Originally Posted by vivalafai
I honestly don't understand how CC is a problem right now unless you are purposely adding constraints like refusing to flee, refusing to use rez scrolls, making sure all chars in party get XP from every kill, etc. Even then, I still didn't think CC was a problem. With a party of 4, even in Classic, it is not that hard. It might take one or two wipes for you to get an idea of how to better position your party and prioritize targets, but that's about it. Also, you know you can pickpocket CC items like grenades and arrowheads right? That reduces the CC characters to just mages, which have low physical armor.


The problem isn't players dying, but that combat is too easy for players against AI.

Why would anyone be invested in a tactical turn based RPG when there's no real tactics needed cause it's so easy?

And you honestly just highlighted one of the problems with Armour system with how easy it is to tailor a team for a known enemy type.

Originally Posted by maxwellll
I am not really deep into the strategies of dos2, i did beat the original sin 1 on hardest difficulty tho.
After about 25 houres of playing i feel like the new armour/magicarmour system is not really making the game better. I like that it reduces the random factor but the fights feel really strange since i won if i managed to reduce the armour to zero and i lost if i did not (during the first one or 2 turns). Health doesnt matter at all since i can cc them all day long (with spending only a small amount of ability points) if the have no armour left.
Since i not super deep into the game i dont recommend any solutions but i read some in this thread which already sound very good.


And this experience is the root of all these issues.

Last edited by aj0413; 14/03/17 07:19 PM.