So me and my friend where playing 2 chars, him a scoundrel and me an inquisitor. No biggy, turns out necromancy doesn't have skills to summon anything... sucks. The issue is we started every single fight behind in initiative, no matter whether he used sneak to get first hit or he was sneaking while I started the fight. We never struck first, ever... there is also no indication on how to increase this besides increasing level, which i find horrible if you build a scoundrel built for speed. Unless i'm missing something. So while we never started a single fight first we would always get CC'd. The CC in classic mode is borderline permanent if you don't go first. Example: fighting the crocodiles with the one that can teleport. One of the croc's fear'ed us for 6 turns straight, every time the fear wore off he reapplied it permanently locking us in fear until we were killed. Regardless of formation, spreading out, different tactics, and other ways to do it. The sole fact is CC shouldn't be able to be a permanent reapplying thing that you can never, ever, get out of. It should at the very least have diminishing stack returns if used back to back. Having fights solely determined by CC is boring, slows game play down and literally comes down to, I stun first and win or you stun first and win.

If the game is meant to be really opened ended it doesn't work unless you have someone who can tank damage while others attack, unless you CC lock the entire team and thus it doesn't become a fight anymore, it turns into you beating on enemies that can't fight back and that isn't entertaining. You might as well make the enemies dummies that I just walk up to beat on to skip the step of me CCing them to do this. This was a huge issue for me and my friend, you can't have a party that can't absorb damage unless you are heavy CC and constantly stop the enemy from fighting. It isn't a fight if its one sided. The combat system is geared to avoid fighting to win fights.

Last edited by DontTouchMyHoHos; 16/10/16 01:29 AM.