Get a load of that. I can't remember what it was that got me thinking about it, but there I was drinking coffee in the morning and going through Original Sin 2 combat out of all things.

So, we are all familiar with the armour system by now.

What if instead of armour as a number that protects you from CC until it runs out, it was a number of status protection points that a character can take before he receives the status attached to an attack. You do get all the various physical/magical/cc resistances, but in addition you also get this number and still receive damage based on resistances, but do not get cc'd until the points run out. Certain specializations, weapons, armours, shields, items, perks and talents give you more of these points or reduce them. For instance, a shield oriented character without opportunist can withstand more hits than a shield oriented character with opportunist perk, who in turn can withstand more hits than a two handed oriented character, all the way down to a two handed character with opportunist, who can withstand the least out of all. Daggers will have high damage reduction bypass, high crit but will not deplete status protection points and will have low/mid AP usage. One handed swords will have low status protection point depletion, low damage reduction, high crit, medium AP usage. One handed axes will have medium status protection point depletion, low crit, medium to high damage reduction bypass and medium AP usage. And so on and so forth for all the weapons. Magic status protection points could work the same way. Your basic wand and staff attack can get a boost, but will not deplete status protection points, while there could be all sorts of spells that are set on the spectrum of AP usage, damage reduction penetration, status protection point depletion, applied statuses and pure damage. Mixed magic and physical damage can be scarce, not scaling very well, but with the added advantage of being able to knock both physical and magical status protection points. Could be 10 to 15 points, going as low as 5 or as high as 20; some weapons/skills being able to knock 5/6 others 3/4, ect. Also, I think more numerical AP are needed to represent actions for the game, as it will allow for greater variety/ balancing.

Just a wacky idea that came by for a round of coffee. Enjoy.

Last edited by Yasen; 31/01/18 12:07 AM.