Honestly, I think sneaking inside of a battle should be pretty much impossible. We heard about pretty op combos in DOS1 an, but we never used them, because the concept it just ridiculous in itself. Guerilla attacks are surprise attacks, it should be something you use in the first round to engage the enemie and kill of the weak ones to thin the hord. But sneak => attack => sneak => attack as concept of exploiting guerilla in middle of a fight should be removed. If you just attacked an enemie from behing, you shouldn't be able to turn back in a barrel or a rock. My rogue in DOS1 did in late game enough damage without such cheap tactics. If the enemie lost vision because of invisibility for example: okey, sneaking is fine again, but not on plain sight.
If Sneaking in battle is intended to be impossible, then Larian could simply disable Sneak entirely in combat.
However, several DOS 2 skills explicitly have damage bonuses when used while Sneaking.
That suggests to me that being able to sneak during combat is intentional.
Walk it off: Not sure, does the talent mean, you are immune to CC like stun and knock down if they would last only one turn? I that case, it could be pretty strong, but if the effect will always be at least one turn, still meh.
I don’t know, someone would have to check, but I suspect the effect will always last at least one turn.
I think what should be adressed as well is zombie:
While bleeding blood can get you stunned, bleeding poison can get you killed quite fast, if there is any kind of fire near you because of the explosive interaction. Also spells like Healing Ritual which jump from ally to ally could make it even more deadly, if you are not playing full zombie team.
Ah right, I thought I forgot something. Yes, there was
a thread talking about Zombies flaws.
I believe that thread essentially mentioned three major issues:
1) Few skills synergize with Zombie to allow for self-healing
2) It makes a lot of alternate healing useless or dangerous
3) You’re much more vulnerable to fire
Point 1 can be fixed by adding more poison skills and allowing drinking of poison bottles (which return an empty bottle once consumed).
Point 2 could be fixed if healing skills could be split into Neutral and Positive Energy types of healing.
Bless and all skills using a Source point or Necromancy could be Neutral-type healing, which is unaffected by Zombie.
Hydrosophist and all other healing skills (plus potions) would be Positive Energy which hurts Zombies.
So I'll take a shot:
Guerilla:
A boost to this would make it much better but I don't think people should forget one handed is for action economy and dual wield is for damage per attack on rogues. Also, when AI starts looking for sneak characters it's not gonna kills sneak but balance it so that you should need to actually have invested in the ability to make truly battle worthy. 1 point in sneak for God Mode invisibility vs single targets shouldn't be a thing.....being able to sneak a lot in combat if you have 5+ though....
Yes, Guerrilla with 1H weapons would need to do more than double damage (+100%) to be useful for 1-handed, so I would be fine with Guerrilla only being efficient when dual-wielding. Boosting it from +50% to somewhere between +60% to +90% would work for that.
The elemental talents:
As a whole I agree, the gains and losses canacek out unless we find out more on resistances. But even if the max is below 100, I'm willing to bet we can combine skills to get around that (i.e. Absorb elements and elemental tortoise and Iron Hide talent from D:OS...not to mention avatar/shield spells). These all generally better boosts. Maybe gimmicks like +50% damage for a given element? Ooooh. Why not make them give giant large boosts that stack with a given elemental ability. The air talent would do what the air ability does but much much better and stack with it, for instance. You can also make it so they grant you the same benefits a summoned elemental get (ie air takes half physical damage) but at a lesser degree. This would offset the tangible vulnerability you take. Also make it so you can only take one.
An idea I just came up with for improving those talents is this: For every 5 points in [Element type] damage you take, you’ll restore 1 point of magic armor. This is added after the attack completes, so it will not block any status effects which the attack caused.
So if you have Demon, 150 Magic Armor and take 100 points of Fire damage, after the attack you’ll have 70 magic armor left (50 + 20). If you have Airhead and 30 magic armor, and take 50 points in air damage, you’ll be stunned, but get back 10 magic armor.
***
I've just suggested
some additional magic talents, but I'll re-post them here for convenience.
EDIT: Note: I've since changed some of the original ideas based on feedback.
Synergist AKA "Elemental Infusion" AKA "Elemental Retribution"
When standing in a surface or cloud, your next spell will inflict some additional damage based on the surface/cloud type. (This idea is really rough)
Some ideas based on specific Elemental masteries:
A Touch of Frost - Requires: Hydrosophist 10
A 5% chance for hits from any non-fire melee or spell attacks to inflict Frozen for one turn. (Check: Magic armor)
Convection - Requires: Pyrokinetic 10.
If Warm or Burning at the start of your turn, active skill cooldowns are reduced by 1 turn to a minimum of 0. If Wet, Chilled, or Frozen at the start of your turn, active cooldowns are increased by 1 turn.
So if after you previous turn ended, you had 3 skills on cooldown, one with 5 turns, one with 3 turns, and one with 2 turns, and you got set on fire before your next turn came back up, the cooldowns would do the usual tick down, so 4, 2, 1 turns left, then Convection would kick in and they would go to 3, 1, 0 turns. You could use that 0 turn cooldown right away.
Fully Charged - Requires: Aerothurge 10. Incompatible with Glass Cannon.
For every 25% of your maximum health that you take in Air-type damage in the course of one turn, you gain +1 Maximum and +1 Turn AP for your next turn only. Capped at +3.Absorb electricity from surfaces - taking damage instead of being stunned - to gain 1 AP per surface cleared.
(Perhaps absorbing a surface in this way will do a flat 25% or 33% of your maximum health in air damage, bypassing magic armor, but maybe that 25/33% amount is then reduced by whatever your air resistance is?)
Made of Stone - Requires: Geomancer 10. (Possibly Incompatible with What a Rush?)
When under 30% Health, all physical damage you receive is reduced by 67%.