Mitigation/Avoidance

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Bane
Dungeonmaster
Mitigation/Avoidance
Friday, March 16th, 2012 at 4:49 pm
I'm looking to adjust survivability of classes to reduce dependance on stun mechanics inherent in Mordor.
Here's what I'm looking at evaluating and adjusting:

Dex based classes: Higher dodge & parry chances based on dex
Str based classes: Higher reduction from block based on strength
Con based classes: Higher reduction of damage from armor and general toughness
Int based classes: More wards to absorb damage, and debuffs to reduce the effectiveness of monsters that are fighting them
Pie based classes: They're already pretty good as far as heals go, perhaps addition of some more defensive buffs

Any comments or suggestions to help facilitate a move away from the underlying stun (compete avoiding of damage) mechanics would be helpful.

The recent backend changes for stats and new skill/xml/python based skills should be useful in the near future for implementing some more fun mechanics to help break up the old "k, k, k, cir, k, k, k, vig, k, k" routine.

Ponyo
Re: Mitigation/Avoidance
Tuesday, March 20th, 2012 at 7:22 pm
When Or If This Gets Put In....Will We Be Able To Adjust Our Stats? Because maybe Someone Made A INT Based Assassin.... Or Other Chars That Mostly Depend On Stun? *SIGH*!

neko
Re: Mitigation/Avoidance
Tuesday, March 20th, 2012 at 11:00 pm
How about spells/abilities that lower the target's accuracy/thac0 (dunno what its called now).

For mages/casters maybe 'light'-based spells, with possible tiers?

c lux wino

Your lux spell blinds the wino for x sec!

Also, I know its just been recently added in the game, but we could use more recipes for better armor? Unless the goal of smithing was to just get newbie's going to get decent armor at low levels.[/code]

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