They are both random and limited, so very few even change what my champion can do. Seems like these things I pick are very unimportant compared to the gear I am able to find, and I hate that. Is my champion a badass or just a normal guy with a cool sword?
And level requirements for gear are really just the bandaid.
If anything there should be trait requirements ... but its probably better for hero gear to just scale with stats.
( Melee weapons are bad at low strength, good at high strength)
( Magical Staves are bad at low intelligence, good at high intelligence)
( Ranged weapons are bad at low Dex, good at high dex)
But WAIT! Is it really worth it to change all the hero equipment, or even rework the entire Stats system? NO!!!!
These ideas are fine, but I think specialization is the key. That, and this mechanic should be possible with ANY type of equipment.
So how do we achieve this system without completely REWRITING the status quo?
What is the answer??
Better TRAITS ...
Specializing Paths
Traits that affect how you use your stats
Have a trait that allows your Dex to increase your Accuracy with Ranged weapons
Have a trait that allows your constitution to increase your Defense with Plate armor.
Have a trait that allows your Dex to increase your Accuracy AND Dodge with Swords
Have a trait that allows your STRENGTH to increase your Air Dodge while using a Shield (path of the defender??)
Have a trait that allows your Dex to increase your damage with Ranged weapons.
Have a trait that allows your strength to begin contributing to your HP, yet lowers initiative (TANK HERO)
Have a trait that allows your Dex to add to melee attack, yet limits which melee weapons you can equip? Perhaps add initiative to balance the limitations added. (Assassin hero/DPS)
Have a trait that allows your Intelligence to increase your Spell DAMAGE (instead of just spell power vs resist chances)
Have a trait (in assassin path) that allows your DODGE to add to your spell resistance.
Have a trait that doubles critical damage when wielding a dagger
Have a trait that doubles critical chances when using a bow.
Have a trait that adds to attack and defense (yet lowers dodge) when using a mount.
Have a trait that INCREASES dodge when using a mount. (separate paths/ mutually exclusive)
Have a trait that VASTLY increases dodge when NOT using a mount.
Not every trait is equal, and not every trait is wanted ... some traits contradict each other, you won't want every trait even if you reach level 100
Best way to do this would be to make the Paths mutually exclusive, and to allow some traits to be available with several different paths.
Magical Dodge -> Defender and Assassin
Strength into HP (tanker) -> Defender and Warrior
Dex bonus added to melee damage (DPS) -> Assassin and Warrior
Dex increases Sword accuracy and dodge -> Warrior specialization (Blade master)
Daggers doubling Critical Damage -> Assassin
Bows doubling critical chance -> Marksman
Traits should be able to uniquely sculpt each hero into something WORTH the experience, into a hero that is WORTHY of weilding that super awesome blade.
If you have a Vorpal Blade of +1, you will want to give it to your level 15 blade master, NOT your level 20 Sorcerer.