If you want your combat to carry danger and tension, it needs to have risk. There is no risk in divinity 2. I hit a guy with my arrow with 100% hit rate, then shoot with a knockdown arrow with a 100% knockdown rate. Taking the RNG and risk out of battles changes them from fights into puzzles, or worse, a checklist. The battlefield is supposed to be unpredictable to some extent, plans should succeed, or fail. To see my house of cards fall only to have my backup plan save me, THAT, is satisfying combat.

Last edited by HUcast; 04/10/17 07:12 PM.