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Encouraging defence builds

Posted: Fri Mar 04, 2011 3:37 pm
by Grey
To me it seems right now that the defence stat is largely ignored. This may partly be due to how the rolls are made, such that only very very high defence will work well, and getting to this level is difficult. It may also be because armour is good enough in most circumstances.

So here are a number of suggestions which I think, when taken in tandem, could plase greater emphasis on the defence stat:

1. Give more defence from dexterity (at least an extra +1 for every 5 levels)
2. Give more defence on armour pieces (not a lot, but it should rival the armour levels on some items, especially leather)
3. Make defence reduce with fatigue (to encourage lightly armoured defensive fighters, and to counter the above defence boosts a bit)
4. Make critical hits have higher APR - around double the normal APR, or maybe a flat bonus based on cunning
5. Make defence reduce the chance of receiving critical hits

Re: Encouraging defence builds

Posted: Fri Mar 04, 2011 4:29 pm
by Charlatan73
it would help to understand why you feel it's so off balanced in the game game, and when it get there. i think icy skin is a good example of how a really high defence works well, at least for the beginning to mid game.

Re: Encouraging defence builds

Posted: Fri Mar 04, 2011 5:10 pm
by Grey
I guess my problem is more with a equipment. A few talents can help increase defence for certain classes, but getting high defence with equipment is pretty difficult, and so equipment choice becomes a search for the best armour instead. At the same time I feel there's not enough difference between heavy and light armours, and using boosted defence with fatigue restrictions would help establish two equally viable methods equipping oneself.