jodyjohnson
Adventurer
I'd like to see more accessible defensive options versus various tactics and maybe less hyper-specialization into those offensive tactics in general.
Over the years there have been a number of offensive strategies which characters use: Action denial (trip, disarm, stun, daze, etc), charging or other movement based attacks, flurry of attacks, targetting weaknesses, or just plain old luck (crit builds, save or die).
Each of these can have inate specific counters which sometimes nullify them but it would be nice if all characters had options to choose effective or partially effective defences in response to either a telegraphed attack or repeated use.
These have existed already in the game, but usually as opposite pairs rather than a 2+ weak, 1+neutral, 2+ strong defense paradigm.
Over the years there have been a number of offensive strategies which characters use: Action denial (trip, disarm, stun, daze, etc), charging or other movement based attacks, flurry of attacks, targetting weaknesses, or just plain old luck (crit builds, save or die).
Each of these can have inate specific counters which sometimes nullify them but it would be nice if all characters had options to choose effective or partially effective defences in response to either a telegraphed attack or repeated use.
These have existed already in the game, but usually as opposite pairs rather than a 2+ weak, 1+neutral, 2+ strong defense paradigm.