_a stat that governs the frequency of incoming damage (defense)
_a stat that offsets incoming damage by a fixed amount (armor)
_a stat that reduces incoming damage by a fraction (resistance)
Each of these stats is open ended, and by itself, will never guarantee your character will be invulnerable. But the conjunction of all three just makes a character invulnerable pretty fast. That's a problem. For balance reasons, of course. The only thing that can put a dent on a well-built all-around defensive character would be a horde of enemy (reduce effectiveness of defense) that hit hard enough to get through armor or even outdamage a single heal (or regeneration, or lesser poultice) over the duration of the spell's cooldown, even after resistances are factored in.
Fact is, such fight would be insta-gib for any character that would have very high values in only two of these three stats, so these situations just don't happen. Just build a character with a set of decent armour, decent defense, decent resistance, high threat, and nothing will ever stop your party.
Everyone here has experienced the chill of being prone to twoshots from the ogre boss just because Alister (or the PC tank) has not yet reached that "sweet spot" where he can shrug off pretty much any incoming damage short of grabs. The thing is, from level 10 onwards or whatever, even Sten the proverbial glass cannon becomes nigh-invulnerable if you give him a shield.
There ought to be a trick here to make this game harder to tank at least in nightmare difficulty, such as making fatigue reduce your threat, damage and avoidance stats across the board, some armor penetration counter that destroys pieces of armor, or even cause temporary concussion injuries, or some absorb-counter on spell resistance checks...
Might sound like ranting, but I really don't like the way this game considers a valid tactic that same old simplistic "holy trinity" of dps/tank/healer that you find in pretty much every MMO out there.





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