Doctor Archive
Thread: Relationship Buffs/Armor source of the problem
LordOfFatness wrote:
There does have to be a benefit to buffs though. If you made special moves costa percentage, then buffs become pointless. The problem right now is that your pools regen most of the time before you get hit again. Also, because of the strength and quickness buffs, the cost of special moves is negligible.
If the encumberance took a percentage off of your secondaries, buffs would still help, but they wouldn't be uber. Your pools wouldn't regen as fast and your specials would cost more (i.e. you might actually take damage). Right now, I rarely even have to use a stimpack.
I'm ok with them reducing the power of buffs somewhat, but you can not make a special move take a percentage of your pools.
Happymob wrote:
A secondary buff would then benefit the unarmored the most, but it would still benefit the heavily armored.
An interesting consequence of this would be that the lighter armor types would become useful again in many situations for those that wanted to retain maximum offense (aka spamming) while adding a bit of defense. The "tanks" would wear the stun composite, but give up a lot of offense.
Youhave restored my faith that there are some players out there who actually want a challenging fun experience, instead of just a "give me all the power so I can kill everything without even trying" game.
This is EXACTLY what I meant. The buffs still need to be an advantage, otherwise nobody would buy them. The armor still needs to be an advantage, otherwise nobody would wear it. But buffs and armor combined cannot equal invicibility. I think the percentage idea is the best way of doing it.