It's mainly in the created differences, instead of evening it out.
Both story as well as gameplay.
Settingwise it's quite a joke, that you are supposed as a complete newbie (ingame) to wipe out a whole division of a well geared, established order of manhunters... ofc that results in the need of compensation, by either better equip or cheesy strategies.
But in that constellation the magisters should be way out of reach, at least level 10-15 imho. So their power is bolstered by ingame aspects as well, and you then don't fight them in the open, but really just try to escape.
Doesn't mean you can't later come back and give em a whack if you really have the urge to...
You know, the "Gothic"-formula.
Gameplaywise it's the hefty difference between the various aspects and especially exploits (that are exploits right now, but could be changed to not be). Killing merchants without any reasonable consequence, same goes for stealing and so on. There needs to be more consequences, especially ingame, like people not trading with these characters, more "security" guards, and so on, making the game at least that much harder in other fields it makes it overly easier in the first place.
Also the imbalance in the skillsets, like the again too strong melee part.
It continues with the really easily exploitable fleeing mechanic, or the (sry Larian) still really predictable AI plus the situation it simply can't handle.
Just killed the drillworm at level 3 (and it's most probably possible with level 2 if one avoids more xp)... How? Ever blessed a smoke cloud? Let's just say it's too true to be good... (pun intended)
And for the "now you don't need to learn to manage" argument: That thought is made too simple. Not everything is the same. For example necromancy right now needs a lot more skills to be viable, than for example melee. You can't lump that together.
@snap
Erm, yeah... You're this, you're that... you're so badass! ... Feelin better now? ^^
Last edited by Seelenernter; 20/02/17 12:43 PM.