I'm not a fan of D:OS2 combat. I understand that Larian wants to reduce RNG and preventing going first and chaining CC. However, IMO the combat system of D:OS2 breaks more even more things:
1) Terrain feels weak because of armor system and movement skills.
2) Hybrid teams are less efficient since they have to deal with three life bars.
3) Round-robin initiative system is counter-intuitive.
4) Absurd number scaling. High DPS destroy everything with minimum tactics.
5) Crafting is nearly irrelevant.
6) Balance and Diversity issues since there are less spaces to fine tune skill and attack AP costs. (e.g. In DOS:EE, crossbow attack costs 5 ap while bow costs 4. Both have uses: Bow for utility and crossbow for sheer damage. In DOS II, Crossbows shit on bows because both attacks cost 2 ap and crossbow have 10% more damage than bows at same level)
The following is my combat system idea for DOS2:EE. It is mostly based on DOS EE system with some changes to reduce RNG and prevent chaining CC.
1. Attributes (Start from 5, cap at 15. +5 attributes at lvl 1, +1 at lvl 3,5,7,9,11,13,15,17,19):
Strength
+20 Carry Weight per point (Start from 5)
+5% damage per point with Str-based Weapons and skills
Dexterity
2% less damage taken per point from projectiles (arrows, fireballs, falling rocks, ice shards, etc)(starts at 5)
+5% damage per point with Dex-based Weapons and skills
Intelligence
+5% damage per point with Int-based Weapons and spells
+5% damage of summoned creatures per point
Does NOT reduce skill cooldown
+Numbers of Skills memorized (See Part 3)
Constitution
+0.5 Maximum Action Point capacity per point (6AP at 1 con, 13AP at 15 con)
+5% Vitality per point
+5% Vitality of summoned creatures per point
Speed
+0.2 Movement per point
+1 Initiative per point
+1 Turn Action Points at 8 speed, +2 at 15
Perception
+5% Critical Multiplier per point above 5
Improved ability to detect traps
-0.5 turn cooldown of Lucky Strike skill per point above 5
Lucky Strike, 2 AP cost, 7-(Per-5)/2 turn cooldown, Set Lucky Strike (All Your attacks in this turn are critical) for 1 turn.
There is no crit chance anymore. You can only deal critical damage when affected by Lucky Strike
2. Abilities (Cap at Level 5)
2.1 Weapon abilities (+1 point at lvl 1,5,9,13,17):
Dual Wielding
+5% crit multiplier per level when dual wielding.
Two-Handed
+5% damage against opponents affected by knockdown/frozen/stunned/petrified per level when using two-handed melee weapon.
Single-Handed
+2.5% damage and -0.5 Action point spent per level with grenades and scrolls (1 AP minimum) when using a one-handed weapon with empty off-hand
Single-Handed and Shield
2.5% less damage taken per level from arrows and melee attacks when using a one-handed weapon with shield
Bow and Crossbow
+5% Damage from high ground when using bows and crossbows per level.
2.2 Defence Abilities (+1 point at lvl 1,4,7,11,14,17,20)
Leadership
+5% to all Resistances per level (Including Physical Resistance)
Retribution
5% damage (before mitigated by resistances) reflected per level.
Body Building
+1 Stamina per level (Stamina negates Blinded, Crippled, Diseased, Drunk, Frozen, Infected, Knocked Down and Weak)
Willpower
+1 Willpower per level (Willpower negates Charmed, Cursed, Decaying Touch, Fear, Mark of Death, Mute, Petrified, Remorse, Shackles of Pain, Slowed and Stunned.)
Stamina and Willpower works like armor expect they only absorb CC effects. In this way hybrid teams are not gimped in terms of damage and can cast CC based on opponents (e.g. Mage type opponents have high willpower but low stamina, Warriors type have high stamina but low willpower, archers are average on both while bosses are high on both.)
2.3 Skill Abilities (+1 point at lvl 1,3,5,7,9,11,13,15,17,19)
Warfare, Scoundrel, etc
Level 1, 2, 3, 5. Allow learning Novice/Advanced/Expert/Master Skills of the chosen school
Level 4. Increased effect of of skills on the chosen school by 10%
2.4 Civil Abilities
Same as system in DOS2
3. Memory
Only 3 Novice Skills, 3 Advanced Skills, 2 Expert skills and 1 Master Skills may be prepared each fight. Intelligence increases memory slots as shown in the following chart.
Int Novice Advanced Expert Master
<7 3 3 2 1
7 4 3 2 2
9 5 4 2 2
11 5 5 3 2
13 6 5 4 2
15 6 6 5 2
4. AP system
Basic AP is 8, with 15 speed the maximum cap is 10. With Lone Wolf/Glass cannon the cap is increased to 14.
It is similar from the system of DOS 2 except the basic AP and AP costs are doubled. This enables more spaces to fine tune skill and attack AP costs.
5. Anti-CC skills (e.g. First Aid, peace of mind)
They become sustained skills and work like auras. You could active them before combat. If teammate within the aura radius are hit by CC skills. They deactivate and negate the effect, apply buffs and enter cooldown.
6. Movement Skills
All pure movement skills (Cloak and Dagger, Phoenix dive, Flight) share a cooldown of 2 turns
All Charge skills (Re-position+Attack) (Battering Ram, Backlash, Bull rush) share a cooldown of 2 turns.
Last edited by sehnsucht; 03/11/17 03:04 PM.