A very ironically timed thread just popped up that had a very similar idea to my own. As briefly mentioned, id actually written down the idea in a text document with the intent on posting it just days ago, but shied from posting it in concerns of the reaction it might see. Seeing the other thread made me think what the heck and decide to post it. Worst case ill just go into hiding for awhile until everyone forgets who I am. Again, the idea is very similar- but different enough with a few more cited details/ideas on how it could actually work, that i felt ok posting this all in its own thread.
This is largely an edited copy/paste of the original idea:
Hardly a topic that needs introduction. Just wanted to get some feedback on an idea in regards to a way to "possibly" improve the games current AC system.
I want to make it clear, this idea is NOT about addressing the to-hits certain mobs have (notably at end game) or about currently attainable/sustainable ac values, and is more about making ACs across all ranges more beneficial.
Would it be possible, or even viable, to give extra STACKING DR to a character based on AC? This concept would NOT stop a mob with +55 to hit from utterly smashing all over a character with "only" 50 ac, it DOES however give that character some benefit for HAVING that 50 ac in the first place, compared to his friend the sorcerer in pajamas with 12 ac.
There are a number of ways to "augment" and actually employ this idea as well- For example giving increased DR to heavier armor types. Ie, more DR to someone wearing heavy plates, than someone in lighter armors or even cloth. A change like this would (hopefully) give a reason for players to consider wearing their highest tier armors their classes proficiencies allow. This would give a barbarian a reason/benefit to wearing the medium armors theyre allowed to wear, or this gives some merits to the rare classes who are supposed to "benefit" from having heavy armors from the beginning (Paladins, Clerics, and of course Fighters), and may make them think twice about considering a lower armor class.
It could be something as simple as X-amount of DR for every Y amount of AC a character has, preferably with the benefits only counting PAST 10 ac- as this is what everyone starts with naturally anyways. Continuing with the armor-types being a factor, we could make it so that the y-amount is smaller for the heavier classes. Ie every 7 points over 10ac for heavy, 8 points over 10ac for medium, 9 points over 10ac for light, and 10 points over 10ac for cloth (These amounts are for hypothetical reasons to give an example, these numbers would need to be heavily tested/adjusted for actual practicality). Or on the flip side, just make every armor type get the same dr-break point for every x-amount of points over 10, but give more dr per break point to heavy, and dwindle down as you get to cloth. Again for arguments sake, say every 10 points over 10ac is the break point- wed give 4 dr to the heavy, 3dr to the medium, 2dr to the light, and 1dr to the cloth. Maybe even include new feats that increase the effects of these DR values (much like the revamp to the shield mastery feats).
Done properly such a change has in my opinion huge potential to lead to some very interesting builds that fit wanted roles WITHOUT being over powered (the key goal of such a proposal).
In many players opinions, the "problem" with current-game ac-tanks is that while attaining AC values that can make you nigh-untouchable IS achievable, it greatly reduces the practicality of the character in almost all but a few actual in-game situations. The general consensus I seem to cross is that while you can reach these ridiculous AC numbers required to be un-hittable, you generally cant maintain enough threat to actually hold the aggro of the mob(s) youre attacking because you simply cant put out enough damage while decked out for these values to keep anyones interest on you- and as such actual "maintainable" AC levels on charaters who intend to actually KEEP aggro is a fair bit less.
Now imagine a tank in your group with these changes in epic content, somewhere where "tanks" are currently generally considered relatively useless by most players I know of- largely due to the previous reasons; incredible mob to-hit values, where obtaining an AC values high enough to actually make worth-while gains in their miss-rate often means not having enough DPS in the first place anyways to actually keep mobs regularly swinging at you instead of your party members. Again while he wont necessarily have enough AC to be un-hittable if hes in a position to actually HOLD large amounts of aggro, he WOULD hopefully have enough AC (and by relation, DR) to mitigate desirable portions of the damage hed be taking (maybe lessen the woes of glancing blows?).
The trick in balancing this is, obviously, how "much" damage should be mitigated. It should/would hopefully be enough so that in epic the effect is "noticeable", but not so much that they become practically "un-killable" (especially when we factor in norma/hard/elite content for when youre NOT running in epic content- Having enough DR to parade through epic easily means you would be a god in lesser content. THIS SHOULD NOT HAPPEN). The idea is that you mitigate "enough" damage while actually *maintaining* aggro and mob-attention that you ease the burden on your healer(s) while allowing the teams REAL strikers to do their jobs, and kill things properly until they die from it. Then maybe kill them again.
Its obvious that players WANT viable "Defender" type build(s) in high-level and end-game content. We wouldnt see so many threads complaining about mob to-hits as we do if there WASNT a demand for builds that allowed for this play style. When you consider the amount of gear which "appears" to be defense minded, and all the defender enhancements we have, and the PREs (multiple) dedicated entirely to the concept of being a superior "tank", it seems silly that we dont currently have viable/desirable options to fulfill such roles. The BEST thing about DDO to me has -always- been the amount of customization allowed to characters. Alluding to, but never properly employing such a classic/desirable role is nothing short of disheartening.
I strongly encourage and look forward to constructive criticisms, inputs, feedback, and suggestions on this idea. Again the intent isnt to fix (if thats the appropriate word) the current to-hit system, but to reward/encourage characters to actually have SOME ac, to use those heavier armor feats, and hopefully- and more importantly, revive a "role" that players obviously desire. This suggestion may or may not be the proper answer for the game, some players might feel this could work, some might feel that such a change doesnt "fit" the setting of a DnD game. In the end however I simply hope we continue to give this enough attention to this that the Devs will actually consider listening to the community on what they want from the game they pay for. If were loud enough, theyll hopefully hear us eventually.