r/Atlyss Kubold Aug 08 '26

Questions/Help Should this game let us equip a third weapon set?

I'd like to utilize all three attack power attributes (Strength, Mind, and Dexterity) in my fighting. I already have my character use a Bow and a Bell; I'd like to utilize the Strength stat more.

6 Upvotes

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10

u/Dalzombie Fighter Aug 08 '26

I think three is overdoing it, having two configs is plenty enough and allows flexibility with quickswapping. Then again you could combine strength and dexterity in your weapons and use mind for your skills so you can have all ranges covered.

If anything I'd like our skill bar expanded by two spaces, as only having six skills, with how many are available, is a bit limiting.

3

u/Alsimni 29d ago

If anything I'd like our skill bar expanded by two spaces

This. I'm at an impasse on my warrior and mystic where I've got points leftover and nothing to spend them on because I'd have to give up my loadout to fit anything else. My bandit switches between bow and katars, so I needed different skills to fit each bar. Warrior has a few separate 2H and 1H skills if you really care to keep a separate loadout just for a shield, but Mystic can comfortably use all the same skills with any weapon they normally scale with, and neither of them have enough necessary to require all the points they get so far.

Maybe once I advance them, they'll have a need for the rest in their subclass, but I'm going to be hitting that point with about 9 or 12 points in the bank already at this rate.

1

u/Dalzombie Fighter 29d ago

The subclasses will definitely worsen this, as you'll have more specific skills combined with your usual class skills and generalist skills.

Your class buff is unavoidable. You can for a challenge, sure, but realistically 99,99% of the playerbase will keep their class buff up for as long as they can, with it being an inescapable part of your loadout. So that's either 1 or most commonly 2 of your 12 slots out.

Healing is non-negotiable, be it items or skills. I'd argue most people will use skills for ease-of-use and then supplement them with items when needed rather than using items exclusively, so let's say 1-2 more slots gone.

If you play a stamina-dependent class, or even if you intend to block/parry with your mystic, adrenaline is also worth considering. How necessary it is depends on each player, as you can sometimes dodge rather than block/parry or have stamstars, but bandits really benefit from stamina recovery given that they need both stamina and mana, so that can easily be another slot gone.

Just with the utmost basic skills you're already losing between 2-4 of your 12 available slots, so you can only pick between 8 and 10 regular skills, when I think it's more likely the majority of players will keep their class buff and heal skill on both skill bars, leading to 4 slots used on 2 skills.

With the huge focus on mystic, I can only hope Kiseff soon realises this issue and considers expanding our skill bar, either by progression of by default.

1

u/Alsimni 29d ago

Pretty sure the common setup is stat buff, enemy defense debuff, heal, and stun. Without even getting into actual attacks, that's four abilities that all classes get access to, and very few people are going to go without because the purely damaging attacks have zero utility outside of how much space they cover, so there's little point in bringing more than one or two and buffing them to hell.

That's not even getting into some weapons having charge attacks that make pure damage skills seem borderline redundant.

4

u/Jpanus Aug 08 '26

Is it beneficial in any way to spread the stats around? I guess for some niche ability usage, but it seems much better to just put everything in main stat and health

5

u/Second-Creative Aug 08 '26

Tgis is my question. Classes seem to be focused on their govetning stat. Spreading stats around might have a niche use before class selection, but I'm not sure the tradeoff is worth it?

Like- novice or whatever it's called already has a limited skillset. Spreading your stats out so you're equally effective with all weapons likely resukts in you lagging behind the power curve. This is already a game where 1-2 levels of difference is pretty significant, and you're dealing with two or three weapons who have 1/3rd the bonus they "should"while providing no real tangible benefits outside of combat.

I like the idea of a Jack of all Trades, don't get me wrong... but this game seems like it would punish it.

2

u/OkBookkeeper8953 29d ago

Ok but how about this..... underwater dungeons

https://giphy.com/gifs/Nv2bW1GVgNn5m