Power affixes is a HORRIBLE IDEA

I already addressed in another thread why the current implementation of the 3 powers as itemization parameters is better than as base stats parameters:

Their current system forcing us in paths/ranges just creates an illusory “what works best for a character” attitude.

To explain this: If we look from a broader perspective we have X stats as item properties. Some of these stats have power requirements. Each of these X stats has its range of how it could roll - for example a resistance stat might roll from 10% to 40%. When they force the brackets on us due to the fixed power requirements you would be able to go from 10% on a particular resistance to say 20% for a specific character path you choose. This simply means shorter stat range.

So what we have is this:

  1. Stats
  2. 1 + power requirement
  3. 2 + roll range
  4. 3 + sub-range

You see, we can push this more to 5), 6) etc with more sub-ranges if we want, but this achieves nothing by itself.

The whole current system is like telling an MMA-fighter to use a martial art from a PARTICULAR pool that is already selected for the fight instead of giving him the possibility to CHOOSE the optimal martial arts himself for each fight.

Related to the above this is:

  1. MMA
  2. 1 + weight categories
  3. 2 + martial arts choice
  4. 2 + fixed martial art

So, in case 1) it would be wild - we would have 100kg fighters crushing 60kg fighters for seconds, which is not a good entertainment. In 2) we have the current MMA structure where fighters from specific weight categories are matched to fight with each other. In 3) we would allow the fighters themselves to choose particular martial arts depending on their opponents. In 4) we would choose the martial arts pool that could be used during the combat instead of the fighters.

There is no need we go to step 4). It doesn’t deliver anything meaningful.