The new armor system is an interesting approach to things but I do not like it at all either. I would have much preferred the classic save/resistance system that could depend on your attributes/armor/skills etc.
In this system armor simply blocks ALL effects, I do not know if it "adds" to resistance but it does not seem like it, it seems like if you have armor you are immune to effects resisted by that armor. This makes it such that for a big portion of every battle all skills are pretty much simple damage dealers, things get interesting when armors are broken/low. The battlefield turns into a mess of elemental effects since the primary goal is to break armor.
I do not like the action point restrictions either, and I absolutely hate the source point system.
Combat in DoS:EE was much much better. you could make more flexible characters, depending on the encounter you could switch characters from damage dealers to support and focus on certain elemental effects, you know asses the battlefield and make a plan.
DoS II combat is like an armor breaking race amidst elemental havoc, why move away from a dangerous surface when you have loads of armor and waste a couple valuable AP when you can instead spend that AP on breaking your opponents armor and effectively eliminate them since they will be CC'ed to death without armor.
And lets be honest here Baldur's Gate 2 is undeniably the finest among its kind, although I prefer 3.5th edition D&D mechanics, BG:2 shines with its voice acting, writing, atmosphere, those beautiful 2D backgrounds/maps, villains, characters, main story etc. etc. all the new Kickstarter RPG's have not come close to that.
I played them all, Pillars (a massive disappointment on my part), Divinity o. S. EE, Tyranny (not a KS game), The New Torment. Divinity has a different atmosphere and mechanics so I would not really compare, I hold DoS: EE in high regard since it was a lot of fun to play and had a way lesser budget than these other kickstarters.
What I noticed though is that all these new Kickstarters try to do way too much and end up doing less. PoE tries way too hard to set up an interesting world with a story and ends up being a dull Welsh-English mashup with a seriously boring atmosphere. The new Torment tries too hard to be cryptic and weird and ended up with not having a well established main story. I see Tyranny as an experimental approach, it is pretty good but feels half done.
Lets get to DoS:II, I think DoS:II seems to be trying to hard to add more effects, more interactions, more features, and ends up having a worse combat mechanic than the first. Seriously guys, the game has a lot of bugs, the vanilla camera is horrible, you insist on not providing a console, or god forbid, a human readable editable save game so that we can fix minor issues on the go (even after converted to XML your save game format is not friendly on the eyes, e.g. I can fix some things, but cannot figure out how to fix character portraits messed up after respec mirror).
But, these are minor problems, the most important thing is that I have the choice to choose a Cello or an Oud for my character music highlight instrument, and a GM custom adventure system, and a cocky narrator that I silence to eternity, GREAT!
This custom adventure GM stuff has been tried before, it quickly becomes obsolete and everyone forgets about it, I do not understand why everyone tries to be intersting and different nowadays rather than trying to get the core things solid.
Get your main plot, characters,story, writing, and combat to perfection, you can do bells and whistles later.
Last edited by Meldar; 09/10/17 05:51 PM.