by mbj » Thu Apr 13, 2017 1:12 am
That's what I was hoping for initially, but Ferret thought it would be too imbalanced. Instead we get one more resist and one less weakness or whatever. I mean good soul armors costs so many credits, and you still have to pay for the fusion and the two (potentially rare or hard to capture) demons. All of that could instead go into making your party more powerful and therefore making a stronger wraith encounter. The way it is now, soul armor wraiths should generally be weaker than other wraiths, unless they didn't actually use soul armor at all. I don't think it would be imbalanced at all, and walking away is always an option anyway. Not searching optional corpses is also a very good option.
Additionally, resists/weaknesses/speed/max HP are allegedly supposed to be balanced against each other, so "imbalanced soul armors" shouldn't even be a problem. Although in my experience, the extra HP from lacking resists or speed or from having weaknesses isn't nearly good enough to deal with having fewer actions and taking extra damage; having n resists/1 weakness or +speed generally works out well though. Note that current wraiths have ridiculously huge amounts of resists and immunities, so if anything current wraiths are the imbalanced ones, which would mean there's no reason to not have actual soul armor implemented for wraiths.
As for flavor considerations, the relic upgrade is called "soul" armor. As in, you are sacrificing your demon to use its spirit to protect yourself. This also means that resistances are tied to the demon's spirit. The relic should still be using that soul to protect the summoner as long as the relic is working. Also it would be fun.