@aj0413 - ok grand, now you've got to the guts of your argument.
To say the fight is 'practically over' once armour is gone is a bit dramatic though, no?
I don't disagree with your point. However, I'm more in favour of evolution of a new mechanic than ditching it because it's got a few small flaws. If willpower and bodybuilding were to be brought back, it's problem solved for what you're saying.
But I never liked them. It was a stat-dump gimmick and a lottery mechanic (% chance for it to work in your favour). That doesn't add to the thinking element of the game. A dice is rolled for you and you might come out better because of it. Think chess - it's the greatest strategy game in existence, and all of your pieces only have 1 hitpoint.
In other words, hitpoints add depth. Dice gimmicks like bodybuilding and willpower are too lotto, too random. Best remove them and improve the strategy potential for the new 'alternative HP' mechanics.
You've got a point! Don't get me wrong. But I just think there needs to be a new idea around the new HP mechanics, that's all. Heal capabilities for different HP categories - that would go a long way in solving the problems you mention and really adding complexity.
One: It is like chess....that's also a gripe o have with it. A player shouldn't be able to predict every action to victory or long feel some tension/pressure each turn. Chess is no more complicated than tic tac toe at the highest levels when all players are aware of optimal action sets. It's how chess AI are made in fact. Giant tree of possible moves and states.
Two: I like the RNG system of game one
Three: changing out the defensive abilities means leaving the current armor system -> we both get what we want and it solved the problem
Four: the RNG did follow player choice -> you could raid it to increase your chances if you felt it needed
Five: even if you dislike RNG, I offered two system options to improve the current one. The second one was a literal evolution of the current system without adding anything new but allowing you to let players control how much of an attack is absorbed by armor. I don't quite kike this since it'll degenerate into some perfect ratio but if they tie the ratios to armor types than I can see it working well and even making players be more selective of gear builds since currently it's a no brained to out everyone in heavwsit armor you can find
Six: I didn't see a need to expand on why the current armor lets CC death work or expand on the difference to game on that makes health moot cause I've restated it multiple times in the thread or someone else did at least