Honestly yeah I do think also there's a problem, and the four points mentionned are indeed annoying.
A lot has been said on tactitian difficulty, but as a somewhat "casual" player (I play classic mode with a bunch of friends), the game does not feel as good as the first did.
All the problems have been listed in the first topic in my opinion. The main problem seems to be the fact that armor is pretty much equal for every mob. I was thinking at first that this armor system could be nice, and would have been if the amount of armor was vastly different from one mob to another. Like mage having a shitload of magic armor, where a warrior would have high defense and small amount of magic armor.
I agree that the CC system in a firt one was kind of a rekt fest, still, here the fights are a bummer, and honestly a little long.
The way I would change it is this :
- The armor does only prevent for a part of the damage, the more the armor, the more prevented, and the less the armor, the more you take full damage.
- Same goes for CC. Exactly what said FadeToBlack. The more the armor, the less likely you are of taking a CC effect, the less you have, the more chances you have.
A simple system could be like this : 100% - (Current Armor / Total Armor)*100% for both damage and CC management.
- Try to have more diversified monster, and avoid to the maximum the same amount for both armor (or very similar amount).
It makes me sad because a lot of topics have been made on this, but I'm pretty sure the system won't drastically change. I agree removing CC is a "good" thing, but I too think the way it is done is not good, and to be honest (again, this is speaking from a "playing with my casual friends" perspective), we'd rather have the first Divinity than this one.