The other day I went fishing and encountered a bandit who tried to come at me wielding a riot helmet. Needless to say I won, but only after 12 or so 40-50 damage hits from the incorruptible sword you find in arcana. They weren’t that decked out, so I doubt their armour actually did much for them in mitigating damage, and if I’m understanding damage correctly, that damage is what actually translated into health damage.
Here lies the issue. Encountered a zombie hulk, killed it with the same sword in 3-5 hits, and I’m wondering, how in the blue blazes did that guy survive 12 hits while the hulk only 5? Then I remembered they were unable to continue wielding the riot helmet at some point in the fight, leading me to believe I first worked through all of the damage of their limbs before I got to actually damaging their torso/head, and only then did they die.
I propose these solutions:
Either have hostile NPCs only make use of a single health pool like zombies, animals, etcetera.
Give absolutely everything in the game limb and head health bars(except blobs) and have them move slower, lose attack damage, or lose the ability to move or attack entirely(unless they have a bite attack) if their limbs are too damage, and only dying if their torso or head gets too damaged. This could spark the creation of a part aiming mechanic for both melee and rainge combat, allowing the player to cripple enemies by aiming for their limbs, or ending the fight quickly by aiming for the head if they have a high enough skill to be accurate in that regard.