- Joined
- May 3, 2018
- Messages
- 17
- Reaction score
- 16
- First Language
- English
- Primarily Uses
- RMMV
We always talk about skills or weapons as obviously they are fantastic for being flashy and look cool, but as a tank lover, I'm more thrilled to find a new armor than a weapon. Not only does armor tell about the wearer, it also protects and keeps you warm at night.
I've had my armor sketched out somewhat, but the most notable design choice I've made is to use Yanfly's Armor Scaling. For the moment, that is. However, I feel like this is a very poor design choice for an RPG, and I'm thinking of ways to change that -- perhaps dumping Armor Scaling completely.
Now, here's my problem:
Since I use very small numbers for stats, Yanfly's Armor Scaling plugin makes tanks feel very underpowered in the early game. They could only tank an extra hit or two as they stand now, and they'll only reach their full "defensive potential" once mid-late game. That would make the player not want to invest on the tank, and instead favor a damage dealer or a support instead.
However, with the normal a.atk * 2 - b.def formula, tanks are extremely overpowered with the way I've set up the stats. Not only would they have ridiculous damage resistance, but a tank can not deal damage to another tank, which could cause an infinite loop in battles, with the right conditions. That is why I've dropped the b.def from most of my skill formulas.
So how would you deal with this problem? Removing the Armor Scaling plugin would render both Defenese and Magic Defense almost completely useless, so there's not much point or thrill getting new armor.
I was thinking of experimenting with barrier points, another one of Yanfly The Great's plugins. Instead of having a Defense negate a portion of damage received, why not start the battle with a number of barrier points equivalent to your Defense? Armor would be valued not only because of the HP increases and other buffs, but heavier armor would grant you more barrier points. Think of Ablative Armor in XCOM 2. Even if your character gets hit, there's no need to use valuable potions or waste magic to cure them.
It sounded pretty good, until I realized that it would render Defense buffs and Defense penetration skills useless. Besides, what would I do about Magic Defense? This system could work on a very simple game, but I'm aiming for something else right now.
I am at a tight spot, and I was hoping to hear some of your thoughts. How do you design your armor? What makes them interesting and how does it work with the rest of your game? Perhaps I should make my starting numbers bigger instead of numbers like 2 - 6... Still, that doesn't solve the underpowered feeling of the tanks early on.
On another subject, what do you think about armor that scales with the wearer? Does the idea of never having low-level armor, and instead have a variety of armors which buff and debuff different things sound appealing? Most armor would be equal, and you could equip different armor for different builds and resistance against certain types of enemies. Personally, I find it very appealing.
I've had my armor sketched out somewhat, but the most notable design choice I've made is to use Yanfly's Armor Scaling. For the moment, that is. However, I feel like this is a very poor design choice for an RPG, and I'm thinking of ways to change that -- perhaps dumping Armor Scaling completely.
Now, here's my problem:
Since I use very small numbers for stats, Yanfly's Armor Scaling plugin makes tanks feel very underpowered in the early game. They could only tank an extra hit or two as they stand now, and they'll only reach their full "defensive potential" once mid-late game. That would make the player not want to invest on the tank, and instead favor a damage dealer or a support instead.
However, with the normal a.atk * 2 - b.def formula, tanks are extremely overpowered with the way I've set up the stats. Not only would they have ridiculous damage resistance, but a tank can not deal damage to another tank, which could cause an infinite loop in battles, with the right conditions. That is why I've dropped the b.def from most of my skill formulas.
So how would you deal with this problem? Removing the Armor Scaling plugin would render both Defenese and Magic Defense almost completely useless, so there's not much point or thrill getting new armor.
I was thinking of experimenting with barrier points, another one of Yanfly The Great's plugins. Instead of having a Defense negate a portion of damage received, why not start the battle with a number of barrier points equivalent to your Defense? Armor would be valued not only because of the HP increases and other buffs, but heavier armor would grant you more barrier points. Think of Ablative Armor in XCOM 2. Even if your character gets hit, there's no need to use valuable potions or waste magic to cure them.
It sounded pretty good, until I realized that it would render Defense buffs and Defense penetration skills useless. Besides, what would I do about Magic Defense? This system could work on a very simple game, but I'm aiming for something else right now.
I am at a tight spot, and I was hoping to hear some of your thoughts. How do you design your armor? What makes them interesting and how does it work with the rest of your game? Perhaps I should make my starting numbers bigger instead of numbers like 2 - 6... Still, that doesn't solve the underpowered feeling of the tanks early on.
On another subject, what do you think about armor that scales with the wearer? Does the idea of never having low-level armor, and instead have a variety of armors which buff and debuff different things sound appealing? Most armor would be equal, and you could equip different armor for different builds and resistance against certain types of enemies. Personally, I find it very appealing.


