The only reason why D:OS and D:OS EE was easy as pie was because there was literally no balancing in the game. You have unlimited access to almost all spells/skills that are extremely powerful and you always have hard counters to everything the game throws at you throughout the entire playthrough. Moreover attribute distribution is a no brainer, its too simple and straightforward such that you only need to pump the same 2 or 3 stats cos the other attributes are irrelevant and you still have more to spare. D:OS EE tried to curb this by tweaking the skill tree but it only made the early game slightly harder while mid and late game remains unchallenging.
The beauty of cRPGs is the limitations and restrictions surrounding the mechanics. The game mechanics are complex itself but not complicated. Every attribute, skill, spell, talent, trait, gear is important and useful but there is never enough points to get them or field them. Thats where players need to think, they have to make tough, meaningful decisions and strike a compromise with their character builds. If the game makes the players do that then it basically nailed the essence of cRPGs. Realize that there is flexibility & diversity in restrictions & complexity. One cannot exist without the other. This is something D:OS series should pick up on and they already did by having the memory system although it is still a crude mechanic and needs some polishing.
Last edited by ImariKurumi; 12/10/16 03:50 PM.