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Post by eharper256 on May 18, 2013 18:41:17 GMT
This weeks discussion is about Damage Reduction in the game. - What do you think about how the damage system and damage reduction currently works in the game?
- Is damage as it stands in v5 too clunky?
- What other cool ideas do you have about it?
As it stands, things like armour and magical barriers provide damage reduction against every hit. For example, Full Plate reduces physical damage by 7 for each hit in a combo. This of course means that rapid swift attacks will do little to a character with lots of armour. Of course, big armours also mean big penalties; not only to your dodging, but also to your attacking. Hence, I've rarely seen armour-clad tanks played much, and one of the things I tried in Shimaihen was viable attack styles for armour-users, such as Longsword Fencing. I'm often also concerned that the system of reducing damage from each hit also adds un-neccessary maths. Part of me wants to see it applied as a global reduction to the entire combo, but of course that only makes it weaker. One of the things I'm almost certainly going to do in EX is grouping of damage under broader categories as well as specific types, so that it becomes more transparent what exactly constitutes Physical, Burning, and Withering damage, for example. Anyway, its time for your thoughts on the subject!
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