I touched base on this earlier in a different thread, but I wanted to bring attention to this again in it's own thread.
Me and Rakua have been doing a lot of critiquing lately now that we have a better idea of the games system. Armor, in it's current form, is a glorified health pool that just to happen to take a little extra damage from a few skills.
I feel like it needs repurposed a little. Here are some suggestions.
Add a skill to Armor Patching called Reinforce.
+Reinforce
-0 Energy
-30 Cooldown
Nullifies stun and knockback effects if armor is above 50% (Make this eventually be 0 as you gain more ranks) for the next 5 seconds. Consumes 1 Armor Kits when Used.
This will add a secondary effect to Reinforce, and presents a badly needed mechanic to the game. Stun/Knockback prevention.
Additionally, we feel like armor should penalize damage slightly. Not damage striking armor specifically, but all incoming damage should be reduced by 25% or so when it hits armor. If a skill overtakes armor, then this penalty will not apply.
So for example, if a skill does 20 damage and you use it on a target with 30 Armor, it deals 15 damage.
If the target has 10 Armor, it deals 20 damage. -10 Armor, and -10 Health because the 20 damage overtakes the 10 Armor.
If the skill deals 10 Damage and 20 Armor Damage, and the mob has 30 Armor, it will be dealt 27.5 damage.
If the mob has 25 Armor, then it will be dealt 30 damage.
If the mob has 15 Armor, it will be dealt 25 damage.
This gives additional strategic value to skills that target armor, gives a purpose to having armor, and just overall increases the gameplay value, I feel.
Me and Rakua have been doing a lot of critiquing lately now that we have a better idea of the games system. Armor, in it's current form, is a glorified health pool that just to happen to take a little extra damage from a few skills.
I feel like it needs repurposed a little. Here are some suggestions.
Add a skill to Armor Patching called Reinforce.
+Reinforce
-0 Energy
-30 Cooldown
Nullifies stun and knockback effects if armor is above 50% (Make this eventually be 0 as you gain more ranks) for the next 5 seconds. Consumes 1 Armor Kits when Used.
This will add a secondary effect to Reinforce, and presents a badly needed mechanic to the game. Stun/Knockback prevention.
Additionally, we feel like armor should penalize damage slightly. Not damage striking armor specifically, but all incoming damage should be reduced by 25% or so when it hits armor. If a skill overtakes armor, then this penalty will not apply.
So for example, if a skill does 20 damage and you use it on a target with 30 Armor, it deals 15 damage.
If the target has 10 Armor, it deals 20 damage. -10 Armor, and -10 Health because the 20 damage overtakes the 10 Armor.
If the skill deals 10 Damage and 20 Armor Damage, and the mob has 30 Armor, it will be dealt 27.5 damage.
If the mob has 25 Armor, then it will be dealt 30 damage.
If the mob has 15 Armor, it will be dealt 25 damage.
This gives additional strategic value to skills that target armor, gives a purpose to having armor, and just overall increases the gameplay value, I feel.