One global armour value makes sense if you only have pre-made classes in multiplayer. Instead of keeping track of several different armour values, they can just say "This class gets 50 armour, so we give him this helmet and this piece of body armour and these boots.". Then all you need is a multiplier for different areas (say, attacks to the head deal 1.3x damage, attacks to the hands deal 0.9x damage), and you have a functional system where you only have to keep track of one armour value you need to tweak, you get different damage values based on where you hit, and everything works as intended.
But it only works if you only have pre-made classes. Any kind of equipment selection would invalidate the one armour value system (why would my global armour go up if I get a better helmet?). That's why the two are tied: the one armour value system is dependent on the pre-made class system. If they drop the classes, they have to drop the one armour value too, which is why my hopes aren't exactly high that they'll change much on this front.
But it only works if you only have pre-made classes. Any kind of equipment selection would invalidate the one armour value system (why would my global armour go up if I get a better helmet?). That's why the two are tied: the one armour value system is dependent on the pre-made class system. If they drop the classes, they have to drop the one armour value too, which is why my hopes aren't exactly high that they'll change much on this front.




