redo defensive powers so they make interesting play decisions not build decisions
Quote:
Uhm. Okaaaaayyy...
ignore enhancements and everything else in the world - pretend there are just 2 resistance powers, one at 60% and one at 30%.
To balance these for power selection you make the 60% one cost END, so you choose 60% costing END or 30% auto. In theory, this makes you choose when you make your character which one you want. In practice you take both and it is a moot point. For play, you want the reverse. The way resistance works, 60% reduces damage you take by 60%. Stacking an additional 30% reduces the damage you take by 75%. With 60% res you take 40 out of 100 dmg, with 90% res you take only 10. Now 60% res is enough to solo and even tank on small teams, 30% really is not. So if 60% is auto, you can choose to run just on that or to pay END to get 90% res. If on the other hand 30% is auto it is not practical to just run on that and you always pay the END to get 90%. So to sum up: With 2 res powers 60% costs END, 30% auto, characters will always take both and always have both on. With 2 res powers 60% auto, 30% costs end, characters will always take both but sometimes have just one on and sometimes both. One basically removes all meaningful decisions, the other at least give you a meaningful decision during play. Ideally I would set this up with 3 res powers: 60% auto, 20% costs END, 10% costs even more end. Then you could choose to take 40% dmg for free, 20% dmg costing end, or 10% for a lot of end. You would really be able to make meaningful decisions during play about END cost vs resistance. |
Want to give us a specific reason why this would make any sense and what sort of problem it solves?
Hyperstrike pretty much sums up my thoughts on this as well. There's a reason things are the way they are, it's called "balance". You go arbitrarily shifting numbers around, and it throws everything (not just your own character) out of whack.
- Garielle
ignore enhancements and everything else in the world - pretend there are just 2 resistance powers, one at 60% and one at 30%.
To balance these for power selection you make the 60% one cost END, so you choose 60% costing END or 30% auto. In theory, this makes you choose when you make your character which one you want. In practice you take both and it is a moot point.
For play, you want the reverse. The way resistance works, 60% reduces damage you take by 60%. Stacking an additional 30% reduces the damage you take by 75%. With 60% res you take 40 out of 100 dmg, with 90% res you take only 10.
Now 60% res is enough to solo and even tank on small teams, 30% really is not.
So if 60% is auto, you can choose to run just on that or to pay END to get 90% res.
If on the other hand 30% is auto it is not practical to just run on that and you always pay the END to get 90%.
So to sum up:
With 2 res powers 60% costs END, 30% auto, characters will always take both and always have both on.
With 2 res powers 60% auto, 30% costs end, characters will always take both but sometimes have just one on and sometimes both.
One basically removes all meaningful decisions, the other at least give you a meaningful decision during play.
Ideally I would set this up with 3 res powers: 60% auto, 20% costs END, 10% costs even more end. Then you could choose to take 40% dmg for free, 20% dmg costing end, or 10% for a lot of end. You would really be able to make meaningful decisions during play about END cost vs resistance.