After reading many a complaint on the armor system I believe that there is a very simple solution to this system which:
- Keeps armor as a useful quantity.
- Keeps armor regeneration a useful quantity.
- Prevents Cheesy CC.
- Makes you think before you cast an effect.
- Makes "probability of effect" a predictable number that is not entirely random.
First of all, credit is due where it is due, the major idea lies in this mod, but I do not think it is enough:
https://www.nexusmods.com/divinityoriginalsin2/mods/168/?Here it is:- Chance to Save a Status Effect = Base + (current armor)/(parameter x total armor) + save modifiers - Chance to Inflict Status Effect
- Chance to Inflict Status Effect = Base + Inflict modifiers
The key factor here is (current armor)/(parameter x total armor). And the major trick is to keep this quantity larger than the others
- Base = Can depend on your level, or could be adjustable for certain monsters/characters
- Save Modifiers = These could come from attributes, other spells, items,
- Parameter = something around 0.7 - 1.3
Inflict modifiers = These could come from attributes, other spells, items. Some spells might have a higher chance to inflict a status.
This system makes it so that: - The major factor of saving against a status effect comes from the armor. Thus keeps armor and its regeneration a useful quantity as intended with this new design.
- The effects do not get applied 100% of the time when you are out of armor, there is still some chance to save and not get stunlocked to eternity.
- Prevents first couple turns of cheesy methods since everyone has high armor at the beginning of combat.
- Makes terrain planning a thing, since someone regenerating a little bit of armor does not entirely mess up the terrain effect combo you have been planning last couple of turns
Other neat tricks could also be implemented that would make combat more balanced:- Full stun effects that make your character skip a turn, e.g., knockdown, stunned, petrified, etc. Could cost you AP for the next turn, rather than complete disability, which could be adjusted with attributes, items talents etc. Say a really high constitution character loses half their AP next turn when knocked-down, whereas a very low constitution character skips the turn entiely, everything else in between.
- Spells that deal a massive damage to armor with some drawback could also be implemented, which does not apply an effect or damage vitality at all. Necromancy/Air vs Magic, Warfare/Earth vs. Physical comes to mind.
- Spells with additional modifiers to apply an effect could be implemented. Silly example but think of fire spells, say we have a piercing fireball, and a gigantic fireball. The piercing fireball has %15 more chance to apply burning, but gigantic fireball has %20 more damage.
- Unforuntely the AP system is not very flexible in this game, it would add more options.
As you can see, this system solves a lot of issues, and would actually make combat more strategic. As i have seen in another post, I do not quite understand the RNG complaint. As someone pointed out this is not hearthstone where a random card gets into play, in RPGs you have a well defined chance predetermined by skills, abilities, lvl and attributes that you can plan for.
If you are really hardcore, which I am not, you can memorize and plan keeping these modifiers in mind. But with this system you do not need to!!! It is in front of your eyes! Since the armor ratio dominates you will easily determine how likely it is for you to succeed applying an effect, or wait a turn to save that precious spell for later.
I would greatly appreciate your comments. But I believe if such a system is implemented in the current game combat will be much more enjoyable.
Thanks for reading.