I know I'm not the only one who would like to see a 5* Vitasuit, but I haven't seen many good suggestions for what would make it unique/effective without being overpowered.
Abilities or traits that provide healing without normal drops from enemies are arguably overpowered, but I've been trying to think of mechanics that could be useful for a sort of "party medic" armour that balance useful and not too powerful aside from extra health bonus compared to other armour (and the +7 that the 4* one gives is already quite good, though the defenses are lacking.)
Idea 1: Armour provides a unique buff that when the wearer picks up hearts dropped from monsters, they are automatically picked up for the whole party. This way no one would get any health that isn't already available to them, and each player can only get health from a heart once, as normal. However the player with the medic armour picking up the heart would simply treat it as though everyone had picked it up (and it would vanish for the other players as though they had collected it) without the other players needing to go over to where the heart dropped.
I don't know how much of a problem this would be from a coding perspective for players who pick up a heart FIRST, and then the player with the medic armour does... but it's an idea.
Idea 2: Armour provides a buff that allows the player to revive teammates at a reduced cost to their health. This would mean that they give the other player 1/2 of their health as normal on a revive, but a smaller fraction of their health is removed. To keep this from being too powerful/easy to abuse it could even be as little as a 1/6 difference, meaning that you lose 1/3 of your total health, and the other player gets the equivalent of 1/2 of your health.
Example: Player A with the medic armour revived player B. Player A's max health of 10 goes down to 6 (instead of 5) and Player B gets 5 health.
With this example, the advantage isn't significant, but it could really prove a big help for a player who finds that they are often reviving other players, or helping friends who are new/not very good at the game. Obviously something like this would be easy to balance using different fractions.
Idea 3: The Armour provides a bonus to health recovered by the player wearing it. Hearts, capsules and perhaps revives from other players would give the player a bit more health than normal by a certain fraction. Example: Normally a health capsule gives a player 6 health, with this armour it could give 7-10 instead. Different sized heart pickups, instead of 1, 2, and 3 health could be 2, 4, and 6 (or herhaps 1.5, 3, and 4.5.) This would allow a player acting as a medic to much more easily recover health lost from damage and revives. It would make the armour much more versatile, considering a normal only defense makes you horribly vulnerable in tier 3. With this, you could play a more effective medic, a team that is working together now has an actual REASON to give the medic health capsules, since if they are reviving players, the whole team gets more health if the medic uses the caps, and it would mitigate some of the downside of having nothing but normal defense, making the armour versatile without having ridiculous defenses.
The reason there is no 5 star vitasuit is because NO equipment can go from 1* to 5*
Dont ask why its just like that