Originally Posted by Baudolino05
Originally Posted by aj0413
Originally Posted by Kilroy512512
That being said, I love the new system for everything outside of that one small detail. It makes each fight feel meaningfully unique in that at the start of each fight I have to plan how to take down each mob individually based on both their defenses and resistances.


That "at the start" is the problem. The fight loses meaning once armor is gone. It's questionable why health exists if once it's gone you're just gonna CC the enemy, or be CC'd yourself, to death


Actually, this is what happened in the first game at any given moment of a battle. The Physical Armor bar was introduced in order to counter the omnipotence of CC spells in the first game. And it worked fairly well in these regards.
What doesn't work are the shields. On that I can agree. A shield wielding character at the present is definitely subpar compared to any other melee build.
To address this issue I've already proposed 2 possible solutions:

1- Reintroducing the block mechanic of the first game (not that elegant)
2- Changing the physical armor bonus of shields with a flat damage deflection value. This value, of course, should scale with the shield level. In other words, I'm suggesting to make shields work exactly like weapons, except for the fact that - instead of doing damage- they should deflect a fixed amount of damage per hit.


Your shield ideas are workable and I wouldn't be against the second.

And yes, everyone knows why the new system was made. CC was way to easy for optimal builds in game one at any given level. Being able to CC all day at max level would've been fine but it was too easy at any given level vs enemies of the same level. This was mitigated a lot with wards and stuff in EE, so it wasn't nearly as bad there.

I didn't think it was too bad cause the plethora of enemy types and encounter sizes coupled with immunities and wards and auras solved the problem for a lot of things

Bringing that back with RNG wouldn't be that bad to me. I liked the EE system and the creative ways the devs made CC harder. They could also just give a general buff to resist chance this time around or...try the option I proposed that has no RNG and works based off the armor system completely