I'm not sure that the calculation based on armor remaining would actually be a bad thing. Maybe there really should be one of those obscure algorithms should actually be reintroduced such that a character's armor (physical or magical depending) provides different amounts of % protection from CC type attacks. Just give the player feedback on the likelihood like there is for hitting with a physical attack. Factoring in the related attribute, skill, and possibly level, of the attacker against the armor value of the attacked, give an actual saving throw percentage for success. Obviously, if armor is 0, it becomes 100%, or maybe 95%. Really, using the term "saving throw" without doing something like this makes no sense anyway.

Most likely, any changes to how saves are handled are unlikely, but how the game is now definitely creates a different dynamic for this game, that's for sure.

Last edited by Ihtomyt; 22/12/16 04:10 AM.