Ever since the damage soak values were tweaked to reduce randomness, high strength and ironflesh values on players with at least medium-high armor could essentially juggernaut their way through the battlefield.
My 8 IF, 27 strength character with medium-high level armor can take at least 4-5 hits on average before dying. If a swing doesn't hit my head with speed bonus, I will only get ~ 20% damage or so. This is with ~50 head/body armor.
I believe the change in armor soak values were a good thing, but some other aspects also needed to be tweaked in response.
The solution I propose involves halving the amount of extra HP you get from raising strength, if at all possible. Ever since the armor tweak, the value of a single hitpoint has increased, due to less damage and less glancing favoring tank-based play to survive those hits since they won't bounce.
Those extra hitpoints (with IF) let you survive like 1 extra swing in the past, yet now those same hitpoints would let you survive 2-3 more hits.
Therefore, I came to the conclusion that the amount of HP added just by raising strength is too much, since it's a lot of added value (compared to before) for free.
What do people think about that?
-You still get some HP from strength, but not as much.
-This wouldn't really affect any gameplay mechanics or abilities/equipment. It would just make the difference in HP more reasonable.
-HP would be a little less extreme between Agi and Strength users.
However...
-This might make ironflesh more valuable, but you have to sacrifice points to raise ironflesh.
-This will also make everyone easier to kill.