So seems like in the current state of the game as long as you can go first and have [Rage], [Adrenaline] and [Flesh Sacrifice] on your characters it becomes an automatic win. With how CC works, taking down enemy physical armor allows you to perma CC them and even chain CC if you have a lot of melee characters with [Warfare]. This also makes some Attributes like [Const]/[Int] subpar as compared to [Wits] (the best one imo) or even [Str]/[Fin] depending on your weapon choice.

So to fix this I'd propose making it so that Physical/Magic Armor Reduces Physical/Magic damage taken respectively and reduces the chance of status effects against you respectively (Bleed/Cripple/Knocked Downed etc for physical armor and Poison/Burn/Frozen etc for magical armor).

That being said, I do also believe that the current Attributes need to be revised and changed somewhat, as follows:

1) Strength = +5% damage with Physical based weapons, +1% Crit. multiplier.
2) Finesse = +5% damage with Finesse based weapons,
+1% Crit. Chance.
3) Intelligence = +5% damage with Int. based weapons,
+1% Chance to inflict Status Effect (physical/magic)
4) Constitution = +7% Health (or more), +1% Chance to block attacks (requires melee weapon, bonus for shields)
5) Memory = +1 ability slot, every 7 memory reduce cooldowns for spells by 1 (maybe higher memory requirement depends really on max lvl for balancing purposes)
6) Wits = +1 initiative, +1% Dodge chance.

Seeing as Attributes have changed this would also require Battle Talents to change somewhat, as follows:

Offensive:
1) Single Handed = +5% damage, +5% block chance, +5% accuracy.
2)Dual Handed = +5% damage, +5% Dodge chance, +5% accuracy.
3) Two Handed = +10% damage, +5% accuracy.
4) Ranged = +5% damage, +5% accuracy, +2% Sight.

Defensive:
1) Leadership = (same with increased range and maybe more bonuses)
2) Perseverance = After getting afflicted with a status effect, increase your health, physical/magic armor by 2% per point.
3) Pain Reflection = (same)

Skills:
1) Aeorothurge = +10% damage with Aero skills, +1% movement speed.
2) Geomancy = +5% damage with Geo skills, +2% physical armor.
3) Huntsman = (same with 1% movement speed.)
4) Hydromancy = +10% healing, +2% magic armor.
5) Pyromancy = +5% damage with Pyro skills, +1% chance to inflict status effects.
6) Necromancy = (same, since now you wouldn't have physical/magic armor to go through)
7) Scoundrel = +5% damage with scoundrel skills, +1% Dodge chance.
8) Warfare = + 5% damage with Warfare skills, +1% chance to block attacks.

Block/Dodge would only work vs Melee and against non "AOE" skills (ex. would work vs [Blitz] but not vs [Battle Stomp] etc.)

Now this is just my thoughts and quick draft on how i think the game might be more balance and is in no way an absolute representation of how i think the game should be. Welcome all criticism and/or discussion.


Last edited by Neo.; 10/03/17 12:49 PM.