DraQ
Arcane
lar_q
The main issue with D:OS2 armor mechanics is two fold:
First, it splits each battle in two parts:
Second, it's awfully game-y and simply makes no sense more often than not.
Both issues could be fixed easily while maintaining the same overall abstraction level and "feel" of the mechanics.
The first and foremost fix would changing the length of armour attrition/regeneration cycle - instead of taking a whole battle (armour is eroded during the battle and resets afterwards) it would take a single turn, with armour pool being correspondingly shallower.
This would have a number of effects:
Second fix would be NOT splitting affected armour types neatly along physical/magical skill lines. In general, you should probably have at least three armour pools - physical, environmental and mental.
The first would deal exclusively with being hit with solid-looking objects and effects that causes - any weapon involving skills would target that, same with most instances of what is now earth damage. It would not deal with taunts or anything like that - face it, having a good suit of plate protect you against being taunted makes no sense whatsoever. The armour should be, well, armour.
Environmental protection would deal with surfaces and clouds, their associated damage types, plus effects like disease, blood rain/storm and mosquito swarm - if it's physical (fire, poison, mosquitoes, worms, etc.) but looks like it could just bypass conventional armour by going through chinks or visor, and you'd probably need some sort of full body hazard suit to protect against anything similar IRL, it should target environmental protection. Protection should generally involve all sorts of ranger-y and wrap-y looking stuff that could reasonably be used to insulate yourself from environmental hazards.
Mental would target both magic without any distinct physical component/vector and completely mundane, but not physical effects - all sorts of curses, taunts, polymorphing into chicken, etc. I would imagine protective gear to mostly be of the sort of amulets and robes embroidered with arcane symbols.
This distinction would both make intuitive sense, diversify toolboxes provided by single skills, help diversify armours, and break up the tedium of "I fight this guy with fighter to reduce his physical armour, I magic this other guy with mage to reduce his magical armour".
The main issue with D:OS2 armor mechanics is two fold:
First, it splits each battle in two parts:
- Attrition of armour walls (unfun as use of most abilities would be wasteful, most statuses are inaccessible and elemental mechanics plays little role)
- Status inflicting ability spam and resulting lockdown
Both issues could be fixed easily while maintaining the same overall abstraction level and "feel" of the mechanics.
The first and foremost fix would changing the length of armour attrition/regeneration cycle - instead of taking a whole battle (armour is eroded during the battle and resets afterwards) it would take a single turn, with armour pool being correspondingly shallower.
This would have a number of effects:
- It would eliminate distinct combat phases (in particular the unfun one) and encourage both ability use and more careful target selection and navigation of environmental hazards (a sea of flames could now set you aflame even in turn 1, while at the same time you could take a brief shortcut through fire without ill effects).
- It would feel much more natural - instead of armour falling apart, yet somehow staying intact (as game has no durability mechanics for armour) the meter would now reflect the amount of protection character has and the amount of work necessary to get through it.
- It would encourage switching targets depending on tactical situation rather than stubbornly sticking to whoever's armour you are currently trying to deplete.
- It would encourage mixing damage types.
- It would reduce attrition tedium.
- It would encourage mixing skill and basic attacks.
Second fix would be NOT splitting affected armour types neatly along physical/magical skill lines. In general, you should probably have at least three armour pools - physical, environmental and mental.
The first would deal exclusively with being hit with solid-looking objects and effects that causes - any weapon involving skills would target that, same with most instances of what is now earth damage. It would not deal with taunts or anything like that - face it, having a good suit of plate protect you against being taunted makes no sense whatsoever. The armour should be, well, armour.
Environmental protection would deal with surfaces and clouds, their associated damage types, plus effects like disease, blood rain/storm and mosquito swarm - if it's physical (fire, poison, mosquitoes, worms, etc.) but looks like it could just bypass conventional armour by going through chinks or visor, and you'd probably need some sort of full body hazard suit to protect against anything similar IRL, it should target environmental protection. Protection should generally involve all sorts of ranger-y and wrap-y looking stuff that could reasonably be used to insulate yourself from environmental hazards.
Mental would target both magic without any distinct physical component/vector and completely mundane, but not physical effects - all sorts of curses, taunts, polymorphing into chicken, etc. I would imagine protective gear to mostly be of the sort of amulets and robes embroidered with arcane symbols.
This distinction would both make intuitive sense, diversify toolboxes provided by single skills, help diversify armours, and break up the tedium of "I fight this guy with fighter to reduce his physical armour, I magic this other guy with mage to reduce his magical armour".