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. | ||
== Bonus Types == | == Bonus Types == |