these are some of my thoughts regarding the enemy-related properties. I am fully aware that there had to be a lot of balancing testing and that a lot of the current situation is based on that, but I wanted to share these few ideas, even though they may sound naive to you.
If there is any kind of statistics regarding the traits and properties that are most often used in legend games by the most regular players, I would really like to know how often properties are used, especially the Damage Reduction ones.
- Damage reduction properties
I would kindly suggest that these protective properties are reworked:
a) Damage reduction should have different and a lot higher values, depending on the protection type. If the necklace provides protection against both skavens and chaos, it should be within 5-10% range. More common special enemies like armoured should be in 5-15% range. Less common enemies, e.g. berserkers, should be in 15-30% range, and specific protection against individual specials causing significant damage (ratlings or blightstormers) up to 60%.
b) There should also be specific protection against disablers and other specials, just like in V1. E.g. if the player has protection against assassins, the assassin should inflict (some) damage, interrupt the character’s action, stun the character for the longest period, and disappear, but not be able to disable the character. Considering that there are only two slots for such protections and that there are more than two types of disablers…
- Power vs. …
I believe that the same principle as in 1. a) should apply to these properties, i.e. the rarer the enemy, the higher the percentage, although the ranges shouldn’t be so high, e.g. max 5% for generic chaos/skaven categories, 15-20% for rare enemies like monsters or berserkers.