I am one of the "pro-armor" guys here, exactly because of OP reason stated that it largely eliminated infuriating CC and effects RNG of the first game, where you simply were screwed over by the chance all over and over again as a rule.

And yes, there is still plenty RNG remaining with crits and such, but at least it's not the kind of RNG where your healthy and strong dude gets disabled by some shitty ability with small CC chance or inverse happening where you try to CC something and it just does not stick even multiple attempts all pure game of chance.


I do agree though that a guy with a sliver vitality remaining absorbing whole fireball or goddamn 2 hander crashing on his head just because he still has armor of that type is silly and it makes mixed parties suffer somewhat, so I also thought about that part of the damage always going to vitality.

I do think what they need to do next game is exactly that. 2 armor types and armor interaction with effects unchanged, but good part of the incoming damage going to vitality always and vitality boosted too to compensate, while armors lowered a fair bit.

I do still think that CC and effects should only be applied if respective armor is broken, though regardless.