That comes down to the quality of the itemization more than the breakdown of what you are equipping. The idea of armor pieces with stat trade-offs is closer to an accessory based system than a traditional armor itemization. (Where every piece is simply a statistical improvement over the last.)
The main flaw of a primarily accessory based system is that with a lot of passive effects there my not be as much of an onus to continually upgrade, which is something that good itemization has to address. Because we all know that plot and gameplay are all things we use to dress up the pursuit of acquiring shiny new equipment!




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