Yeah WHY do they hate control spells so much? It's really boring playing only blaster casters and abusing Cloud of Daggers and Moonbeam for their doubled damage. Stuff like Hypnotic Pattern would be really essential for a solo or two man party. 2 turn duration assumes you have a full roster for the spell to matter at all and even then it won't ever get memorized over much better alternatives.

Burst damage is a MUCH bigger problem in combat overall. But they seem to love that. They changed Haste so that martials get double extra attacks instead of just one more and made Haste potions readily available. My level 5 EK was Action Surging 4 attacks, 6 with Haste. And casting two Fireballs per turn at level 8 with only three Wizard levels because they changed spell progression as well. They also made rings that add +2 damage on every attack and a lot of weapons have +1d4 damage (before dipping for another +1d4).

It's a turn based game where burst damage is so high you don't always get a turn in combat because you're dead. You also get to freely focus fire any target through other combatants because nothing gets in the way.

The Isobel fight is a good example of why massive burst damage is stupid for turn based combat. She got gunned down and cutscene triggered before I could do anything. I found out afterwards that it fundamentally changed my entire playthrough. They should find ways to lower burst damage, not increase it. And let control spells be a thing.

Last edited by 1varangian; 08/08/23 02:25 AM.