There were so many topics about this topic since start of EA, I will just quote myself:

Originally Posted by Kalrakh
4th: D:OS1 defence skills were far more important than D:OS2 defence skills. For me as a roleplayer it gave me the impression of my chars getting really stronger, because they could withstand more.

5th: Regarding these two videos, the problem with Willpower/Body Building was probably, that the delta was to large. You either succeeded or you failed:
Extra Credits: The Delta of Randomness
Extra Credits: More Ways to use randomness

Originally Posted by Kalrakh
Also there is probably never true randomness in gaming, even a random number generator does not generate random numbers. Every number has the same chance of appearing, but its called that way, because you can't predict the outcome. If you have a success chance of 90%, you still can't be sure if you will succeed, it just is pretty likely to succeed.

How ever the real problem seems to be, there is to much hard CC in either of those games. There probably should be more soft CC and hardly any or even none hard CC, because any fight gets boring as soon one side can't act anymore. Was kind of a problem in DOS1. Early in DOS2 it is more the opposite around, without the knowledge and heavy preparation some fights will knock your team into perma CC and make you lose.

Originally Posted by Kalrakh
If hard CC is the issue, than it is because the Delta of Randomness ist to large, which means the difference between success and failure is to big: Success being hard CC'ed target and failure kind of wasted attack and possible own death.

Possible solutions would be:
- remove hard CC at all and keep only soft CC
- make hard CC a low chance effect of a skill and soft CC a always chance of a skill
- make hard CC only single target and high tier, high tear meaning 8 skill points and above into a skill tree and not 3, 3 is ridiculous low. In the first game you needed 10 points to learn one Tier 3 skill, 15 points to learn more than one. (But you got skill points later on much faster tough.)


For Physical Armor I once suggested during EA:
Return damage types and give them specifical traits, like piercing weapons always doing part of their damage as vitality damage, blunt weapons dealing extra damage to armor and slashing weapons always having a chance to cause bleeding. (Just as quick suggestion, not well thought out.)

With the current armor system, weapon benefits like "10% chance to cause shocked" are pretty useless, because the chance is anyway 0% while armor is on. Also magical soft CC on physical weapons is total bullshit anway, because the magic armor will hardly get penetrated for a chance of applying effect. In the first the problem was, that the chance were to low against high level mobs, making them useless and now they are even lower, making them even more useless as it seems.

Originally Posted by Kalrakh
I never liked the new armor system, because it a) the counterdicts the core selling point of D:OS "being able to mix all classes as much as you please" and b) in the end it makes perma-cc even a bigger issue, so opposite of what it should achieve.