So, after playing through this game iv'e noticed that the armor system has adopted a more "point-for-point" view on things.
While I agree with changes from one game to the next, wouldn't this system result in trying to burn one character's armor quickly all at once in order to open up options for status effects later on? Not claiming to be an expert or anything, but I just got to thinking... Is there another way to make this system work? and I have thought of something, what if there was a kind of secondary pool in addition to the current one? this secondary pool would be a sort of "padding armor" which could work differently to how the standard one works. It could work with a set number of charges, ie chestpiece gives X armor and Y charges to block status effects.
this could give more options to think about: do i want more survivability with armor A or less chance of stunning on armor B?
It could also be another way to change the thought process on shield users, or this "pad" system could of course circumvent shields entirely.
Just food for thought, someone else could probably build on this far better than I could, figured I'd throw it out there

Last edited by Pickel; 29/01/17 10:48 PM.