I have been looking at how skills and resistances benefit from attribute points, and I found a series of patch notes from the Alpha that said this:
Strength now grants 5% increased armour per point, instead of 15% increased armour and 10% increased melee damage per point
Intelligence grants 5% increased ward retention per point, instead of 10% increased ward retention and 10% increased spell damage per point
Agility is now named Dexterity
Dexterity grants 5 dodge rating per point, instead of 30 dodge rating and 3% increased melee attack, throwing attack and cast speed per point
Attunement grants 5 elemental protection, instead of 30 elemental protection and 10% elemental damage per point
Vitality grants 15 void, necrotic and poison protection, instead of 50 void, necrotic and poison protection and 15% health regeneration per point
When equipment is giving you close to 100 protection easily, attributes only giving the player 5 or 15 is paltry at best. As someone who’s only started playing at the beta, what was wrong with the old resistance values? I’m seeing end-game builds with around 800 protection, all of it from T5 crafting.
I am more in favor of beefing up the passive nodes so that they look enticing for players and reduces the “golden path” of passive point selection. As it is, you’re using your passive points for damage, damage, damage, while using the crafting to patch up resistances. I will write up a thread in the Primalist section on its specific nodes, but using 50-60 passive points just to get to a level 40 mastery and only seeing bonuses of 1 attribute point and 10 protection is absolutely pathetic. Once I play around with certain builds, I will share what could be done so that the defensive passive nodes can compete with the offensive passive nodes.