A brief talk about the current armour stats

Now one thing I was recently thinking about is how currently the best way to make armour builds is to focus on power and defence, since currently secondary stats such as range, attack speed, etc, aren’t that viable currently due to the armour piercing stat.

And while I understand that it’d be easier to completely remove armour piercing, it’d also make fighting high resistance builds difficult to counter as they could theoretically use the reduced damage while charging attacks to soften all damage to a negligible amount.

And with the removal of agility, we don’t have something that naturally counters size builds (although I do believe that size has been reduced to being nigh useless in some cases, it’s still important to discuss) and if size ever gets a buff again putting back on the table for builds, I want to ask everyone, what will we do to counter them? Since while we can try to block attacks, that isn’t just something we need to really build into.

So what I’m trying to say is what would we need to do to make the game more balanced? Since completely removing armour piercing opens up some more problems, and if size become relevant in the future we should have something that counters it, so what would you suggest we do?

well its get yet another nerf

more damage fall-off

Make spells/rites/techniques/weapon notes have size caps

Go all out, make everything op

^ I say this unironically

i was never really positive towards ‘substat that decreases other substat effectiveness’ because it feels like it would be more ‘countering this specific playstyle’ instead of ‘buffing your build in general’