Bake Frost Resistance into Wake of the Water armor
The Wake of the Water armor has no frost resistance, forcing players to switch armor every time they want to backtrack into the Albaneve Summits and spend more than 3 minutes there. This is unnecessarily tedious and does not add any meaningful gameplay or relevant choice, as the new armor is a straight upgrade, please consider just giving every armor set that drops post-summits frost resistance as well.
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15 Nov, '25
GenoHighlighted comment
Imo it's just an unnecessary hassle, everyone has the warm armor anyway because you can't get through the biome without it. It's just additional player time wasted. it doesn't add to the game or fun. -
14 Nov, '25
HiemisJust my grain of Salt: I think one of the ideas was for different biomes with environmental hazards to have different equipment to cope with it.
I think it would be cool to have a post endgame armor with protection against all, but before that I don’t think its wrong to have different armors for different areas, especially since the Wake of Water armors don’t look that warm and using armor stands switching isn’t much of a hassle for me at least. -
18 Nov, '25
DragonsDuskI agree, it's an extra step, and a downgrade, to do things in the frost biome now.
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20 Nov, '25
PaulJI wouldn't mind a compromise using new equipment slots for environmental protection specifically. For example we could have new slots for amulet, scarf, and cape - unlike other armor slots these would not have defense but grant utility such as lighting/movement/resistances. That way you can wear other armor and still have some frost protection from your amulet + scarf + cape.
For example there are rings of frost with like +2, right? But you usually want rings for other stuff like regen. Well, amulets could go up to e.g. +5 frost. Then another +5 from your scarf. Meanwhile you found an epic recipe for a cape of flying that reduces glide stamina used by another -25% as well as some minimal +2 frost protection.
more options = more better