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If armor upgrades were present, enemies would have had to been adjusted to still do enough damage, in other words a useless hassle.
Armor effectiveness scales so you do not get one shot. Additionally the game gives you a plethora of survivability options you can use. You arent doing much damage in that glass cannon build if you have no survivability with your accessories / traits.
If you feel squishy, try to sacrifice some dmg to get some defense ( mostly rings and traits ) with DR, bulwark, elemental res, etc... or even try a different build with traits ( or a different archetype combination ).
Well, both resistances and DR matter.
You can go with a 10% DR armor or a 34% DR armor, and the difference, regardless the difficulty, is still neat.
Well, since in the fisrt game you could upgrade armor, your damage reduction used to scale with mob's damage (which in turn scaled with your gear and maybe something else).
Let's say a mob does 100 damage at lvl1 and 300 damage at lvl20. MK2 armor in R1 gave 50% DR at lvl1 and 83% at max level, meaning you would receive 50 damage from lvl1 mob wearing lvl1 armor and 60 damage from lvl20 mob wearing lvl20 armor.
Now, let's look at what happens in r2 if enemy damage scales the same way (and I don't know if it does, but it seems like it). The heaviest MK2 armor gives 53% damage reduction. lvl1 mob will hit you for 50 damage. And lvl20 mob will hit you for 150 damage. Because balance is for losers. Now, they moved tanky stuff to archetypes, archetype traits and trinkets, so you do have an option to get sweet 80% DR at the expense of other stuff. That's a trade off for a... ermm... well.. fashion souls! Oh, oh, and build diversity! Yay.
So once again another ''streamline'' thing? I also severely disliked dark souls moving away from armor upgrades.
It's sad that games are moving away from things that make you feel good for the sake of ''this makes more sense''.