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#622310 27/09/17 09:16 AM
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Kubiben Offline OP
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I was thinking of how to change the armor mechanic without turning the game upside down. To my understanding Armor system has to have certain features to be fit for the game, these are:

- eliminate RNG for CCs and any similar effects
- protect vitalty pool from damage
- provide protection for CCs

I was think which system could be impelemented to stop armor from being all or nothing. I think that we should change armor but change CCs. And here is what I thought of:

All skills that have CC should have certain threshold which can differ depending on the skill and type of CC. The threshold will be basically a percentage value of armor(either physical or magical) at which it starts to 'work'.
Example: Enemy with 100(points) magic armor is hit with Fireball and loses 65 points of it. He is left with 35 points -> 35%. Next turn player casts Electrical Discharge on said enemy and baddie is stunned despite having 35 points of magical armor. Why? Because Electrical Discharge has a stun treshhold of 40% which mean that at that value(of magic armor) or below it target will be affected by stun.

What is great about this system is that it leaves armor almost intact(all above assuptions are still valid) while providing the layer of complexity to combat and allows for other mechanics to work with it(like high ground or some talents). With this system there is a lot more possibilites of how to approach combat.

Also this could be used to make WIT better. You could give Wits an increase in tresholds of CC by lets say 1% per point and you could give CON the opposite protective feature.

Ofcourse numbers presentet are not balanced but I just wanted to convey an idea. Overall I like armor but I do not like how it works with CC.

What do you think about this idea?

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I really like this idea. As well as the constitution attribute increasing the threshold. Not sure whether wits is the right choice for reducing the threshold, though.

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A simpler implementation that requires nearly no new mechanics added would be to make the presence of armor act as a level in the "Walk it Off" Talent.

No Armor: Full Effect Duration
With Armor: Effect Duration -1, down to 0(Armor negates)
Walk it Off: Effect Duration -1(a total of -2 with Armor), down to 1(Armor no longer negates).

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Kubiben Offline OP
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But a lot of CCs are one turn only so it would negate their effect right?

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As it does currently, and as was the goal of the original change.

What this does open up though is multi turn CC's, like Charmed, to would go through for a turn even with armor, and lesser effects such as burning/bleeding/taunt being able to still happen without a ton of exceptions to normal rules.

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I also think about small change, to make armor types overlap a little to promote mix damage type party more.
Like 25% of physical DMG also damage magic armor and vice versa.
Example: 100 DMG with sword takes 100 points of armor and 25 point of magic shield.

My party is 3/4 physical and my mage hurts from that, also special arrows and bombs have no use

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Kubiben Offline OP
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Yeah, thats also a good idea.


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