From what i read

When you take decision before wasting a CC

current system, simple :
  • * no armor, yes
  • * too much armor, no

with RNG system, realistic :
  • * no armor, yes
  • * too dangerous now, maybe later
  • * with just a little luck, hope now
  • * too much armor, no )
well, that's 100% more tactical.

when you see at the consequences

current, all planned :
* no frustration from faillure
* little satisfaction from succes

RNG system, intuition most of the time :
* high frustration from faillure
* high satisfaction from succes


Problems :
* all mighty soldier with armor
* once depleted, become victim with chain CC
* HP just dealy the finality

Do you really need to burst 1 guy with both magical and physical all the time ?
Except immportant npc like bosses who has nearly 50/50 in most of the case,
regular encounter group is composed from many different type of armor :
STR based armor are weak to magical
INT based armor is weak to physical
FIN has no wealness nor high defense

solution :
1 ) from stabbey
armor absorb a part of damage, rest goes to hp
then armor will be more durable and will prevent CC even more.
Less Chain CC bully and more synergy between physical & magical

2) from roamer
more realistic armor system mix from old and new system.
Less "déjà vu" feeling when you retry the fight/game, it's liike an entire new fight.
many player fear "high fructration from faillure"

3 ) some idea i miss or forget it

4) my dumb idea
activ armor can only block a certain amount of cc each turn
physical and magical independently
when cc is applyed, target gain immunity or cc effectivness reduction
for some turn for one type of cc take down, cripple, freeze, sleep, .... )
could be improved from talent
less all mighty armored ennemy
less chain cc bully

an example :
Target, Slime imaginary boss , 200 HP, 200 Phys. Armor, 200 Mag. Armor

== Turn 1 ==
dawrf 1 use cripple's skill, deal 50 Phys. Dmg
=> Slime 200 HP ( 150 PA / 200 MA ), status : physical armor weakend 1Turn (next cc apply)
... some other useless ally/ennemy actions ...
dawrf 2 use ram, deal 50 P. Dmg
=> Slime 200 HP ( 100 Pa / 200 MA ), status : take down 1Turn , Take down immunity 2Turns
Slime, take down recover, status : Take down immunity 1T
... meanwhile nearby ...
== Turn 2 ==
dawrf 1 use ram, deal 40 Phys. Dmg
=> Slime 200 HP ( 60 PA / 200 MA ), status : Take down immunity 1T (stop spamming, use some variety)
...
dawrf 2 use battle stomp, deal 50 P. Dmg
=> Slime 200 HP ( 10 Pa / 200 MA ), status : physical armor weakend 1T , Take down immunity 1T
Slime, recovering, status : -
Mage 1 use hail storm, 100 M Dmg
=> Slime 200 HP ( 10 Pa / 100 MA ), status : magical armor weakend 1T
...
== Turn 3 ==
dawrf 1 use battle stomp, deal 40 Phys. Dmg
=> Slime 170 HP ( 0 PA / 100 MA ), status : take down 1T (no more armor), Take down immunity 2T, magical armor weakend 1T
...
dawrf 2 use blinding light, deal 20 M Dmg
=> Slime 170 HP ( 0 Pa / 80 MA ), status : take down 1T , blind 1T, Take down immunity 2T, blind immunity 2T
Slime, do something, status : Take down immunity 1T, blind immunity T
...
== Turn ... ==

possible decision :
* no armor, no imunity, yes
* immunity, gotta find soomething else, not now
* armor, other cc source, i will risk myself wasting some cc, maybe
* armor weakened, no immunity, yes
* other situation, seems a bad idea, no
Better than a binary decision.

my opinion about this :
* less frustration from CC chain for computer (yeah, AI has feeling too, or maybe futur arena players ?)
* less frustration from faillure, well i just planned bad, i need to think about it
* better satisfaction from combo success.
* with high Hp and some buff/equipement immunity. no armor doesn't mean death, just hard time.

edit : @roamer
"take down 1T", T for Turn, it was obvious in my head :x

Last edited by Roikubo; 07/10/17 09:54 AM.

c'est si facile de rejette l'autre quand on veut pas assumer sa part de responsabilité.
Au final, tout cela arrive parce que tu manques de réparti.