RNG of CC effects was adjustable like dodge and crit, so no idea what your point is there. There were ways to debuff your enemies and buff yourself, there were also because of that defensive skills who felt purposefull.


Mixing scoundrel with aerothurg in D:OS1 was great. It gave you tons of CC option, 2 invis and other damage reductions and later on even stun immunity. Mixing scounrdrel with aerothurg is pretty pointless in D:OS2. You main damage is physical, so all magical damage won't help you much in most cases. The synergy potential between scoundrel and aerothurg skills is pretty limited, you have one skill to remove magic armor and one skill that is kind of broken in itself anyway. At least I don't recall much more.

What the armor also kind of killed:
- weapons that have effects of the opposite damage type like petrify on a physical weapon
- element damage on physical weapons
- special arrows with magic damage lost a lot of their usefullness too, even more in full physical team

Honestly in the first game the chances of those effects were often so low, that they were hardly usefull too, though the armor system makes it even worse.

As a general side note: The RNG issue with equipment overall got made much worse thanks to the armor system and of course the poorly implemented attributes.