Well not every enemy is going to have hard CC effects to apply to you every turn, so high health against a high-damage enemies with little or not CC won't be useless. Especially once you start getting CC immunity gear and a bunch of status removal skills, lower amounts of armor won't necessarily always outclass higher amounts of health. While players will feast on anything with no armor, enemies might not every fight. Obviously armor is better than health, but it's not worthless.

That said, if Con gave 10% vitality and +2% magic/physical armor, it'd be much more compelling, at least for tanks. Anything less wouldn't make much of a difference I don't think. I still think it should have some kind of non-health benefit like increasing maximum AP gain per turn though, so it's not purely a matter of defense but something opens up certain strategies.

Last edited by Baardvark; 22/02/17 01:50 AM.