The Old Armour System
[p] [/p][p]If you've played the game since early access, you might remember how the old system worked and where it fell short. It just wasn’t hitting the mark and so, we decided to rethink its mechanics. [/p][p] [/p][p][img src="https://clan.akamai.steamstatic.com/images/42404621/e9c502dd51af439bab59c20a37c60bf00d33a6be.png"][/img][/p][p]Previously, the armour and the magical deflection were both additional health pools which stacked on the character's HP.[/p][p] [/p][p]Previously, we had two separate armour bars: one for physical damage, and one for magical damage. On paper, it made sense, but in practice, it led to a rigid system that didn’t offer much synergy or creativity. [/p][p] [/p][p]Players were forced to “grind down” one bar before seeing results with each damage types (physical or magical). There were very few meaningful decisions to make around armour in combat, be it for interesting counters or dynamic interplay – which is why we decided to revamp the system. [/p][p] [/p]The New Armour System
[p] [/p][p]To fix this, we went back to the first GreedFall and took some inspiration from how it worked. Our goal? To simplify the interface, expand the tactics and create space for team synergy. [/p][p] [/p][p]The armour is no longer a bar that needs to be depleted before dealing damage. Now, the armour acts to reduce incoming physical damage while the magical deflection acts to give additional health to the player. [/p][p] [/p][p]It is depicted by shield icons and depending on how many armour points or how much magical deflection you have, it can take different forms in the UI. [/p][p] [/p][p][img src="https://clan.akamai.steamstatic.com/images/42404621/ca7edcc23bb322ebf654fa5b5cdae1e658700a3f.png"][/img][/p]- [p]The armour points are visually represented by shield icons in the UI. The more armour points you have, the more shields the bar has. [/p][/*]
- [p]The magical deflection is visually represented by a blue layer in the UI. The more magical deflection you have, the higher the stat below the HP bar is. [/p][/*]
New Tactical Possibilities
[p] [/p][p]One of the biggest improvements this change brings is how armour now influences tactical combat decisions, rather than limiting them. [/p][p] [/p][p]Previously, you had to break down a separate bar just to start dealing damage. Now you always have options – for example: [/p][p] [/p]- [p]Target the Armour: Use your skills that target and break through armour, weakening your enemy’s defenses to finish the fight faster. [/p][/*]
- [p]Bypass the Armour: Opt for skills or effects that ignore armour entirely, letting you reach the target’s health without delay. [/p][/*]
Managing Your Armour
[p] [/p][p]Of course, enemies aren’t the only ones with armour. You will also have to manage it well for yourself and for your team – as it can be the difference between a close call and a clean victory. [/p][p] [/p][p]Pay attention to your equipment and passive skills – as they are which you will need to gain armour points and magical deflection. [/p][p] [/p][p]Whether you’re a tank who plays defensively or a rogue who strikes during opportune moments, making sure that your defense will hold is paramount to your success. [/p][p] [/p][p]And if a particularly hard battle breaks your armour a little too suddenly, remember that you can restore it: [/p]- [p]Outside of combat passively for magical deflection, [/p][/*]
- [p]By using consumables, [/p][/*]
- [p]Through passives skills and active skills, [/p][/*]
- [p]By taking a breather at camp. [/p][/*]
DISCORD X REDDIT FACEBOOK INSTAGRAM[/p]