With the change the armor values might need to be brought closer together.
If you want all armor types to trade blows then all armor types need to perform similarly.
The way armor values work currently it makes sense for light armor users to only be hit occasionally by those of a heavier armor type.
In a head to head fight with heavier armor types damage taken does not match up with damage done.
Should armor should be normalized so that a 300 str light armor user trading light attack blows with a heavy armor 300 str user will die in the same relative number of hits? with mitigation and increased damage counterbalancing?
My personal opinion is that I would like to see armor weights just removed from the game.
Players get to pick either:
Heavy: 20% less damage taken (in addition to the already existing current heavy passives)
Medium: 10% less damage taken (in addition to the already existing current medium passives)
Light: 0% less damage taken (in addition to the already existing current light passives)
Maybe those numbers aren’t high enough and more mitigation should be given to medium/heavy. but you get the idea
If you remove armor weights it also could help with crafting and gear acquisition. One of the many complaints I see is how many % chances there are to NOT get the piece you want. Either crafted or RNG loot drop. Also how expensive it can be when heavy healers get nerfed to fully rebuild a medium armor set. then when medium gets nerfed to cough up another 500k for a light armor healing set. This would soften that blow immensly
Just make each type of armor specialize in a type of defense:
1-Light would have roll-focused defense
2- Medium would have defense focused on dodging
3- Heavy would have block focused defense.
Of course, the player could use other types of defense, but each set would have a defense with greater synergy.
They look strong because they can roll and receive iframes in the same move.
If the dodge is separate from roll, would have to choose between moving quickly and dodging an attack.
Also new dodge would require the player to face the target, unlike now. with this move.
If we balance armor properly (like I was saying above) then we can give every armor type the light armor dodge roll, but make them cost different amount of stamina. Give dex users a different perk at 150 dex to compensate.
I feel like this would really really help balance combat.