builds. If you put half your points into personality… the bandits did not.
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I’d argue your solution is even worse, because that would actively punish players who had received large bonuses. It would also require more optimized builds, leaving little wiggle-room for mistakes. That was already an issue in the original game, because it assumed you were optimizing your characters well; It was very easy to accidentally wreck your character early on because you didn’t optimize your build, and end up getting one-shotted by mud crabs who were 10x stronger than you.
How?
For any set of stats, it wouldn’t matter if you got there at level 2 or level 20. Mudcrabs built for an optimized level 10 wouldn’t spawn just because you are level 10. They’d spawn when you’ve spent as many points as you would have, had you optimized to level 10.
The real issue would be “the Draugr are training” kinds of builds. If you put half your points into personality… the bandits did not.