In Wolcen, if you dont go “Debuff proc” attribute, you pretty much make 1/3 of the passive skill web irrelevant. And if you do go for that attribute, you kinda make the other 2/3 of the web useless also. Problem with them Wolcens system imo (and again, it is still a better system than in most A-RPGs - and I havent played hundreds of hours of the game, so maybe the meta is completely different in late-game), is that each attribute is all or nothing. The two attributes you dont focus on, are kinda useless, since getting more debuff proc chance is pointless if you haven’t picked a debuff proc build. Never tried a crit build, but afaik, it is the same for that. attack speed is a bit in the middle, and potentially useful for both of the others.
I am not against that specialization in general; quite the contrary, since I prefer if gear affixes are not universally good for everyone. But for an attribute system, where you will pick 1 of 4 (or whatever combo), if each attribute is only useful in its own small niche, then they either define the rest of the build, or the rest of the build defines which attribute to choose.
In Path of Eternity, even if I make an Intellect Monk, that is focused on AoE (since Int = increased aoe radius), Str and Dex is still useful. Just less useful than Int.
Proc chance and debuff duration in the ADA system seem like they might have the same problem of only being useful in their own separate, focused build. Whereas buff duration is probably useful for most builds, as I would expect all builds to have at least 1 buff. I really like these 3 effects though, and would be sad to see them go away. But 1) I wouldnt want them to be an attribute system on their own, without other bonuses added, and 2) if they were attributes, then all 3 effects should have their own gear affixes too (+proc chance, +buff duration, + debuff duration), allowing you to get these effects even if you don’t go for their attribute.
Just like, if you have an attribute that gives armor or HP, there is also still specific gear affixes that gives armor and HP. Attributes shouldn’t replace gear affixes.
But of course, getting these stats outside of the attribute system might/should “cost” more; using a whole affix on an item just to get one stat, instead of the multiple stats gained through an attribute. That is fine, increased freedom to choose your stats should come with a greater cost, for balancing.
Sure, but you can get more dmg and defense in different ways.
+single target dmg, +attack speed, +aoe radius etc. all can give you more dmg. But in different ways. And they all interact with skills differently as well.
Attack speed is more useful for some skills than others, depending on their cooldown, their resource cost etc. AoE radius makes an aoe dmg skill do more dmg, as long as there are enough enemies around. Much less useful against a single boss though. But AoE radius might also increase the efficiency of a single target dmg build, by increasing the radius of your debuff skill, or your CC skill etc.
Single target dmg (which probably should be more like; “first target hit” dmg instead, so AoE still benefits somewhat) is a direct dmg boost, but doesnt benefit an AoE skill as much.
Also, cooldown reduction is not a generic stat boost. it does literally nothing for skills with no cooldown.
I agree about All resist and Dodge though.
All resist should not exist as a gear affix imo. But I think something like “all magical/elemental resist” is fine as an attribute (again, making attributes a bit more general), having the weakness of no physical resist.
Instead of dodge, it could be “increasing regeneration of the active dodge mechanims” that Diablo 4 have (the gear + dodge interaction in Wolcen is pretty nice).