Originally Posted by Kalrakh
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.

my point was that these things are comparatively minor to CC rng, and aren't as devastating to in-battle strategy when they don't proc (not scoring a critical hit isn't as big of a deal as not stunning an enemy)

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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.

i really do not see what the issue is here. this isn't a part of the game. in DOS2, if you were to mix scoundrel and aerothurge, you'd do so either because you wanted a rogue character who had options vs enemies with low magic armor, or because you wanted to make use of utility skills. with the former, the real problem is that skills are too stat-reliant, and you'd do pathetic damage with magic on a finesse rogue because your intelligence stat would be too low

the thing that can (and should) be changed is the way stats work, not a revamp of the armor system that by and large accomplishes what it's supposed to
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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

i don't understand why you think this is a problem with the armor system instead of, for example, a problem with the aforementioned effects appearing on items that can't make use of them, which is a pretty widespread issue with items in this game. lots of items are randomly assigned stats, effects and skills that devalue said items (for example, a staff that can inflict bleeding or a mage armor item that gives scoundrel), and the obvious solution is to prevent those things from appearing on those items

the posts on this page just further reinforce the subjective nature of this discussion, nothing about the armor system actually needs to change at all

Last edited by miaasma; 04/06/18 04:24 AM.