fatigue isn't meaningful enough
Posted: Wed Oct 28, 2020 11:37 pm
basically, i think that putting resall on robes was a bad design choice
what should've been done instead was making fatigue be more meaningful and be found in different amounts on chest armors; im under the assumption that the developers desire that archmages and solipsists and anorithils and doomed and etc. all wear robes instead of massive plate armor, and such and whatnot
ways to make fatigue be more meaningful include making fatigue not only increase resource costs, but also dividing resource gains by 1/fatigue and diving maximum resources by 1/fatigue
though, at this point, you may as well also add differentiation between stuff like drakeskin/voratun boots and hats that have literally the same base stats, and add t2/4 versions of items slots that don't have any
I don't feel like writing a rant about it, but imagine this:
right now, at 30% fatigue, an archmage with 1000 mana would still have 1000 mana, but his spells would cost 30% more mana
however, with these changes, an archmage with 1000 mana would be changed by having 30% fatigue by having his mana reduced to 769, having his spells cost 30% more mana, and having his mana regeneration/gains be reduced by ~23%, which would make wearing robes seem alot more appealing than it is now
also, idk if light armor training is more beneficial for leather than for robes, but it probably should be
what should've been done instead was making fatigue be more meaningful and be found in different amounts on chest armors; im under the assumption that the developers desire that archmages and solipsists and anorithils and doomed and etc. all wear robes instead of massive plate armor, and such and whatnot
ways to make fatigue be more meaningful include making fatigue not only increase resource costs, but also dividing resource gains by 1/fatigue and diving maximum resources by 1/fatigue
though, at this point, you may as well also add differentiation between stuff like drakeskin/voratun boots and hats that have literally the same base stats, and add t2/4 versions of items slots that don't have any
I don't feel like writing a rant about it, but imagine this:
right now, at 30% fatigue, an archmage with 1000 mana would still have 1000 mana, but his spells would cost 30% more mana
however, with these changes, an archmage with 1000 mana would be changed by having 30% fatigue by having his mana reduced to 769, having his spells cost 30% more mana, and having his mana regeneration/gains be reduced by ~23%, which would make wearing robes seem alot more appealing than it is now
also, idk if light armor training is more beneficial for leather than for robes, but it probably should be