Hello again!
I have made this suggestion a few other times in the past, as I am really not a fan of how protections are currently implemented in the game. I believe that they either triviliaze building health, or the opposite occurs, as they are vying for the same effective health pool. My previous suggestions admittedly were not the best, and lacked coherency, as I could not really settle on what it was that I disliked about protections. However, now I have finally settled on why the system bothers me, and why it should be changed.
To begin my main points, I want to discuss what I view as fundamental when it comes to building defense in ARPGs. A key aspect of adding defense to any build is to layer it. Generally in an ARPG, your layers of defense go Health -> Resists/Protections -> Tertiary Defenses such as Dodge/Block -> Rare sources of straight Damage Reduction. What is important to this system is that all of these systems stack on top of each other. Rather, they are not fighting additively to provide defenses, but are instead working together multiplicatively. It means that proper balancing of defenses matters, and every other layer you add significantly increases your survival. Beyond this, every investment in one defense makes investing in the others better. Rather, stacking health alone is not effective, but every point in health you have makes every point of dodge mean more as it is multiplying your effective health. Conversely, having really high dodge makes every point of health mean more.
Now, how does this connect back to the problem of health and protections? It comes down to one thing, and it is that both defenses are additively fighting over the same effective health pool. Having 1000 health and 2000 protections, or 1500 and 1500 leads to the same effective health. When this happens, it means that investing in one stat makes the other worse. Consider it this way: If you have 50 health and 50 protections, you have 100 effective hp. The next point in either stat will give you 1% more effective health, but then the next gives .99%, then .98% and so on. So what does this usually lead to? It means that most times youâre either going to stack pure health or pure protections, and there will usually be one that is better than the other. This is the case because building health after building pure protections will have no noticeable effect, and in fact will usually make a build worse due to leech and regen being better on low health pools. Conversely, a newer player stacking health [which is usually the way to go in ARPGs] and then getting protections and seeing no noticeable difference brings confusion.
With this in mind, I do love the idea of protections in this game, and how they can continue to be built up and up to provide specific defenses toward elements a player may struggle against. However, I do not like its additive contention with health, and how they both exist in the same pool defenses. At the end of the day, I want both stats to matter, and I believe the way to do this is to have protections be multiplicative against base health instead of additive.
My core suggestion is as follows: Every point of Protections should add 1% effective health against an element rather than 1 flat effective health.
What does that mean? It means that your effective health goes from [Health + Protections] to [Health x [100% + Protections%]. Now, obviously this would lead to people being unkillable with how protections function right now, and from the calculations I did in balance, it seems the best method to easily rebalance everything would be to just divide current top end protections by 5, raise low-end values, and then weed out the overpowered outliers afterwards. Note that you will still be significantly tankier even after this on almost any build, which is part of what I want to achieve.
[As a quick note, per my calculations, I think T1 protections being 15-20 with T5 being 41-60 would be the best way to go.]
Moving forward, what would this system achieve? Well, it would achieve things both on the player defense side AND offense side.
Defensive changes:
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Health and Protections will now work alongside each other rather than against each other. A build that properly balances both will be better rewarded than they are now. For example, a build with 1000 hp and 1000 protection right now would have 2000 effective health. After my proposed division, the new system would leave a player with 1000 hp and 200 protections, which would give them [1000 + (100% + 200%)] = 3000 effective hp. This also means that a player who builds into one defense after the other will immediately feel the difference. As in, getting 20 protections after having 2000 health will create a noticeable change right away, compared to getting 100 protection on the current system with the same health.
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Classes that naturally excel against certain element types [i.e. VK against void, Mage against fire/cold/lightning] will have this specialty emphasized. If everyone is encouraged to balance health and protections, these classes will naturally end up more resistant to these elements. Of course, when protections are the meta, these differences are noticeable, but in cases where health/ward win out and nobody builds protections due to additive contention, these important class differences are lost.
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Gear types will end up mattering more, and having higher tier armor will create a large impact on physical damage taken. This will avoid situations that currently exist where you base armor type hardly matters outside of the secondary effects that an armor piece has. Further player choice is then created, where you can go for secondary effects that make you stronger offensively or against different elements, or keep with the primary goal of mitigating physical damage, which is the most common type.
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The system, in my opinion, is easier to grasp for new players. No longer will their protection values be constantly changing on their stat sheet, which while explained well in the tooltip, can still lead to frustration when balancing defenses. Now, if you have 100 of a protection, it gives 50% resistance to an element, no matter what. This also allows for players to set defensive goals easier, and feel good about crafting either form of defense because it will have a noticeable effect immediately. Players that then want to specialize in a protection can still do so, which I view as a strong point of the existing system, and my proposed changes will make it more gratifying to do this.
Offensive changes:
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If protections change on us, they can change the same way on enemies. Not only does this make balancing enemy protections easier on the dev side [i.e. if you want an enemy to have good cold mitigation, just slap 200 cold prot on it without worrying about health values.], but it also makes penetration on players matter more. With my changes, penetrations would have to be divided a bit as well, of course, I would proposed by 4 or 5x, but they would still end up far more meaningful than they are now.
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As with the defensive calculations, penetration calculations would also be easier and the stat would become more meaningful. If an enemy has 100 protections and you have 100 penetration, you are doubling your damage with your penetration investment. Essentially, players would have to put more thought into stacking both defense and offense of different kinds on this system. Resistance shred would also become more viable through the same logic.
Despite these key points, there are a few immediate things to think about that could cause problems. For example, what would happen with Ward? Surely it would become quite powerful with this system, but I contest that protections could just be made less effective on Ward. DomP343 and Beefy2 from the discord and forums suggested that halved effectiveness would work fine. If you invested into it, your protections could still mitigate quite a lot of damage when you have high ward, but it will never be as effective as with health. Other things to consider are if certain health and protection breakpoints will just become a set meta, but stat balancing always has effective min-maxing in any game, so I am unsure if this is a huge issue. There may also be concerns that players do not need to be tankier, and this change may make players too tanky. However, I would retort that only a few builds currently have worrisome levels of tankiness, and those could be specifically targeted. There could also be world where glancing blows is removed and 100 in all protections is the âaffix taxâ for builds to survive late game, then allowing for further protection specialization.
Anyway, this concludes by suggestion. Thank you for reading, and if you would like anything clarified, please ask here! If you agree with the concepts and think protections need to be changed, be sure to leave a vote with the button on the top left of the post! I hope that this suggestion will have some impact, as I really think protections would benefit from this change and become both easier to understand and more satisfying to build around alongside health.