I'm willing to give the new armor system a shot. I like the idea. Cc is unquestionably in need of changes.
Let's tackle the cc issue first and see how the armor works in the new system before we kill this fresh idea in the genre.
I don't want to get rid of the armor, but no matter what we do, it doesn't change the fact that once armor is gone we have 0 chance to resist anything. Same with the AI
*shrug* I've gone on about why I think this is an issue and offered to evolution of the current system that both keep th armor.
1) Just change the combat defensive abilities to the old ones, but keep armor system
2) Add absorption ratio to armor types, so a player can decide how much damage 'bleeds' through based of armor class and type
The second also simultaneously addresses the fact that everyone right now just throws on whatever has the biggest numbers instead of really differentiating armor choices.
I agree that one problem at a time should be tackled however. And addressing CC effects should probably be first.
Less hard CC would make the whole 'resource' managment style of fights less in your face and obtrusive. It'd also add more elements of strategy and partially solve the CC to win issues.
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Should mention: I do think a couple school should have some version of hard and soft CC both.
Having everything move to soft CC or only one school capable of hard CC at all would also be bad.
The cooldowns, AP cost, and memory cost should also be more aligned such that CC chains require some effort or a high memory character with high AP