2) We can keep the armor system but develop some method (through armor type, skills, combat abilities) for the player to decide how much of an attack type the armor is eating and how much is being let through to vitality. A 6:4 ratio, a 9:1 ratio, or so on. This would let armor persist over the course of a fight longer, allow the player to decide how their CC resist is used up and when, and so on. The determinism of choice would still be there, but more player control over it would help the current system attempt to mitigate the issues it presently has
I like the idea of a portion of the damage going through, that would allow for more long term effects on fights. That being said, there are ways even now to refill/bolster both armor and magic armor mid combat so I don't view longevity as that big of an issue. I also feel as though most fights don't last long enough to put you on your toes as it stands if you have even remotely decent gear.
I really dislike the first suggestion as I pretty thoroughly did not enjoy the defensive mechanics of the first installation, as previously mentioned, and feel as though the new defensive systems have a much more clear impact on survival. It is also worth noting that it is much easier to tell at a glance what you are dealing with in the new system which increases usability for the less hardcore audience as opposed to having to dig through a stat sheet a lot of players probably don't even know exists.
Shrug, that's why I have the two systems. I prefer one but I think some people would prefer idea two. I'd like to get a chance to try both over the course of Alpha iterations.
The second suggestion also gives more tactical flexibility and power to player choice.
And the problem we currently have with the game is simple, enemy health bars don't matter :P too easy to win once armor is gone. Being able to see the armor values also makes it easy to plan around them and each encounter if your smart about it. It also makes it easy to gear specifically towards an opponent.
Also, the problem with those skills you mention? Horribly easy to stop a player or AI from getting a chance to use them. They'd have to escape the CC chain first. And even if they do, an opponent focused on protests ting/saving its allies is an opponent not attacking and most of all original sin players know that offense is the best strategy there is. Faster you can kill a unit of the enemy much better chances you win. Each unit death increases your chances to win and decreases difficulty by a magnitude.
Casual players would be fine with the system as is right now. Those of us who are heavy into rpgs and power gaming and completionisy and stuff? There's a lot to critique here