|
I agree, it sucks.
The way I understand it, it's used as a balancing mechanism somehow, to make protvalign harder for neutrals. Neutrals already have a social protvalign to a certain extent, by nature of being neutral (fence-sitters!), so in theory other protections vs. alignment (like the dam redux provided by the spell) should be nerfed somehow to compensate. The solution we came up with was the randomness - which is only a nerf in that if you get the one you don't want, you must dispel it or wait for it to wear off.
Your suggestion is essentially: rather than use inconvenient weird mechanics as a nerf - simply having the commune provide a slightly lower damage reduction and/or a higher mana cost for neutrals would be a more elegant and less weird fix. Granted, it's a straight numbers nerf, which is what I imagine we (the coders involved) were trying to avoid (for some reason aesthetic or functional) by going with the randomness instead.
And I suppose I'm for it. Since it comes down essentially to one's preferred way of balancing something - it'd be interesting to hear from the guy(s) who made that design decision.
Splntrd
|