Larian Banner: Baldur's Gate Patch 9
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At start, i am not very good in english, so excuse me, i do tripple post.
the first i said shortly my idea. After, in spoilers, why i think so.

My idea:
Stunning and other control skills must have chance on wotk, like it was in first Original Sin.
But i think, that idea with physical and magic defence nice too.
So, in my opinion, will be nice to do:

If target have 100% defence - chance to control them with stunning (ot other control skills) 0%.
If target have 70% defense - so skills have 30% chance to work.
And etc.


[b]On rus (my language)[/b]
[spoiler] Считаю, что систему брони и магической защиты надо переделать. А то зачастую выходят глупые ситуации - надо врага опрокинуть (оглушить, заморозить и так далее), но у него осталось чуть-чуть брони. А в следующий ход, когда снимаешь броню - его опрокидывать нет смысла, поскольку проще его убить.

Всегда, в Original Sin 1, CC (CrowdControl) делался на группу врагов, чтобы можно было их проще убить. Но в этой игре мы имеем ситуацию, что CC используется для добивания одиночного врага, чтобы тот не убежал.
Я думаю, что это сильнейшая глупость.

Считаю, что надо переделать систему защиты.
Так же считаю большой ошибкой то, что убрали шанс на срабатывание CC. Это добавляло игре дополнительный интерес и неожиданность.

Я думаю, было бы идеальным вернуть шанс прохождения CC в зависимости от количества защиты.
Если у цели 100% защиты - то шанс прохождения оглушения (и других CC) 0%.
Если у цели 60% защиты - то шанс оглушения 40%.
Если 10% защиты - то шанс прохождение оглушения 90%. [/spoiler]

[b]With google translate:[/b]
[spoiler] I believe that the system of armor and magic protection must be remade. And then often go silly situations - it is necessary to overthrow the enemy (find, freeze, and so on), but he had a little armor. And the next move, when you remove the armor - it does not make sense to overturn it, because it's easier to kill it.

Always, in Original Sin 1, CC (CrowdControl) was made on a group of enemies, so that it could be easier to kill. But in this game we have a situation that CC is used to finish off a single enemy so that he does not run away.
I think this is the strongest stupidity.

I think that we need to change the protection system.
Also, I think it's a big mistake to remove the chance of CC triggering. This added extra interest and surprise to the game.

I think it would be ideal to return the chance of passing CC depending on the amount of protection.
If the target has 100% protection - then the chance of passing the stunning (and other CCs) is 0%.
If the target has 60% protection, then the chance is 40%.
If 10% of the defense - then the chance of passing the stunning 90%. [/spoiler]

Last edited by Lebrucht; 20/09/17 07:41 AM.
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True. Its stupid and forcing player to make only phisical damage party or only magical. nonsense for a game, that claims total freedom.

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A armor system I thought of in details:

The game should only have one armor type, and armor only function as a protection against CC, not damage to vitality.
Weapons, skills and environmental effects should have armor damage and vitality damge as seperate stats, they could be high on one and low on another or only having one of them.

Then depend on how powerful the CC is, getting CCed would restore a portion of the character's armor, charm could be 100%, stun could be 80%, taunted could be 20%, and so on. Restoring armor through other means should be inefficient or impossible.

Armors of the most characters should be significantly lower than they currently are.

Now you have a elegant and deterministic system where CC could be effective throughout a battle, but chaining hard CC would be difficult at any stage, and the player need to weigh CC against damage to vitality and weigh hard CC against soft CC. Unlike the current system where CC are difficult at the begining, then after the player rush to break the enemies' armors, he could just chain CC them to death.

A more radical design would be characters start battle with 0 armor, and only get armor after getting CCed. Armor would basically be "CC tolerance" then.

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Do not agree.
I like the system now.

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Just go back to D:OS for the armor system. The new skill system is making skills less useful and traps less dangerous. What is the point of having a tanker and mage attacking the same enemy when both have separate defenses to break before even dealing damage to health? It basically puts you on the spot to choose all magic attacks or choose all non magic attacks. If the tanker breaks the physical defense what is the point of the mage if it has to start from scratch and break the magic defense? By the time the mage breaks the defense the tanker would have already defeated the enemy. The armor system in D:OS was perfectly fine and all skills were useful. Now it's either all magic or all non-magic. In regards to traps, it's so easy to just walk through fire and poison because magic defense will block it and then restore moments later after you walk out of it...

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Just don´t attack the same enemy with your mage and warrior scrub laugh

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Well, that's kind of limiting isn't it? If a tanker attacks one enemy then the mage has to attack another instead of working together, but if there is one enemy left at full health and full armor and the mage and the tanker are forced to work together to kill the last enemy they both have to break different armor types... Sorry, it's just not a good mechanic.

[quote=TsunAmik]Just don´t attack the same enemy with your mage and warrior scrub :D [/quote]

Last edited by rjsdivinity; 20/09/17 01:24 PM.
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I like the 2 armor system really much but effects like Taunt should not be blocked by armor it makes no sense, the ability is useless as hell!

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Suppose the enemy side have 5 fighters and 2 mages and you have a balanced team, after you take down 2 fighters and 2 mages, what should your physical attackers do with the last 3 fighters? It's anti-dramatic.




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I agree I think CC should have some type of scaled effectiveness if NPCs are going to have as much as they do, and that more abilities' CC functions should bypass armor checks, not just damaging skills with 'pierce' damage.


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