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Vaguely thought-out proposal to body enchant diversity problem
#1
Giant Gene dominates as the most common enchantment for torsos. Which sucks, because a lot of enchants in this game suffer from being cool and interesting but being in the same category as something way, way better.

Les fixxit. Here's something I thought of and didn't really think through, so against better judgement I'm just gonna start if off and see if other people have better ideas.

Remove Magic Armor. Yes, you read that right - remove one of the two armor values, and make the remaining armor value apply to both damage types. Torso items as it stand give you three things: physical armor, magical armor, and evade. Remove the magical armor.

Okay, cool. What do you replace it with, then, Jam? You know the three armor types, unarmored, light armor, and heavy armor, are all advertised as having a specific one of these stats that are more prominent than the other, right? You can't just annul one of them, Jam, you fool.

HP. Light armor currently boasts decently high magical armor values - at least, this is what I can infer. It makes logical sense that unarmored is the category that specialises in evade (and it does) and that heavy armor specialises in armor (and it does, for the most part). This change would make light armor boast the higher HP value, simply as substitute, and I would think that's pretty logical, too!

Okay, Jam, this is all sounding good, but what about existing armor values? I'll have you know I have an anti-magic build that stacks very high magical armor and res with Nullstone Gauntlet and Spellthief's Margin Manipulation and Void Assassin's Voidveil to completely crush my enemies and claim victory royale in big chungus.

Okay! You can just kinda average out the armor and magic armor values and stick that on. Or just take the highest value. This'll be a buff to heavy armor, probably, and I don't really know if there's a way to avoid it.

What will Giant Gene do, then? Won't it just be better if this happens?
Well, you could make Giant Gene do something else! Same with the Leviathan enchantment. Maybe Giant Gene instead increases the new HP value of armors directly, scaling off of the type of torso, or scaling with it's base HP stat. 50% HP increase, 50% Weight increase. The goal, ultimately, unavoidably, is to nerf Giant Gene without compromising the HP values of existing builds.

BUT YOU MAY BE ASKING:
Jam, why does any of this need to even happen? If people don't want to use Giant Gene, they don't have to! You can get pretty high HP values with--
You can get high HP values as a Soldier, or a race with high base VIT, or etc etc etc but it still isn't enough because most builds rely on Giant Gene. We need more HP. The poor Rogues who have to build three stats to hit things can have massive issues getting HP to the extent it is a very, very big STOP sign to anyone considering being a class without a HP supplement/building certain stats if they're a specific race.

Tl;dr
HP is good. Giant Gene is good. Too good. We need the HP. But Giant Gene is necessary for that. Being entirely reliant on one enchantment is not good. How to improve? Secret Soldier buff???? Hexer strong???

I'll end it with a challenge.

Go try building a Papillion. Basic attacker without STR. Or a Phenex, same rules. Genuinely show me if you can get their HP above 800 - even 700 - and have any semblance of a good build without using Giant Gene or a class that gives HP. Use as many aspects as you want and any items you want. And keep in mind all the while, without anything that increases HP from classes or items, Dormehans and Wyverntouched can hit above 1000 HP. Pretty easily, too.
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Vaguely thought-out proposal to body enchant diversity problem - by JamOfBoy - 04-27-2021, 06:51 PM

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