Now, then the armor system: It has issues and is currently heavily talked about.
The problems:
> Once armor is gone, a player can CC, due to 100% chance when armor is gone, enemies to death, thus making HP moot.
> Skills that restore armor require an enemy to play defensively to use and/or take attention away from being aggressive. Aggressive strategies are the most effective in D:OS games, so the AI breaking from this just weakens their tactics.
> The above points will eventually also apply to players, hopefully, with strong AI in the future
> Powerful tactics, abilities, PC builds, grenades and consumables, and/or terrain advantages make it easy to destroy armor (ie Magical armour mostly)
> Patience and tactics make it easy to divide and conquer enemies and, effectively, avoid planned group encounters or turn group combat into 1v1, 2v4, and so on.
> The current defensive combat abilities hardly impact anything and are very underwhelming compared to other abilities. Players don't feel stronger by using them
> It's easy to gear towards a specific armor type to either hinder/overwhelm enemies, you know about ahead of time.
Now, one suggested solution was to leave the armor system, but switch out the defensive abilities with the old ones (ie Bodybuilding/Willpower/Block). This raised issues by dividing players into camps of "RNG is bad" and "RNG is okay."
Personally, I liked the old system; I thought that it'd be fine to bring it back, into this one, under the new system. For a number of reasons. However, in respect of those who hate RNG, I offer this suggestion:
Armor types of various classifications (ie scale, leather, plate, cloth, ect...) will not only have different bonuses (ex dodge chance on leather) and/or armour defense types in varying values (ie physical = 100 & magical = 30) to differentiate them, but also be divided into sub groups concerning how much of a given attack type a specific armor would absorb.
For example:
A 'light' leather set would have a given value of magical and physical armor and would also have a set ratio of how much of an attack is absorbed by the armor and how much is let through to target vitality based off an absorption attribute (ex absorb = 40% -> Armour absorbs only 40% of damage)
This would give HP purpose again, allow players to strategically decide how important CC defense is vs damage taken, and create greater differentiation among armours; making each armour class and sub classes unique enough to make player gearing of PCs different among different kinds of playthroughs and builds.
This could also indirectly make the Vitality, Magic Armour, and Physical Armour abilities more appealing depending on how they evolve with the system. They could effect the ratios, for instance, or, at minimum, increasing the bonuses they give would also make them more relevant.
Some follow up points:
> Some have also suggested that Damage Mitigation from D:OS should make a return
> By allowing some damage through armour, characters can retain their CC invulnerability for longer and prepare defensive spells easier when they notice they're armour types are breaking
> This done effectively, permanently solved 100% CC chance after armour is completely gone, but maybe players would prefer that overall
> This is by no means a perfect solution and I welcome points of criticism or ways to improve on my suggestion (ex Do you think skills/ablities should be included or changed to account for my proposed system?)
> The above suggestion is a focused evolution of the current system, while placing more power in player decision making. Therefore, keeping the strategic deterministic values players, who dislike RNG, prefer