One of the design problems I've been trying to overcome is finding a balance between health and armor. My original plan was for armor to be less durable than health but offer other special rewards such as immunity to certain magic weapon effects. I feel this design is too much of a wildcard which makes it too unreliable when compared to just straight up buying health.

Epic introduced a new armor system late last year which I've finally been motivated to take a look at. It unfortunately required that I reprogram basically everything related to armor as the code base was so drastically changed. This gave me an opportunity to rethink how armor is going to work with the RPG. I've come up a design that still offers the risk/reward setup from before and is far more reliable.

This attribute has been altered to allow for a higher pool than Vitality. Your default max armor is now 100 instead of 200. 1 point of Endurance will now increase your max armor by 4, allowing for a grand total of 500 armor when maxed.

Shield Generation
This ability remains mostly unchanged with the exception of the timer. Armor will now be added to your pool every 5 seconds instead of every 1 second and the amount has been increased relative to the time increase. The main reason behind this change is because Epic has introduced a new first-person visual effect when you gain armor/health. Displaying this effect every 1 second would far too much visual noise. The same change has also been applied to Regeneration and Adrenal Drip.

Metabolic Shield
Boosted shields was renamed to this a while back but I never bothered to explain the change. The original idea was this ability would award armor to the character if it did damage to an enemy's armor similar to how Vampirism would drain health. This was far too unreliable as the ability basically had no use if no other players chose an armor build. Additionally, Epic removed the functionality I relied on to distinguish between health and armor damage. This ability has since been redesigned to just be a clone of Vampirism. You gain armor when you damage a player. Plain and simple.

Shields Up
This remains unchanged from previous builds. All armor pickups will award 50% additional armor per level.

Hardened Shield
This ability has been removed as it would basically remove the weaknesses of the new Endurance design.

The end goal is for armor characters to be more of a risk/reward build. Armor normally only protects against 50% of damage received. If you have greater than 100 armor then it blocks at 100%. The new armor system also allows the player to be immune to being telefragged if they have 100 armor. It will be objectively stronger than a health character but be harder to play by requiring the player to monitor both health and armor levels regularly.

As usual, I've recorded a video of me playing with the Turtle auto-build to demonstrate the style: