I can understand why there are certain "strategies" that AI never goes for, or doesn't go too hard for. Things like "spamming mind maggots grenades", or spamming stealth/backstab, or mass hard cc's, etc. Chances are if AI abuses such moves, players will never have any chance to win, and it simply leads to unnecessary frustration (watching your entire party getting perma cc'ed to death without ever getting a turn).

Generally, I wish the combat had made used of more mechanics like inherent resistances to things, you know, the entire middle ground between "always works" and "flat-out doesn't". As well as counter-effects, on a more specific level. I wish to see other long-term protections against hostile effects. Something like "Indomitable" that grants immunity to being knocked-down, maybe for 2 or 3 turns. Sounds fair enough, I think. Or "Fearless", granting immunity to fear. The nice thing about these specific counters, is that if they exist, we have more freedom in giving enemies access to cc's, allowing them to use them more frequently. On the other hand, I find it completely agreeable to grant these specific immunities to elite/boss level enemies as permanent buff. And no they CANNOT be canceled out by the next affliction. To me, the fact that Clear-Minded is canceled out by the next mind affliction just doesn't make sense. As it is right now, armor counters everything. But once it's down, anything goes. I find it rather linear, and simplistic.

It would be nice if AI has decent reaction to stealth, but combat stealth has never been "a thing", so it wasn't much of a problem if AI simply forgets about someone who uses Chameleon Cloak. It was just never a big deal. Unless your entire party can use Chameleon Cloak, then we *might* have a problem. I might try this once the new edition is out.

Last edited by Try2Handing; 22/05/18 07:04 AM.

"We make our choices and take what comes and the rest is void."