Not sure if this idea has been suggested or not but I'm just throwing out my version if it has.
Almost everyone, if not everyone, know that the wolver lines are the best gear for swordsmen. Therefore, most people flock to it if they favor swords. So to help balance a little mabye adding special abilities to armor.
I was thinking it should start at maybe 4* and a more powerful version at 5*. To keep these from being crazy there should be a time limit and a cool-down for each ability. abilities can only be activated with the full set.
Examples: (THESE EXAMPLES ARE NOT PERFECT! SO PLEASE FOCUS ON THE MAIN POINT OF THIS THREAD, whether you want abilities to armor or not!)
Sinister Skelly Armor(4*)- summons 2 spiral zombies (deal normal damage) to of random status of that depth to help you. last 10 or 15 second. Can only use once per depth
Dread Skelly Armor(5*)- summons 2-4 spiral zombies (deal normal damage) of random status of that depth to help you. last 15 or 20 seconds . Can only use once per depth
Plates series(4*)- all enemies in the area target you and you become invincible for 3s but cannot move but may turn and attack of the damage. adds a universal damage reduction low. Can on use once per depth.
plate series (5*)- all enemies in the area target you and you become invincible for 5s but cannot move but may turn and attack. adds a universal damage reduction medium. Can only use once per depth.
I do not necessarily mean that these abilities should be added. This are just examples that come off the top of my head. Know that if abilities to armor are added to the game I'm pretty sure OOO knows what to do.
i see where you're going with this!! i personally think it would be soo cool to see a skelly knight summon up a horde of undead helpers . the plate series thing .. i dont really get it :P i think plate needs a CTR bonus if anything, but also MUCH more defence to make it have a "Tank-like" nature. Also maybe an ability to push all nearby enemies away a short distance when damaged sufficiently