My main issue, so far, is that it does seem to limit your options for group/character build diversity and your ability to do things how you want. Parties should clearly all focus on the same type of damage (magic or physical) for the optimal result in a given fight. While there may be some cases where a major fight does not work this way, i think in the main your party is disadvantaged if you split up. Say you have two front line physical damage, a ranger, and a magic user. The magic user is going to struggle to take down an enemies shield and kill them, and your physical damage guys will struggle because they are outnumbered (as usual) and they cant focus individual enemies to kill them as swiftly. It also eliminates a certain amount of experimentation as it separates the two damage types so you can t really combo a caster and a physical damage dealer. Its not inherently a bad system, just encourages narrowly focussed gameplay. Besides, if you wanted to fix it, you would have to just combine the two armor types into one larger armor pool and maybe give damage bonuses to magic/physical based on enemy class. Probably not that simple, but you get my drift.

I dont really like the binary status effect system either. Every battle devolves into burn armor > CC enemies and kill them while they are helpless. But i dont see how to change that without changing a ton about how the combat encounters work.

Edit: It does occur to me, after posting, that this is an intentional system to give advanced players a way to keep challenging/handicapping themselves.

Last edited by groenket; 29/09/17 11:59 AM.