One thing CoH failed at, even somewhat with real numbers, was communicating to the player what X or Y buff/debuff/crowd control did in actual combat. Often a defense buff would only say it gave, say, 15% defense. Some players would easily make the misinterpretation that they'd only take 15% less damage, even though with mob mechanics, they took 30% less damage.
So what I am proposing, is that in addition to showing the numbers, also show what impact they'd have in use by themselves and in combination. I should not need a third party program to know for instance that my 45% defense would litterally mean only 5% attacks hit me. It should be communicated to me clearly how much a buff effect is having on me, or a debuff effect is having on a mob or even if it's applied to me.
It should be very clear in the power selection screen what does what and it's effects. City of heroes was very vague, as it didn't display the stats, or when it did, it didn't display the impact of some, defense and to-hit especially.
Some examples, we could have a mouse-over of the average chance for us to be hit based on our defenses, against X damage types, even warnings of defenses being weak in X or Y category. Or an average "it'll take x number of hits for mobs using y damage type to defeat you" for instance. Such scores should be easier to look at than in CoX.
I realized something today(5/8/2014) that many MMORPG players, are not like us who enjoyed CoX. They enjoy repetitiveness and predictability, rather then unpredictability. We on the other hand enjoy unpredictability and variety.
There are a lot of variables involved in calculating that final effect (namely the stats for whoever is getting buffed) that won't be available when you're picking powers. At best you could get some kind of help popup explaining the mechanic and maybe giving examples. (There would be graphs if I did it, but I'm not a dev.)
[i]Has anyone seen my mind? It was right here...[/i]
One possibility for more evident buff/debuff benefit would be for the combat text to read something like "PyroMan hit you for 300 (-200 Fire resist, -50 Universal resist) = 50 points of damage!" or "Punchmaster attacked you with a jab that missed (-20% ToHit debuff)"
I agree with the concept of full disclosure..
But I would be lying if I didn't say I liked the subversive nature of debuffs being the hidden "WTF" factor. "My fireball should have melted you!" or "CRAP.. I can't heal.. what's WRONG".
I'm one of those players who min/maxes but then turns off the combat log.. so I suppose it's not so bad.
Crowd Control Enthusiast
It would be easy to spell out the damage reductions by various resistances. It's harder to credit any particular to-hit buff or debuff[sup]*[/sup] with why an attacker missed you.
[sup]*[/sup] I'm using this as an umbrella term to encompass defense, accuracy, and anything else that affects the final to-hit target number.
[i]Has anyone seen my mind? It was right here...[/i]