Talk:Epic Path: Difference between revisions

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== Energy Damage Types ==
== Energy Damage Types ==
  question for Todd: do we need more than 18 energy types? I know you wanted to leave this door open, but having an undefined, infinite list makes ER x/- the 'no-brainer' option, and that's bad game design. Having a limited list makes single energy type, and single class ER much more viable.
  question for Todd: do we need more than 18 energy types? I know you wanted to leave this door open, but having an undefined, infinite list makes ER x/- the 'no-brainer' option, and that's bad game design. Having a limited list makes single energy type, and single class ER much more viable.
alternatively, we might say that 'ER x/fire' is equivalent in usefulness to 'ER x/fundament' or 'ER x/rudament'.  This would mean it would take 8 different ER types to equal ER x/-, but it would also mean there could be an infinite, undefined number of fundament and rudament ER types.


* '''element''' (common energies)
* '''element''' (common energies)
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* ER vs. all non-primal energy (ER x/-): scales to grant 40% resistance to all non-primal energy damage.
* ER vs. all non-primal energy (ER x/-): scales to grant 40% resistance to all non-primal energy damage.
:* this will encourage single energy-type resistances, while still making communal resistances attractive.
:* this will encourage single energy-type resistances, while still making communal resistances attractive.
:* may need to grant more than one pick of a single energy type, if it isn't one of the common ones, to keep things 'fair'.


== Bonus Types ==
== Bonus Types ==

Revision as of 20:30, 11 April 2018