Another boost topic, yay. I will begin this by saying, boosts as they currently are, need improvement. Yes, they are “bad” but let’s move past that and figure out how to improve them because like it or not, they are now an integral part of this game.
As I briefly stated in a previous thread right before it was derailed, I think that the addition of Armor Boosts could actually be a positive addition to the boost system. I’ll reorganize and further elaborate my thoughts here.
Before we should simply ‘add armor boosts’, I think that the class system needs further diversification. As of now, Armor is a Resilient class trait. Therefore, if we just add armor boosts, we would only be bolstering an already overly favored class. As such, I propose that two new stats are added, one for each of the other two remaining classes. I would personally call them Nimbleness and Intimidation for Cunning and Fierce classes, respectively. To explain concisely, they would function just as Armor functions now with only their class that they are “weak to” being able to bypass the stat and do full damage. Such that, Resilient attacks would be able to bypass a creature’s Nimbleness stat and Cunning attacks would be able to bypass a creature’s Intimidation stat. This would add a “Class Effectiveness” to the game which would greatly benefit the current class system.
After these two new stats are added, the standard “Armor Boosts” should be split into three different stat boosts: Armor, Nimbleness and Intimidation. As for the amount of points gained per boost, I would suggest 1 point per boost allocated.
With three new stat boosts added, this would double the current types of stat boosts. If we were to retain the same cap on boosts that can be applied to a creature, this encourages a much more diverse boosting environment, enabling more unique builds. Adding any type of the “damage mitigation” boosts would come at the expense of another, already existing stat boost (Speed, Attack, Health).
I would now like to briefly touch on Crit Chance boosts. I am a little leery on these as I feel that the critical chance system is already precariously balanced. However, I would be open to the idea of them so long as their increases were set low (1 point per boost) and that they were added in conjunction with the three other damage mitigation boosts that I proposed above. I think that diluting the boost pool (as well as changing Speed boost gains but I won’t go into that here) is the best way to improve boosts.
Please do not just respond to this saying that boosts are bad. Let’s try to improve them together. Thank you for reading!