They were completely ridiculous in beta, so congrats on some improvement at least.
However, they still have a huge number of advantages over elemental damage and snowball really hard in the lategame. This was probably stated in a number of other threads, but:
-Even if physical resistance is listed when you inspect mobs with loremaster, in reality it's nonexistent. Elemental resistances are ubiquitous however, meaning you can't really specialize an elemental damage dealer unless you're ok with them being weak in some fights (which is an ok concept, if it applied to all specialized characters).
-For some reason physical CCs are stronger than elemental. Knockdown applies in 1 hit, unlike shock and chill, chicken is 2 turns and medusa head is actually stronger than most int based CC abilities (yes, it's an elemental ability for once but it's in poly and scales with STR meaning it would likely end up on a physical damage dealer). Yes, you can use surfaces and clouds for better CC with elemental chars but it usually ends up being a lot more work for similar results.
-Specialization is heavily rewarded. With both main attribute and skills boosting damage it's very rewarding to max 1 skill for damage and the relevant attribute. E.g. Finesse + Warfare. This works way worse for elemental characters however because of resists.
Overall it's kind of a shame to have combat system with a lot of work put into complex elemental combos, only to have them being completely irrelevant cause you can do better by maxing 1 skill&stat and autoattacking.
The game is super easy when you figure the systems out even on tactician, so I would mostly advocate for some nerfs here, but also some design changes.
-Add physical resistance and/or much higher dodge to a number of enemies. I would say 25-30% physical resist on fighter type mobs is not unreasonable going up to 50% for some really tough ones and maybe a few odd ones that are completely immune (not too many though). This would encourage to have some elemental characters in the party or have ways to do elemental damage with your physical characters
-Nerf knockdown. Have some "out of balance" debuff that needs to be applied first for knockdown to work. This would need some other skills to be able to apply it though and it should be applied through physical armor (debuffing let's say accuracy and dodge).
-Introduce some combos between elemental and physical status effects e.g. freeze + knockdown = shatter to further encourage cooperation and give some bonuses for destroying both physical and magical armor.
Last edited by MadDemiurg; 05/10/17 03:20 PM.