Armor Classes Should Be Fixed and Anchored in Moveset

The player should never be able to produce a build that maxes out defense and agility simultaneously.

Wicked DNA (Must Never Change):

Moveset-based playstyle variety. Different weapon, armor, and rune types genuinely play differently (meaningful player choice, not just stats).

Current Armor System (Variable):

Player can lower armor weight class by increasing Equip Load attribute.

Proposed Armor System (Fixed):

Three fixed armor classes (light, medium, heavy). Different classes determine defense level, movement speed, and unique moves (i.e. shoulder bash with heavy armor - ideal but not required for two-handed players, parry with medium armor - ideal but not required for one-handed players, side-step with light armor - ideal but not required for ranged players). No more than two or three element resistances can be enchanted to a single piece of armor. Difficulty scales with enemy moveset and element attack variety (hardest bosses can attack with high damage, high agility, and all element types).

They’re already developing a class system without stats.