Originally Posted by Lightzy
They should remove grenades altogether as a dumb feature that was added to cater to console kids in the EE, like most of EE changes (also it was so much easier than the original, wtf).

I seriously hate their whole design philosophy, which is basically "screw balance, let's not even pretend to do that. Let's instead put as many garbage features in as possible", and now with DOS2, "let's make skills even on level 1 as stupidly powerful as possible so kids go WOW". So you have infinity grenades, special arrows, scrolls, all also craftable so you that you can, if you like, never run out ever, armors that fit all characters so god forbid you'll "not get that cool loot!" etc.

A system so full of redundant garbage that it's basically impossible to balance, so they just go "fuck it, let's do this, let's not balance! You'll see, people are so retarded that if someone posts about this in the forum, other forum people will just say how you can avoid using unbalanced features! so we really don't have to balance shit!"



That said, timers on grenades won't work really. It's much more work than you think. You have to make sure AI runs away from the blast, but then grenades are way overpowered cuz you can basically manipulate the AI to lose their turns running away from useless grenades, so you have to have the AI calculate how dangerous each grenade is to see if they'd WANT to run away from it or just shoot their own fireballs etc. In short, it's complicated coding which I doubt they'll ever do.
It'll all just remain as it is. Unbalanced idiocy.


1) Classic -> Dual LoneWolf + GlassCannon = Min 16 Ap / turn & CC on everything
2) EE -> Grenades and Special Arrows and MORE POWAR!

Each version had it's ways to break the game balance. But this is true of all RPGs. Give a player a lot of tools to build their character and be creative in combat tactics and you'll inevitably see balance broken via something.

As long as difficulty can maintain some consistency till end game; it's good. Also, there's always the idea of simply ramping up enemies (i.e. Make them 3 levels ahead of you) and making an intelligent AI that learns/knows the same exploits you do and how to counter them.

All good builds in RPGs reach god status eventually for the most part. As long as the journey is fun and one build doesn't feel exceedingly more powerful than the other, that's a good balance in it's own way

Granted: They made warriors and stuff waaaaaay overpowered for EA right now