Split Armor Training into two skills.
Posted: Wed Aug 08, 2012 10:51 pm
The current setup with Armor Training has bugged me conceptually.
It works fine, of course, but it's out of line with all of the other skills in the game, right now-the sole 10-point skill in the game. It looks odd.
Straight up halving it and doubling its effect is, however, out of place.
However, it occured to me there is a hole in armor handling as it stands right now, and the idea of a new skill to fill it-as well as divide up the skill into two parts.
My idea is simple enough.
First, make Armor Training five levels instead of ten, double the Armor impact per level(Talent Level*2.8, I believe), and combine the Shields/Mails levels. So, helms/etc. at L1, Shields/Mail at L2, and heavy armor at L3.
However, do not double the armor hardiness.
Instead, make the Defensive Maneuvers skill. This would grant 5%*talent level armor hardiness to any kind of armor, not just heavy armor, raise Defense(Not Armor!) by 2.8*talent level, and lower Fatigue by 2% per talent level.
This makes a clear split between heavy and light armor tanking. Characters with a Defense orientation now can invest in a defensive skill of their own, that tends to reward their own upsides, while Mages can now use Robes for their Armor value without feeling completely dumb when they realize how Armor Hardiness works.
And the biggest change to your average heavy armor tank is that they gain more Defense and less Fatigue-which some characters, like Sun Paladin and Arcane Blade, are sorely pressed to gain any of anyways, and which most heavy armor tanks mind only a little bit to start with.
It seems like a way to produce an interesting niche without totally skewing game balance. Thoughts?
Edit: Oh, and part of the beauty of the idea is that it's easy to juggle values. Initially, I was thinking of a 7/3 split between armor hardiness on Armor Training and Defensive Maneuvers-that is, Armor Training would give 7% before talent level modification, while Defensive would give 3%. There are ways to rebalance the idea.
It works fine, of course, but it's out of line with all of the other skills in the game, right now-the sole 10-point skill in the game. It looks odd.
Straight up halving it and doubling its effect is, however, out of place.
However, it occured to me there is a hole in armor handling as it stands right now, and the idea of a new skill to fill it-as well as divide up the skill into two parts.
My idea is simple enough.
First, make Armor Training five levels instead of ten, double the Armor impact per level(Talent Level*2.8, I believe), and combine the Shields/Mails levels. So, helms/etc. at L1, Shields/Mail at L2, and heavy armor at L3.
However, do not double the armor hardiness.
Instead, make the Defensive Maneuvers skill. This would grant 5%*talent level armor hardiness to any kind of armor, not just heavy armor, raise Defense(Not Armor!) by 2.8*talent level, and lower Fatigue by 2% per talent level.
This makes a clear split between heavy and light armor tanking. Characters with a Defense orientation now can invest in a defensive skill of their own, that tends to reward their own upsides, while Mages can now use Robes for their Armor value without feeling completely dumb when they realize how Armor Hardiness works.
And the biggest change to your average heavy armor tank is that they gain more Defense and less Fatigue-which some characters, like Sun Paladin and Arcane Blade, are sorely pressed to gain any of anyways, and which most heavy armor tanks mind only a little bit to start with.
It seems like a way to produce an interesting niche without totally skewing game balance. Thoughts?
Edit: Oh, and part of the beauty of the idea is that it's easy to juggle values. Initially, I was thinking of a 7/3 split between armor hardiness on Armor Training and Defensive Maneuvers-that is, Armor Training would give 7% before talent level modification, while Defensive would give 3%. There are ways to rebalance the idea.