Quote from Daniel1235;1267044:
Anyway, your idea in general is very much like mine so I approve!~ :thumb:
Also I must say, yours does look more practical then mine... Just one question:
You mentioned at the start the linked thread that there are no races, content-wise but they do still exist in story... My question is how would the system refer to me, now that no such thing as "race" exists? Do you, like, when selecting body size, for example large, do you choose to be referred as giant or elf?
That's a good questions. There are times in the game where the player is referred to as a Human regardless of race. One could just make it always human. Or they could just make it based on your ear type and body type, but then what about Giant Elves? Or better yet, just called you a Milletian throughout the game rather than bringing assigned race into question.
Quote from DefinitelyNotTwin;1267052:
Early game, that's the issue right there.it should be viable, but not necessary in every meta.Non-tank geared users shouldn't be as tanky either. It would be cool if defense was revamped to be a little more party defensive, then some higher tier skills could be added.Then fix mob formation , because it's too sloppy for some to be useful.
Although I'd like Mabi to be put more focus on defense, there isn't that much reason to. Since Mabi's inception, mabi has been about avoiding damage at all costs, and even the weakest blows being a huge drawback (although the meaning behind the huge drawback died over time. Mabi has never been that defensive, with the only focus on defense being the Defense skill itself, shields, and accessory limitations.
Enlightenment/Druid was a great update. It put more focus on what type of armor you wear, in addition to other changes. But I didn't really feel like the armor itself was what needed attention, rather Greaves/Gauntlets/Helmets. The reforge on gear nowdays are much more beneficial than the stats of the item it is on (with the exception of weapons). And unlike armor, Greaves/Gauntlets/Helmets do not receive upgrades either. The only distinction between light greaves and heavy greaves is 1 or 2 defense (and they don't effect how many accessories you can wear.)
I always thought it would be nice if you could upgrade your non-clothing slot equipment and unlock active (not passive like heavy stander) defensive abilities that you could use strategically, with the abilities varying between light and heavy equipment, and differing from individual item to item. But the main issue is there really isn't that much of a reason for it. Even on a new character, there's ample potions and being hit isn't that much of a threat even at very early game defensive ability. The only drawback that promotes the idea of being more defensive is avoiding potion poisoning.
The solution would be targeting either potions or monsters. Making potions less effective or less abundant, or making monsters stronger or more violent. But either nerf like that wold piss off a lot of people, and I don't necessarily think current content needs to be even harder.
So a better solution, I think, would be to add new content that is more rewarding than existing content and much harder, that has early game and midgame counterparts. But this must also not make existing content any less worth it.
Tldr, balancing defense isn't that easy, and sure you can add all these cool defense ideas, I'd like them, but we also need a reason to want to use them.