Has it been posted anywhere what kind of attributes you plan on using? I know City of Heroes did not use a "Stat" system. Do you plan on continuing in that tradition? Here is a list of some from CoX http://paragonwiki.com/wiki/Limits
Marvel Heroes has a character sheet that tracks your character's attributes while there is no real stated "Stat" system for how that sheet correlates to how a character plays. (Durability, Strength, Fighting, SPeed, Energy Intelligence)
What attributes can we expect to use to define our character? Further-more which game mechanics will be affected by our characters attributes and how? (Cast Speed? Movement Speed? Ability to Lift objects? Cast Distance? Mez Strength? Dodge? Damage Mitigation? Damage Strength? Health Points? Visibility? Stealth? etc)
Is there a plan on how to balance the effectiveness of any attribute to its peers?
Are there efforts being made so that every player has access to the same amount of attributes? I ask this because in other games (Like Champions Online) having "more stats" means having a stronger character. I would like to avoid this and offer each player of the same level the access to the same amount of attributes distributed by the choices of the player.
Finally: I have a UI request that these attributes be available on our character sheet in graphical form. I'll post this as example:
Crowd Control Enthusiast
As you alluded to the only things that really affected how your characters "worked" in CoH were your power choices and how you chose to slot them with enhancements. Although having "stats" is a common way other games (both PnP and computer-based) work I'd really be surprised to see that kind of thing work its way into CoT.
As you indirectly pointed out CoH's "stat-less" system really helped to level the playing field between characters. Even a completely unslotted character could play reasonably well but a player's clever use of enhancements allowed you to adjust all of those semi-hidden qualities (like Cast Speed or Mez Strength) in any direction you wanted to focus on.
Frankly like CoH I really don't think CoT needs to go out of its way to stress "stats" the way other games do. The "numbers" are there if you want to dig into and obsess about them, but the beauty of the system is that you don't really have to if you don't want to.
CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]
I agree with everything you posted.. picking stats is not needed for CoT in my opinion.. however a character still has attributes that define how they operate (CoT worked on hiding "numbers" from players and perhaps rightly so).. even still every character has attributes.
http://paragonwiki.com/wiki/Limits
There's a link of many of the attributes from CoH and their limits. I don't know if CoT plans to use these same attributes but they will undoubtedly exist in some shape or form. When thinking about my character(s) in Titan City I have no reference point for the paradigm.
Crowd Control Enthusiast
I would assume (again like CoH) that CoT will set these "under the hood" attributes to specific default values based on which class you play. It's probably far too early to start worrying about the exact numbers and how they differ from class to class but you can probably safely assume that the "Tank" classes will start with more HPs than the others and so forth. Ultimately I suspect that most of the "stat relationships" between the classes in CoT will match up fairly closely to how the ATs did in CoH.
CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]