I actually quite enjoy the armour system overall, like a mage might have no physical armour so you can try to keep him away from melee, or a warrior might have low magic armour but you could have a mage provide them with magic armour from spells. A rogue could have high dodge and/or otherwise use mobility or stealth to avoid getting hit. But the vitality part I just don't get, you are basically severely punished if any character takes damage to their vitality via CC's therefore every character either needs sufficient armour/magic armour or to avoid damage altogether.
Vitality therefore, and skills/stats that increase it are completely useless because if you're anticipating to take any damage in the enemy's turn then it's a bad strategy. This also throws a lot of the necromancer skills out of the window as they are all about being low on vitality or regenerating it.
Last edited by I3link; 06/10/17 07:03 AM.