(I don't expect this to be implemented in Dark Souls, this just seems to make more sense as a system. I would love to see it in the next souls game, but I don't expect that either. More just a cool idea)
The way gear currently works is great due to the fact that it isn't necessarily restricted across your build. Your build may favor one set, but really any can be worn at the price of mobility.
But the current system of simply having a percentile of your END decide entirely your mobility regardless of your armor is a bit counter-intuitive. The most common complaint of this is the fact that players are able to use rings to wear sets like giants or Havels and get a fast roll or a flip roll simply because they have the right stats. It completely blurs the line between a heavy set and a light set, and it really just becomes having the correct poise you want out of an armor set, then configuring END with your rings to get yourself flipping around.
Although the idea of being able to wear whatever gear you want is cool, it seems abused, and at a certain point everything is basically "light" gear.
I think a system that would make more sense, and would also make more use of stats like str and dex, which are only mainly used for fulfilling weapon perquisites and scaling, is to have armors also have scaling.
What I mean is have armors have scalings with END STR and DEX.
This way a particular Heavy armor would a base mobility rating (one that is rather low), and then may have B scaling with STR, an A rating with END, and a D scaling with DEX.
On the other hand lighter armors would probably have a high base mobility rating, then just S or A scaling with Dex.
Each piece of armor you wore could have its own mobility Rating that all add together to make up your Real Mobility Rating, which then determines your actually speed and mobility.
This way you could still mix and match gear, but every single one still is factored in.
With this system, specific builds which are focused on DEX or focused on STR would get bonuses with armors as well as weapons. This would make specific stats more useful as well, since END would no longer be the complete deciding factor on armor. But in addition, unlike just setting perquisites stats on different armors, this would still allow a player who was perhaps a DEX build to throw on some heavy gear and play in it. They would have less mobility than if their build catered to it.
Also it could be tweaked correctly so that heavy armor users with a comparable level to light armor users, although with good mobility for heavy armor, aren't faster than opting to use a light armor. This would give a greater feel and noticeablity between builds using light versus heavy armor.
Side note: Lastly, something like flipping shouldn't be relegated to a power for a ring. Rather it should be something based upon a players DEX and END coupled with (if this was the armor system) their mobility rater. Meaning that you would have to have a very high base dex, like 45, then have a good mobility rating.
So, yeah.
Last edited by Buggy Virus on Mon Jun 04, 2012 10:16 am; edited 1 time in total