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Why armor and health?
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It just seems to add an unnecessary level of frustration and RNG to the game. There looks like there was some logic because armor can get much higher and mods have % where health does not.

Why not make health a static value for all agents, which would be the realistic trait to be equal for all, and use gear and mods to build armor. It would take out a large amount of RNG from the loot pool and would make the damage mitigation process much less convoluted.

Just a though I had while looking at another post about attribute distribution.

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5 years ago