why balance issue is close to meaningless so far in this particular single player game? because almost all the "unbalance" factors (as mentioned in these forums) could go away based on gamers' decisions. don't like lone wolf and glass cannon? don't use them; mage overpowered? don't play it; 100+ resist healing? don't pump it and don't spend time crafting things. charm too powerful? don't feaking use it. and lastly, don't like everything, mod them to hell.

what exactly does other players using, or "exploiting" all those "OP holes" have any practical impact on those who don't? everyone is playing his/her own singleplayer game...what's the practical/real impact exactly?

as far as the idea that TB = chase goes, it's about enemy AI and higher level combat design. which a mere resist hard cap cannot fix and hardly has anything to make the game more similar to a chess game.

most CRPG have the "late game too easy" issue, because of the nature of the genre: we level up to get more powerful; what's the point of getting xps, attaining powerful abilities, spells, and gathering loots? to struggle like lvl 1 weaklings from beginning to end? if you want to play chess, play chess, and non-leveling up games; there won't be any op holes or "balance" issues (providing that if there's no AI hole to exploit~~).

If Larian is seriously about remedying the nature bane of singleplayer CRPG, take close look at high level enemy AI and unique encounter/ boss designs.

Last edited by teardropmina; 23/08/14 11:02 PM.