Sentenza
Member
You know what? I'll keep going.
Especially since I can recycle what I already wrote in the past rather than putting the effort from zero.
Here's a take about the armor system in DOS 2.
The problem with the armor system in DOS 2 is that it makes hardly any sense in principle and it creates way more problems that it solves.
Discouraging mixed sources of damage (which it factually does, it doesn't matter if you can work your way around it) is only the tip of the iceberg. There's also the fact that makes a certain amount of utility skills/spells utterly useless (not "unreliable" as much as literally 100% pointless to even attempt) until a certain threshold of damage has been passed, etc.
Basically it's a system of HP bloat (now in three different flavors!) that favors direct damage dealing above any other strategy. And conversely once that threshold of damage is surpassed the exact opposite becomes true, and some of these crowd controls become 100% reliable.
I mean, sure, you can learn to live with that. We all did.
But holy fucking Christ if it doesn't go straight in the bottom tier among all the countless attempts at "simulating damage mitigation" I've experienced across the years in different rulesets.
The system is simply bad. It splits combat into two phases:
- One where you avoid using most skills to not waste status effects.
- One where everyone is spamming status effects, or at least those characters who aren't currently stunned, knocked down or polymorphed into poultry while bleeding and on fire.
It also fails to have any semblance to anything.
Ablative HPs are generally not particularly good armour mechanics.
Ablative armour over entire battle duration is just singularly awful and being combined with cooldowns and stupidly abstract and highly segregated damage system (odd chloroform notwithstanding) doesn't do it any favours.
Smaller split pools depleted and replenishing on per turn basis might actually be quite tolerable both in terms of gameplay (encouraging more tactical approach than non-status alpha strike followed by status alpha strike) and in terms of making sense (overwhelming combatants defenses by concentrating attacks on them), but the system as it is is just a huge clusterfuck of concentrated derp.
There is a lot to like in DoS2 including sizable chunks of combat system, but there is no denying that large parts of it are just inexplicably bad. This includes armour system, damage system, ease of traversing terrain with everyone having jump, flight or teleportation abilities trivializing all those nice area layouts Larian lovingly made as well as lesser things such as nearly inconsequential initiative.
Especially since I can recycle what I already wrote in the past rather than putting the effort from zero.
Here's a take about the armor system in DOS 2.
The problem with the armor system in DOS 2 is that it makes hardly any sense in principle and it creates way more problems that it solves.
Discouraging mixed sources of damage (which it factually does, it doesn't matter if you can work your way around it) is only the tip of the iceberg. There's also the fact that makes a certain amount of utility skills/spells utterly useless (not "unreliable" as much as literally 100% pointless to even attempt) until a certain threshold of damage has been passed, etc.
Basically it's a system of HP bloat (now in three different flavors!) that favors direct damage dealing above any other strategy. And conversely once that threshold of damage is surpassed the exact opposite becomes true, and some of these crowd controls become 100% reliable.
I mean, sure, you can learn to live with that. We all did.
But holy fucking Christ if it doesn't go straight in the bottom tier among all the countless attempts at "simulating damage mitigation" I've experienced across the years in different rulesets.
The system is simply bad. It splits combat into two phases:
- One where you avoid using most skills to not waste status effects.
- One where everyone is spamming status effects, or at least those characters who aren't currently stunned, knocked down or polymorphed into poultry while bleeding and on fire.
It also fails to have any semblance to anything.
Ablative HPs are generally not particularly good armour mechanics.
Ablative armour over entire battle duration is just singularly awful and being combined with cooldowns and stupidly abstract and highly segregated damage system (odd chloroform notwithstanding) doesn't do it any favours.
Smaller split pools depleted and replenishing on per turn basis might actually be quite tolerable both in terms of gameplay (encouraging more tactical approach than non-status alpha strike followed by status alpha strike) and in terms of making sense (overwhelming combatants defenses by concentrating attacks on them), but the system as it is is just a huge clusterfuck of concentrated derp.
There is a lot to like in DoS2 including sizable chunks of combat system, but there is no denying that large parts of it are just inexplicably bad. This includes armour system, damage system, ease of traversing terrain with everyone having jump, flight or teleportation abilities trivializing all those nice area layouts Larian lovingly made as well as lesser things such as nearly inconsequential initiative.