Armour Balancing
As of now, the armour types have no correlation.
It's a very strong source for imbalance if you have four damage types and only use one at a time.
My main idea is this:
Make Normal damage and Piercing damage opposites, so that they don't appear on the same armour together.
Make Elemental damage and Shadow damage opposites, so that they don't appear on the same armour together, either.
Give a maximum number for armour required in any tier to reduce that damage to negligible amount (maybe 75% reduction or more?), then make that the highest armour amount you can attain.
4 and 5 star armour might contain high bonuses to two types of damage so you can get high resistance to two types of damage.
Now, the second part of this idea:
Remove Vitapods from play. Since they've been beefed up, it's made the balance patches pointless, because all you did was double monster damage, then player health and then player armour. The only thing you need to double is weapon damage and we're back to how the game was before.
Instead, add three kinds of armour to replace it:
- Ability armour: These are armours that offer up passive abilities, to either damage, attack speed or charge speed. Maybe other things too, later on.
But generally suffers from having lower health and armour bonuses. - Defense armour: Armour that has high resistances to damage and status. These have no abilities and low health bonuses.
- Health armour: As the name implies, it offers up large health bonuses, but not really much else.
Now with these changes, players really have to choose what armour to use.
- Do they get the highest defence, but run the risk of being wiped out by other damage types?
- Do they get more health and some defence against a few types, to get overall survivability at the cost of being extremely vulnerable if there are no health pickups?
- Or do they get the armour that will turn them into glass cannons?
Obviously people are going to have a preference, some might choose to mix them up and get a little bit of all three.
The point is that people who choose to min-max won't be unstoppable fortresses of destruction, because there's always going to be wildcards in a Dungeon Crawler.
I have other threads that you can actively not read too:
Ideas on changing item functions
GLASS CANNON! KA-POO I'M DEAD.
Anyway yeah, i agree so long as the positive effects that turn us into glass cannons are definitely worth it. I wouldnt wanna be shown up by a guy who wanders into the midst of the battle, looking like a samurai and obliterates the swarm in two moves. That wouldn't be cool. Unless, of course, I'd nearly wiped out the entire swarm and two under-powered sword strokes from the masked warrior takes their last bits. That looks heroic, see.