about 1 year ago - EHG_Kain - Direct link

For this conversation, I think it might be helpful to provide some information on the intended design of Endurance. Endurance does apply to “oneshot” damage - any damage dealt to health below endurance threshold does get reduced by endurance amount - even if the instance of the hit happened while above endurance threshold. eg. IF you have 800/1000 health, threshold at 400 health take a hit for 500, 100 damage of that hit would be mitigated by endurance. This doesn’t prevent “oneshots” if the damage is high enough, which is intentional - it’s not meant to be a health gate.

Endurance is designed as a defensive mechanism which allows builds to have more time “on the edge” of death, where the most excitement is, fighting to hold on. To achieve this, the lower part of your life total gets this additional damage mitigation, allowing players to see and experience that low-life, holding on to the last string, but actually have more of a hold than it feels like in the heat of the moment. There’s also several mechanics that can make use of this by intentionally placing themselves within this threshold, such as liches, and Primalists. Endurance wasn’t meant to be viewed as “total average EPH calculated on a planner”, but rather its design is in the moment to moment combat feel.

I don’t say this to steer conversation, just to add context to the current design.

about 1 year ago - EHG_Kain - Direct link

Just dropping by with context of a design perspective of the intents of endurance, not trying to comment on the ideas presented, or trying to steer the conversation or defend current endurance mechanics (we’ve had our own internal conversations about it as well). Converse away! Basically think of me here as nothing more than a bot responding with “Hey, you mentioned Endurance, here’s the ideas behind it!” haha. :slight_smile:

Certainly, I could have worded this differently. I didn’t mean it as “hey, don’t do that, stop looking at it that way!”, but rather “when designed, the core of the design idea was a combat feeling to be achieved”. There was a desire for the feeling, and the current mechanics were created to support that rather than the other way around. That’s also why I was dropping in with the context, so that when discussed about potential variations or changes, that’s the feeling being achieved and what’s really “intended” with endurance regardless of how the mechanics support it.