This stat in most cases means nothing. Only by maxing out your armor stat up to a point does it begin to make a subtle difference.
This is unfair to classe builds that sacrafice speed and recovery. I believe this stat should carry a more effective role other then just a couple points of health.
Armor should be linked directly to the amount of stagger and flinch a Guardian is dealt when recieving damage.
This allows high armor class builds more survivability and edge when on the front lines, while other less armor based builds may have a slightly harder time.
More armor = less stagger/flinch
Less armor = more stagger/flinch
What do you think?
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I'd like to see the subclass stats become big game changers, why does a maxed recovery stat mean nothing? Or armour stat? A couple points of damage here and there? Idk