Replace Random Weakspots With Fixed Armor Penetration Value

Good idea?

  • Yeah

    Votes: 2 100.0%
  • Nah

    Votes: 0 0.0%

  • Total voters
    2

lord_yoshi

Member
Oct 3, 2020
86
92
18
Right now weakspots are heavily dependent on RNG to activate. RNG has no place in a "skill-based" game, so I would like to see the hidden weakspot values replaced with a fixed armor penetration percentage. This armor penetration value would simply be the percentage of damage that ignores defending player armor defense values.
 

Tzone

Well-known member
May 16, 2021
2,468
1,446
113
A chance to do damage or to have damage done isnt decent game design. Should minimalize RNG when ever you can.

A better system would to have WS actually be aimed at parts of the hit box like armpits.
 

ArcaneConsular

Well-known member
Oct 27, 2021
873
536
93
Agreed. I actually wouldn't mind RNG in the world and loot mechanics though. Nothing too crazy, but just enough to spice tedious activities up. Like finding a random chest or a random rare animal, getting rare skill books as drops, random events, etc
 
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Tzone

Well-known member
May 16, 2021
2,468
1,446
113
Agreed. I actually wouldn't mind RNG in the world and loot mechanics though. Nothing too crazy, but just enough to spice tedious activities up. Like finding a random chest or a random rare animal, getting rare skill books as drops, random events, etc
yeah thats decent RNG like breaks up the world seeming to be the same evertime you go out.
 
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