Originally Posted by
Sparton_LOTB
This is basically the approach we would need to take to do what you're proposing (adjust the code, with either adding to data structure to support it or part of the code change requiring a specific work around to get the desired effect). It's totally doable (as far as coding goes, damn near anything is technically possible), but the problem is that it then goes from something a designer can fix to something that requires a programmer to fix... and that is often the bottleneck for the most important kinds of fixes or improvements. The time it would take to fix that could be equal to or more than the time to fix a combat hang, or functionality to enable an entirely new kind of talisman or skill effect.
In this case, because the idea of "don't generate fury for this specific situation" only opens up a strategic option for a small subset of characters, it's something we have to weigh against the value of doing one of those coding fixes, and right now that isn't the place we'd want our programmers to focus our attention on. That said, it's definitely something we'll keep in mind... if we see more potential places where the kind of functionality you're describing would be valuable, then we're re-evaluate based on what we'd be planning to deliver on that next milestone.
In summary, most of the tuning and a handful of the fixes you see in stuff like the tuning notes is stuff that Kaz or I (but mostly Kaz) can do as designers to improve and deepen the experience of the game, and that's usually the constraint most fixes and changes will have. Utilizing programmer time is something we need to be very careful with to ensure we don't fall into too much of a defect for quality improvements (it doesn't matter what game you're talking about, there's always another bug to fix).