This is based off of others suggestion of a diminishing return to certain builds and interactions. Say, a GF doing to much burst damage or a TR being too tanky. I don't completely agree that diminishing offensive or defensive stats is a guaranteed solution. But here's how I think we can improve upon it.
Diminishing/Expendable Resource
I know it may be impossible to implement this as is, especially with how DnD works on its core. Cooldowns are cooldowns, stamina and AP are never supposed to just.. stop. On the other hand, based from my observation many of the strongest interactions in game are rinse-repeat type of powers.
TR - chaining dailies
TR, CW - near-infinite dodges
GF - unbreakable shield
DC, OP - infinite heals, shields and temp HP
Infinity is the only problem here. Instead of adjusting individual powers (tons of work) nerfing items or diminishing stats, let's diminish resources:
Stamina
AP Gain
Recovery
On entering combat, an internal timer ticks per character which is reset on exiting combat. At certain time thresholds, a slight debuff is applied to these resources so that
Stamina regeneration is reduced 90/80/70/60/50%
AP Gain is 5/10/15/20/25% slower
Coldowns are increased 10/20/30/40/50%
Time thresholds should be a little dramatic so as not to make too much an impact - say, effective at 2/4/6/8/10 minutes of combat. If we are being skimpy on effort, can we recycle some code from injuries? Since VIP came around, that feature went to waste, but it could be useful here if there is a kind of PvP injury that is incurred the longer you stay in combat. It's a rougher solution compared to a real expendable resource system, but something is always better than none.
@rgutscheradev Thank you!
Comments
Healing Depression increased 4/8/12/16/20% more