Board Thread:Suggestions/@comment-5443334-20141215001308/@comment-24108228-20150106230016

Slightly off the topic of lutes, I don't think drums should have less effect on higher end armour altogether. Think about it, doesn't the already present walkspeed debuff provide enough of that as it is? Steel (and reinforced iron) armour is already so terrible that you almost never see it, walkspeed buffs could be the best way of actually fixing it. There doesn't seem to be much point in spoiling that feature.

As for lutes, perhaps a health regen effect (ROBLOX health)? The lute calms you down, decreasing your heart rate, and therefore it aids in stopping the blood flow from spilling out your veins and capillaries that the foe's swords have just severed. Since we have unnaturally fast health regen already, it doesn't seem all that out of the ordinary just increase it a little if you have something aiding it's recovery. I suggest 1.5x for tier one, 2x for tier two (and the obvious tribal exclusivity), and 2.5x for tier three. You'd have to sacrifice a potential member of your attack force to use it, and health regen plays so little an effect in most combat situations it would hardly matter anyway. It's just another small perk that helps in what would normally be an even matchup.