Originally Posted by AngeliusMefyrx
The problem here is people here don't want randomnesss in the game (they are still chances to dodge or miss btw) so that they can get control over whats hapening during the fight but they want hard cc effects. It doesnt work together.
Either you have random in a game just like a game of bloodbowl or dungeon & dragons or you don't have hard cc where characters are forced to skip their turns.

What Ozz proposed earlier is somewhat of a middle ground....that can be worked on.....maybe it should one CC armor or leave it 2, one for physical and one for magic.....that will absorb the CC until depleted......but also allowing cc damage to go to health as well...... A game of 2 types of damage....

Health would obviously need to be improved....

Another solution would be to reduce de CC effects....a knockdown could require you 2AP to get back up for instance...

It is very easy at this moment to deplete an armor with an assassin in 1 turn....even bosses ...

My mages gets hither Wits, call Haste on the assassin and teleport the boss close to the assassin....on the assassin's turn he has 8 AP if an elf ...all backstab damage... my Warrior can knock him down if the boss isn't dead already....


The solution to reduce CC effects is my favorite, because it will make decision making in combat much more interesting, especially with different reductions for different CC. However, if Larian does not want to do this, an easy fix to our complaints is just increasing the stats on the enemies.