The goal should be a good gameplay, not some cosmetic achievement. Make the game good and then you don't need an "endgame goal".
completely agree.
I like the armors as they are. I assume people getting one/two hit dyeing are playing on hard. maybe play on an easier setting. I'd be fine with the system they have in "with fire and sword". But, as it is, I don't have issues with me or my people being unreasonably chopped down.
As many say the armor is "paper".
By offering no real protection and not differing much from each other, they lead to threads like queries, in which some hope for "armor with the biggest numbers".
In addition to this, the armor in the game does not offer anything that deepens the game if not a minimum of localized protection and LITTLE LOCALIZED, in the sense that in the end the location of the damage is reduced to 6 very large hurtboxes that are therefore easily hit even by spamming attacks , which therefore makes the gameplay flat.
A solution, drastic albeit innovative, I wrote some time ago, I insert the link.
JOINT HURTBOXES and ARMOR HURTBOXES: an armor system that provide a way to balance factions warfare and make more deep the combat system(suggestions)
In summary:
I increase the number of hurtboxes from 6 to over 20 and among these 20 some cannot be adequately protected because they are "joints", but their lack of protection is compensated by the very small size of the hurtbox.
For example, the elbow, the knee, the neck when it is not well protected and some others.
If the enemy is well equipped where he can insert the armor parts(in the armor slot), and you hit him on those parts, you do him negligible damage.
The damage, very small, will still depend on the protection value given by that armor (which is still very high) and the type of damage you inflict.
Conversely, in unprotected hurtboxes, called "joint slot(or joint hurtbox)", the damage you would inflict is maximum.
This implies that if you hit the enemy on the armor with a slashing or piercing weapon and the armor is plate, even after 20-30 hits you knock him out. Maybe with a counterweight weapon you knock him out with 15 hits.
Conversely, if you hit him in joint hurtboxes, with 2-3 hits you knock him out.
This not only limits the spam of attacks against heavily protected enemies, but DOES NOT MAKE INVULNERABLE even those who are heavily protected, as the vulnerability points are there(the joint slots).
Then I suggest a new mechanism called: "THE HELMET FLIES AWAY" which I think is clear what it does.
The flying helmet leaves the head uncovered, which therefore becomes a very vulnerable point.
The helmet can still be recovered and put on again but it exposes you to the risk of being hit during the recovery and the animation of putting it back on.