You know, being forced to have a back up plan is more tactical, than just playing puzzle with armor types. Fights in D:OS2 are missing a lot of tension, because there is hardly anything that can ruin your tactic. Hardly anything that forces you to improvise, there is more like chess or playing a puzzle.

The warrior sees an opponent on the other side of fire. In D:OS crossing fire was always risky, because you could fail to resist, in D:OS2 you just check your armor: "Oh, still enough, I will just walk through it. Who cares."

Every kind of CC had the probability to fail, therefore casting them had always this kind of tension: will it work or not? Usind a charme arrow and succeeding felt great, failing felt bad, now it feels nothing, because you know it would work. Probability is kind of the core of most RPGs and makes battle feel more organic and alive.

Having such a issue with 'probability to fail' seems to show more an inability to cope with the unpredictable.

Some like chess, some don't, but liking RNG has nothing to do, with if a opinion about RNG sucks or not. It is the delta of randomness that matters.


Just give everyone an innate initiative according to their race/type, if being able to maximise Initiative is to strong. Or just remove every kind of hard cc, if hard is not balancable or even remove skills like teleport, if they are just to op. Teleport makes mazes kind of useless and easy to trick and in fights in even more unbalanced. Teleporting someone into lava is as broken as getting teleported into lava sucks.