Hey all, long time fan and supporter of Divinity OS and now OS2. Wanted to say awesome job to the dev team, the game is shaping up rather nicely.
After having time to complete a full playthrough of the alpha, I wanted to toss out a suggestion regarding Phys&Magical armor that I feel would make battle gameplay a bit smoother.
While I do love the concept of armor playing a role in protection, I personally feel it devalues strategy by quite a bit when it outright ignores enfeebling effects and attacks skills until armor has been broken.
My suggestion would have physical and magical armor it act as a resistance versus in the form of shield.
An example would be:
-Silver-trimmed Robe that offers 244 Magical Armor
*Currently: You would need to aspected damage (magical) to diminish the shield completely before you can enfeeble or damage the target. Deal 244 magic damage you break the shield, now you can damage and cc your opponents.
**Suggestion: 244/244 Magical Armor adds resistance instead of outright shielding against enfeebling effects and magic damage.
At 244/244, max strength, offers..say, 60% resistance against magic offense. Meaning, 60% chance for the Armor to fail incoming attacks completely, mitigate a successful attack but with resistance (shorter duration/weaker power), or 40% chance of attacks to land full strength (meaning resistance failed).
With my suggestion, Magical and Physical armor would not offer an outright 100% shield, instead as attacks (enfeebling/magical) are levied against armor rating it slowly chips away and begins to decrease while in battle, eventually hitting 1/244. Meaning to still offer some resistance (even if only 2 or 3 %).
I feel this change would make gameplay a bit more fluid in terms of combat. It offers on-going protection from potential cc-locks, while also offering solutions for impossible shield breaks.
Please let me know what you guys think. Thanks for reading.
Last edited by vometia; 07/11/16 06:54 AM. Reason: formatting