Originally Posted by Kilroy512512
Quote

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.


First off, I appreciate the well composed argument, that being said I don't view very much of this as being problematic. Everything you listed suggests that the solution is playing tactically around a limited resource. (in this case CC protection) Both iterations of the game are designed around tactical play and not necessarily a fine tuned experience. The volatility of the combat means that, at least on higher difficulties, thoroughly understanding the situation and taking control of it quickly is necessary for reliable success.

I think that a lot of your followup points make sense, I just remain completely unconvinced that there is a problem with the current system that needs addressing outside of tweaking the availability of access to it. (in this case making magic armor available earlier)


The problem here is that point one makes HP moot. So I ask, what's the point of it?

Everything else just drives that point home. It also takes away from difficulty and pressure on the player.

This game has turned from a tactical combat situation to a resource management competition. Ergo, this isn't exactly boring or exciting and makes many other things questionable for their very existence

Many people have an issue with that. Has nothing to do with how much armor they have or when they get it. The basic reliance on it and it alone is the problem