Hello, I'd like to offer some suggestions to make weapons seem more balanced and interesting to use.
For the skolver line this armour line is supposed to exchange low(er) defense for high offense but in this case compared to armour like the cobalt line, these balances are heavily skewed and I feel that the pros far outweight the cons of the skolver line. I always felt like this armour was more suited to a more "bursty, berserker type player" so I wanted to incorporate aspects of those ideas into the weapon line. The proposed change I was going to make was have the defensive stats the same, but instead of a flat, static attack damage increase, that the passive damage increase can scale with missing health. So the more health you are missing, the higher the damage multiplier would be. Like say at 100% health there is no damage increase, but when you reach 75% health, the damage of your melee could be amplified by a multiplier of 1.1x for each piece of skolver, and the more health you are missing, the higher the damage amplification. This could provide an interesting dynamic and some choices on whether you want to play more defensively or utilize the damage bonus, with the higher risk of dying.
I feel that this change could be better suited for the line and provide more balance and less disparity between the usefulness of armours. Although I feel this armour would be too punishing on players who are good at dodging and not getting hit so they wouldn't be able to take advantage of the damage increase, those good players would still be good with another armour anyways, which could further diversify the armour we see right now.
What is your opinion?
Really like it.
I anticipate the community will hate it though.