I'm not a fan of the new combat system because it turns combat into a DPS check. A "numbers" game like mmorpgs. CC skills are next to meaningless because while perseverance sucks on player, it works great on bosses. Hey, Why would I try using cc abilities on bosses when it lasts only 1 turn and recover 10k armor for them?

If Larian is afraid of cc chaining, there are better ways to improve:
How about pumping up enemy initiative and making it difficult for players to go first unless players invest heavily in initiative to the point of sacrificing main stats?
How about some "trigger" skills that automatically cast and negates cc when you are cced?
Certain enemies that immune to cc and get damage/AP buff based on the numbers of his/her teammates get cced nearby?
Enemies with auras that reflect certain cc back to you?

If Larian spend more time on encounter design, they could use the system in DOS:EE with some minor balance and it would work much better than what we have in DOS2.

However, the game is already released, so no matter what my opinion is, it would be impossible to redesign the whole system.




Last edited by sehnsucht; 10/10/17 04:43 PM.