Also posted to the official forum
, but I'd like to hear what y'all have to say as well.
Encouraging Players to Use Varied Enhancements
A Carrot Approach
The proposed new Enhancement Diversification system seems very much like a big stick -- "Don't want to use different enhancements? Fine, we'll punish you by reducing their effectiveness if you do."
This seems to rub people the wrong way.
Here's a proposal that generates a desire to diversify, rather than mandating it.MECHANICS SUMMARY
When a player has a smaller number of enhancements of one type in the same power, they receive a bonus to the effectiveness of each enhancement.MECHANICS DETAILS
1 Enh = 50% bonus (so a 33.3% SO = 49.95%. Total = 49.95%)
2 Enh = 30% bonus (so a 33.3% SO = 43.292%. Total = 86.58%)
3 Enh = 0% bonus (so a 33.3% SO = 33.3%. Total = 99.9%)
4 Enh = 0% bonus (so a 33.3% SO = 33.3%. Total = 139.86%)
5 Enh = 0% bonus (so a 33.3% SO = 33.3%. Total = 166.5%)
6 Enh = 0% bonus (so a 33.3% SO = 33.3%. Total = 199.8%)
This has the effect of encouraging players to use varied enhancements, because by doing so they receive a bonus to the effectiveness of each individual enhancement. There is no penalty applied to players who choose to slot many of the same type of enhancement -- their performance will remain exactly the same as it is now.
Here's how the new numbers compare to the current ones:
1 SO: Old Total = 33.3%, New = 49.95%
2 SO: Old Total = 66.6%, New = 86.58%
3 SO: Old Total = 99.9%, New = 99.9%
4 SO: Old Total = 133.2%, New = 133.2%
5 SO: Old Total = 166.5%, New = 166.5%
6 SO: Old Total = 199.8%, New = 199.8%
I've used SO enhancements for my numbers but the principal also translates well to the other types. In fact, it gives low-level characters, who have few slots so far, a boost in effectiveness.
I like the idea of rewarding people for diversifying without penalizing people for specializing.