That's what I'm saying for a long time. It seriously hampers diversion. It's always easier to hammer through one of the defenses than both. And once you did it's the same as in DOS1 > perma CC.
So I wrote this a couple of times here already, my idea on that matter, keeping as much of the existing system as possible:
- "magic armor" > "energy shield" (or whatever name) = a more active HP substitution, but it's skill only, like the elemental shields in DOS1-nonEE
- "physical armor" > "stability" (or whatever name) = works like PA/MA does now, but as protection against ALL kinds of effects, and is ENTROPY-BASED (!), specific effects removing specific amounts of said ressource
What's it good for?
First it increases diversion, as you're not hampered when mixing aspects. With the more active ES mages would be more prone to CC, as lower AP thanks to slow, or no actions thanks to stun, etc. would mean a complete loss of protection very soon.
Additionally making the "anti status mechanic" entropy-based would A) remove that problem of DOS1 that RNG of high defenses would screw up things, as well as B) prevent the problem of DOS2, the complete stunlock once defenses are depleted.
Last edited by Seelenernter; 10/11/16 01:41 PM.