Guaranteed CC success is what is wrong with the current system.
Once they have no Magic Amrour, or no Physical Armour for physical CC, your skills have 100% success. That is what makes it silly easy.
A game with no challenge, and that is what you will have when CC is guaranteed, is going to be very boring.
One of the most liked things about DOS1 was that it actually provided a challenge.
I guess you didn't understand my question.
So, let's take a look at your argument in short form over here (because fuck going back and quoting more shit, it's gettin gway too nested).
Once they have no Magic Amrour, or no Physical Armour for physical CC, your skills have 100% success. That is what makes it silly easy.
Let's say you do 200 damage per character, so when you focus fire in perfect initiative order you do 800 damage. What if the enemy has 1000 armor. Is this easy?
Let's say you do 100 damage per character and you have 400 armor, but enemies have 1000 armor and hit for 400. Is this easy?
Let's say you have 200 damage per character, and the enemies have 1000 armor but they also have two abilities to restore and buff armor by 150%. Is this easy then?
Let's say you have 1000 damage per character and the enemies have 200 armor. Is this easy?
These are all turn 1 projections with super simplified mechanics, I am not even going to bother simulating other turns but they all have different resource expenditure as well as time-to-kill.
What you're actually bitching about is the LACK of armor on things despite the mechanic existing. You are actually advocating for more lowered lethality or more armor so counter play can come in.
You essentially don't understand your own argument.