There are a lot of threads on why this armor system is the worst thing ever (hyperbole) but not so many on alternatives to replace it. So with the spirit of just throwing stuff out there and realizing that the chance of this armor system getting changed being less than 0.1% give your ideas, ill get us started;
1. Merge physical and magical armor
At the very least, hybrid parties would now be more fun and viable. No longer would your mages be playing catch up on DPSing down their armor while your physical were already hitting the HP.
Personal armor loses a bit of uniqueness, no longer would magic armor give more magic armor and plate more physical, but you still have other important stats to think about.
2. Make Armor progressively weaker against CC
Currently all spells have an all or nothing approach. If you have physical armor and you battering ram someone, they wont get knocked down. To fix this every form of spell could be given a scale of effectiveness based off how much armor is left. For example battering ram could at 100% just deal damage, at 85% it would reduce speed, 50% greatly reduce speed and stats ect and at 0% apply its hard CC knock down.
The nice thing about this system is that it makes the game a lot more tactical. The question becomes 'Do I use this CC now, so I mitigate the enemies ability to hurt me, or do I save my CC for later so its more effective?' The player wont always know, or be able to predict, the best option which is what makes fights dynamic and fun. Making the best of the worst situation when RNG played against you was one of the best parts of DivOS 1s combat system. Whereas in 2 you almost never have this same situation, its more a numbers crunch than a tactical game.
3. Remove the Armor, replace with resistances
I really like this one. Instead of having Physical + Magical damage (+elemental resistances) have Physical + Magical Resistances.
There would now be Fire/Water/Earth/Lightning/Crushing/Piercing/ect instead. This would really benefit taking hybrids rather than just one damage type parties, as every enemy has its own resistances. In order to deal with CC have it so the more resistance you have, the less effective that CC is, this is similar to the above system but backwards so as you stack certain resistances you gain CC protection, rather than as you take damage you lose resistance. Someone at 25% for example will be stunned for half the time, 50% get immunity to that type of CC but take significant other penalties, 85% less penalties, 100% no penalties.
Last edited by Sytn; 10/10/17 06:17 AM.