Ok, I was going to put this off but I've been bullied into posting it now
There's been a bunch of discussion of Armor, and I've been thinking a ton about it. I think I've worked out a decent framework for explaining the problems we've had with our defensive layers and armor - as well as why Shroud doesn't seem to work.
I call it the
Narrative Theory of Defense.
Basically, each of our defensive arts, and indeed other layers of defense, are trying to sell a particular story:
- LFWT: I am a fleeting, insubstantial shadow, uncatchable and untouchable, scattering on the wind
- PLR: Losing the enemy in a chaotic and bewildering revelry as you dance away, what they thought they had caught was but an illusion
- Shroud: I am an endless pool of darkness, attacks vanishing into my body without a trace, my form unaffected
- Black Mirror: I block attacks with a shield of endless darkness that devours them as if they were never there
- Aria/Echoes: Attacks are frozen, their energy drained away from the cold, leaving them weak
- Basic armor/Gown/Zhengui shell etc.: I r tuff, attack bounce off me
Now, the problem here is that a) every layer demands narrative attention - i.e. description - to function, but this is necessarily limited, and b) many of those narratives don't really synergise with each other.
This can take a range of forms. For example, LFWT and PLR theoretically work together quite well - the main problem we've had is that there's often just a feeling of redundancy rather than layering - dream dodges and shadow dodges feel interchangeable, a lot of which I think comes down to it feeling like we never actually get to use the chaos of PLR to lose people. That being said, trying to layer them does still the problem of just creating a whole lot of description to manage, so its understandable that things can get lost.
Perhaps the most serious issue here though is Shroud. It doesn't really synergise with anything well. Superficially, you might think "oh, it's darkness aesthetic so it can fit LFWT better!" but it's actually a completely different kind of darkness from LFWT. It is a very substantial shadow, in contrast with LFWT's insubstantial shadow. They're completely different transformations and don't really mesh at all. It also doesn't mesh with any basic armor stuff like our gown or Zhengui's shells. It can't reinforce their narratives by making the armor stronger - instead it overwrites them. Or, more accurately, Shroud just doesn't get any on screen effect with Yrs instead choosing to show our gown mitigating attacks or arrows bouncing off Zhengui's shell. It is also - and I think this is important - a relatively complex effect that demands a fair amount of description and attention. Which it can't get when it's competing with all our other defensive layers and isn't even our primary defense. Hell, I'm not sure it's even our secondary. It's more like our tertiary.
Aria/Echoes has a bunch of problems here too. The big one is of course its generally passive nature, which we've discussed before. It tends to just fade into the background after our initial entrance, and any sense of it mitigating damage is non-existent. In terms of selling its story, the ideal image is really what Jaromilla did in the Caldera fight imo - and it would probably be better if it was a stronger, active, stunt effect instead of a passive field. It synergises best with armor - the ice aura drains the power from attacks and they bounce off. It seems to have problems getting screen time in the context of our defensive layers however - finding room to go "ok, so you failed to dodge this attack so you're going to get hit and now I need to describe the attacks having their energy reduced by Echoes before they hit you and run into your armor" is probably a bit awkward. A reframing to have it enhancing dodging by having it slow attacks could also potentially be reasonable? Whether or not it synergises with Shroud is a bit more open. Attack has its energy drained -> bounces off armor is straightforward. Attack has its energy drained -> sinks into darkness without a trace is more complex. I think it still could work as a narrative, but you'd really want to be focusing on that stationary fortress narrative and image - you can't dilute it with dodging imo.
So yeah, those are my thoughts on how our defenses function. I think the framework is quite a good way of thinking about how things are or are not going to work together. Questions like "do these synergise in the narrative of a fight? are we trying to do too many things at once?" are important.
In terms of our armor development, this is also why I've become much more sceptical of whether or not Shroud actually works for us. Not Black Mirror - that has no problems as a shield we can use to block things we need to - but SNR's armor. I think it's a really good art, and a very potent effect - but I'm becoming convinced it's one that doesn't really synergise with the things in our build we hold as higher priority (LFWT, dodginess) and is an armor effect that really demands it be the primary defense, which isn't something we're going to do.
What we want for Armor I think is a secondary/tertiary defense that is simple, and doesn't demand too much attention while adequately supporting our other layers and providing a useful catch for when we fail to dodge. We also, I think, would ideally have something that provides meaningful strategic options for group defense play and support.