Bleed situation:
- Some enjoy the effect it has on pacing.
- But being forced to bandage or die every time one goes below the threshold can get annoying, specially if it happens in quick succession.
Armor situation:
- Barely feels like it does anything and some would like to see it buffed.
- But making buff HP enough to be noticeable can make enemies feel bullet-spongy and there's not a lot of wiggle room given how strong its impact can be.
Idea:
- Remove bleeding in its current form.
- Make armor convert % of damage received into bleeding damage. Everybody dies to the same amount of damage, but better armor can buy a few seconds to react, disengage and bandage before the full lethal damage goes through.
Additional thoughts:
- Bleed would probably need to tick faster to keep the reduction from being too strong.
- Armor could also modify self-bandage speed so tankier builds fare better close to teammates and their lone wolf potential remains under control.