So I've had an idea on how to rework the current system without changing it too much, but bringing back saving throws based on Armor and Magic Armor (which I'll just call armor from now on).


The objective of this rework is to reduce the amount of CC you can spam on a character after you've wore down their armor by adding a real saving throw + probabilities of CC being applied, something close to D:OS EE; while also adding the option to try a risky CC by playing with chances, BEFORE you've zeroed the target's armor (in case you need that cc RIGHT NOW!).

My solution is actually quite simple, and is divided in two steps; also I'll use a base 80% of applying a CC in the next calculations to make it clearer. We can imagine it's Blinding Radiance and that it has a baseline 80% to blind targets:

1. Use the current % out of your maximum armor as a saving throw. So at full armor you'd have a 100% saving throw. Using Blinding as the example, that'd be a roll of 80 - 100 = -20% chance to apply blind (it fails).

At 50% armor (let's say you're at 22/44 armor), it becomes 80 - 50 = 30% to apply. At 0 armor it becomes 80 - 0 = 80% chance to apply.

2. The second step is an implementation of the old or a new system to boost status effectiveness and improve upon multispeccing.

Right now, every skill has a 100% chance of happening once you cast it, regardless of how invested you are in that skill line or primary attribute.

What I propose is a general lower baseline of success but it improves based on how many skill points you have put into that line.

For example, Haste might have a 70% baseline chance of success. At Pyrokinect 2, it improves by a %, and goes on linearly from that. Maybe 5-20% per point (depending on the big the cap is and how long the game is).

My reasoning for working skills/spells out of their skill line is to allow for more hybridization without gimping too hard. Such as a battlemage's Aerotheurge spells depending not on his INT, which he'd be less invested in, but on his actual Aerotheurge. This way I can keep my character relevant and viable damage wise, but can bring/keep the utility by spending a few extra points where I want it.

This also prevents dipping a point in each line and getting access to such realiable and powerful utility so easily.

Of course this is subjective to what I've seen in the game so far, and of course if this doesn't sound good we could go back to spells/skills scaling with their primary attributes (or no scaling at all), but I feel it'd be a step in the wrong direction regarding character building.

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This was all conjecture and I don't necessarily think Haste needs a 70% baseline success and that Blinding Radiance needs a 80% baseline chance to blind. These were just examples to illustrate what I mean.

I believe these changes would deepen the gameplay a little bit beyond "wear their armor down and chain CC after CC" or "whoever loses armor first loses". This all can be improved upon, but I hadn't have much time to think about it, yet.

My last point in this is how the current system isn't frustrating nor exciting enough. Landing a CC against the odds can be super exciting, as much as missing a CC can be super frustrating if you had a 95% of it working. But this is a core part of traditional RPG games, mainly tabletop ones, where you had to roll die and pray to the gods for a 20.

Let me know what you think!