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Immunity/Save synergies

Posted: Sat Dec 17, 2011 4:36 am
by lukep
Having good (but not perfect) saves and good (but not perfect) immunities is not very effective currently. I think that the system would work better if, instead of a straight chance to ignore an effect, it reduced the power of the attack by that amount. This would make immunities in the 50-95% range much more consistent. An example:

You are hit by a mage's (40 spellpower, which is 60 untiered power) freeze spell when you have 60% stun immunity, so instead of checking your save against 40, you check it against 22 (60 untiered power * 0.4 not immune = 24 untiered, or 22 tiered power)

I believe that this would deemphasize 100% immunities for players, which I think would be a good goal.

Re: Immunity/Save synergies

Posted: Wed Dec 21, 2011 4:01 pm
by jotwebe
I like this a lot.

Re: Immunity/Save synergies

Posted: Wed Dec 21, 2011 7:09 pm
by bricks
Me too! Immunities could be capped for players, too, if this was changed.

Re: Immunity/Save synergies

Posted: Wed Dec 21, 2011 7:46 pm
by jenx
Best idea in months! Recent betas are getting too difficult to play. Powerful characters can die in one turn with almost no way to avoid this.