Originally Posted by Naqel
I am growing increasingly wary of the direction the game is taking in terms of balance.

Smarter AI is great, but the more I play the more I hate the new armor system and the bonuses from ability points while they seem like they'd allow you to create fun synergies are so bland and boring that all they do is punish you for not pursuing the obvious ones.


There is zero elegance to character creation/stats system as a whole, which is both a step down from the simplicity of the original and years behind any similar games(anything D&D based, even the incredibly bland Pillars of Eternity).
+1 Exactly and totally my feeling.

How to fix it ?
Wearing down a saving trhrow value is nice idea but current system is plain without elegance.

- add a reflex saving throw based on dex.
- each saving throw need a base value driven by the atrribute (Int,Str,Dex)
- So each main stat will have saving throw.
- even naked character has some savings
- When a skill/spell is tested against the saving throw it use a % dice to know if it lands or not AND remove some small portion of saving throw value. Reduction should be small, so regular battle is not focused at tear down a saving throw, however Boss fight usually is about getting down saving throws.

That way you get a system where it is nearly impossible to get safe against all 3 saving throw and each archetype character has an advantage in certain way.

There is one issue wich current system tryied to solve.In DOS:EE First combat round everyone use the strongest spell. So since midgame combat is like chain-lightnin then mop-up the rest. Next battle repeat, then next battle repeat. Very funny rigth?
There should be some mechanics prevent using the strongest spell in the first round. This mechanic should be somehow flexible.
I was thinking about a "heat" value you need to build up to be able to call higher level skills. But cant get a formula which is not bold.

Last edited by gGeo; 08/02/17 04:14 PM.