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Armor diversity and passives: why the way they are

Siohwenoeht
Siohwenoeht
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Reaching way back to how armor passives worked originally, regardless of the bonus, they were based off how many pieces of a type you were wearing. There were no "when wearing 5 or more of x armor" requirements.

Now, the change to the current passive structure happened while I was on an extended break from the game, so if anyone knows the reasoning behind it, I'd love to know.

That said, if all armor passives could be reworked and returned to that original format, I would think it would lead to more build diversity and even be a vehicle to help balance.
"It is a lovely language, but it takes a very long time saying anything in it, because we do not say anything in it, unless it is worth taking a long time to say, and to listen to." - Treebeard
  • Siohwenoeht
    Siohwenoeht
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    (sorry for the delay phone issue)
    For example: as it is, we have one armor type for each stat and the passive bonuses help with Regen and boosting said stat or providing resistances.

    If instead we had one armor type for boosting your primary stat and regen, one that increased mobility and reduced snare/cc chance and one that provided resistances and health regen we could move away from the 5-1-1, 6-1 etc and open up each build to pick how the armor would best fit each role and playstyle.
    "It is a lovely language, but it takes a very long time saying anything in it, because we do not say anything in it, unless it is worth taking a long time to say, and to listen to." - Treebeard
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  • HallowedUndead
    They more than likely changed it because of the Undaunted passive that gives you more resources based on the amount of different armor types you are currently wearing. If they reverted the changes to how the passives were before, it would make the undaunted passive completely obsolete and add minimal resources.
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