skywolfblue said:
Souplex said:
skywolfblue said:
I think that armor should be designed not to give 100% reduction in the first place. Like the highest set of gear only offering 80-90% damage reduction, even under all damage-reduction buffs. Rather then having 100% damage reduction, but the game "cuts through" 20% anyway. Fix the problem before it's a problem instead of after the fact, that kinda thing.
Shield block on the other hand should have static values and actually block all damage.
So you favor the Dark Souls system?
I haven't played Dark Souls myself. I guess so?
I was kinda
loosely basing that around WoW. I did like the tanking mechanics of WoW a lot during the BC-Wrath Era.
I do like the "active mitigation" part of tanking, where you're pushing stuff (dodging/shield blocking/etc) to avoid damage, so in that way, yes, I'd say that Dark Souls fits that part pretty well.
Well in Dark Souls blocking is relatively simple. You face your enemy, and have your shield up when they attack.
Your shield has a few stats, most of them expressed as percentages.
Example: Physical block: 100 Magic block: 50 Stability 75.
This means that if you block a physical attack, none of the damage gets through, if you were to block a magical attack, half the damage would get through, and the stability means that only 25% of the damage that would be dealt to your health is shaved off your stamina instead.
Stamina is constantly regenerating, but blocking, attacking, or dodging all consume stamina.
If blocking an attack would deplete your stamina, your guard is broken, you take damage, and you're staggered.
The combination of each weapon having a unique moveset, blocking, dodging, and stamina management makes it feel a lot like a fighting game.
http://www.gametrailers.com/reviews/tnau10/dark-souls-review