There were things that came up especially during early game that made me question the new combat. Like, physical armor blocking taunt? How does that make sense? Or, because armor blocks all cc's, but once it's down, you can stun-lock target to death. This is especially true when you're facing few enemies, since you don't have to spread out your cc's. So certain fights are way too easy even when your opponents are supposedly elite rank. Ryker, Zaleskar, for example. Or Ryker's spider on the 2nd floor. Or Murga in Driftwood Arena. Or even Mordus. You would be like, this guy is pretty tough, and can kill you fast, too, but hey he has only 2k phys armor, if you go ham in the first turn and break it, then all's left to do is do whack at the guy until he's dead.
With this reasoning, you can see that, a resistance/difficulty check system makes a lot more sense. Elite ranked enemies should be very hard to cc'd, or maybe immune to specific cc's. This, in turn, would mean there is the need to have a deeper, more complicated array of defensive abilities. Since you can no longer cc enemies with ease, you need to be able to survive their offense. Certain protections need to be able to protect you against specific effects FOR AS LONG AS THEY ARE ACTIVE. Not a one-by-one cancellation, like Clear-Minded canceled by Mad, then you have to cast Clear Mind again, just to block the next Charm or something. And then these protections can be brought down by other spells, and so on.
Last edited by Try2Handing; 09/10/17 11:00 PM.