Suggestions about rebalancing Recovery and LoH mechanics. This way the LoH isn't some unnatural vampire function and both Recovery and Regeneration have greater purpose. The notion of stance is also added.
- The PC either defends by blocking, parrying, or dodging, or else not.
- If the PC defends successfully then LoH acts as damage absorb. If LoH is greater than the monster's attack damage then the excess is made Reflected Damage.
- If the PC doesn't defend successfully then the PC is injured.
- The PC may reduce/increase damage by reducing/increasing action speed by taking on a stance. A PC stance button on the right side defines the stance enraged, aggressive, balanced, defensive, and cowaring.
- At all times Recovery ticks over.
- Regeneration is rescaled to LoH and Damage Reflected. Trials don't give the luxury of idling time.
- Regeneration can also enhance Cool Down if taken as exhaustion recovery. As Ability+Regeneration maps to Cooldown%.
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