Current game combat allows you to manage your inventory while fighting an enemy. This allows a savvy player to exploit the items he's carrying in combat; for instance, equipping all of one's high damage items despite major dexterity losses in order to deal a final killing blow. I like this because it raises the skill ceiling and adds another layer to distinguish experienced players from inexperienced. However, this can be abused in excess with items with vitality boosts. To provide an example, the iron helm provides 10 additional health at the cost of one dexterity. If one were to be one the verge of dying, one could equip the helmet to gain the 10 vitality in the hopes that it would give them enough time to defeat the enemy. I don't mind this; once again, I think it's a reward for playing creatively. However, my concern is that if one drops below 10 health with the iron helm equipped, unequipping will set them down to 1 (I'd rather not instantly kill someone for unequipping the helmet), and re-equipping will set them all the way back up to 11 health. Repeatedly doing this against mobs that are incapable of dealing 11 damage would hypothetically allow a player to survive infinitely. My proposal, since I do like this layer of gameplay otherwise, would be to implement a cooldown either after equipping or unequipping an item that prevents it from being unequipped or equipped, respectively, for a period of time. This would therefore prevent the aforementioned abuse.
Current game combat allows you to manage your inventory while fighting an enemy. This allows a savvy player to exploit the items he's carrying in combat; for instance, equipping all of one's high damage items despite major dexterity losses in order to deal a final killing blow. I like this because it raises the skill ceiling and adds another layer to distinguish experienced players from inexperienced. However, this can be abused in excess with items with vitality boosts. To provide an example, the iron helm provides 10 additional health at the cost of one dexterity. If one were to be one the verge of dying, one could equip the helmet to gain the 10 vitality in the hopes that it would give them enough time to defeat the enemy. I don't mind this; once again, I think it's a reward for playing creatively. However, my concern is that if one drops below 10 health with the iron helm equipped, unequipping will set them down to 1 (I'd rather not instantly kill someone for unequipping the helmet), and re-equipping will set them all the way back up to 11 health. Repeatedly doing this against mobs that are incapable of dealing 11 damage would hypothetically allow a player to survive infinitely. My proposal, since I do like this layer of gameplay otherwise, would be to implement a cooldown either after equipping or unequipping an item that prevents it from being unequipped or equipped, respectively, for a period of time. This would therefore prevent the aforementioned abuse.