Sharpedge
Prophet
- Joined
- Sep 14, 2018
- Messages
- 1,061
Tuco's post in that thread best illustrated the problem in a succinct manner.Not to derail this thread again, but I would be somewhat interested in seeing you substantiate your opinion on the D:OS 2 armour system.
I actually participated in that topic and I think I already wrote what I though and many others expressed it better than me. I'll say that despite some problems with the balance, you can get very powerful skill and spells that target the opposite type of armor for minimal investment. Things like Necromancy is one of the most powerful physical damage, and it scales with INT. Skills like Chloroform require a single point on Trickery but is incredibly effective through the game. Earth spells target magic armour but apply physicall CC and so on and so fort. Is very easy to get a party that covers both types of damage and have always something to do each turn regardless of enemies resistances with very little sacrifices on their main builds.
Yet I don't disagree that more enemies necessitated physical resistances. But magic was still quite powerful when combined with the right skills and feats. An Elf with Elemental Affinity and Adrenaline is dangerous from the beginning, add later skills like Apotheosis or Skin Graft and you will be able to pull incredible damage and CC in a few turns.
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 thing is, because of how unbalanced the system is, the fact that it encourages stacking a single damage type (to be specific, physical is heavily favored), isn't really that noticeable. There are many powers which will outright 1 hit enemies (its surprising this game isn't Victor's wet dream considering how OP the necromancy spells are) and in order to bring any semblance of balance to the system, you either need to avoid whole swaths of abilities, or you need to mod the game a bunch.
From memory, there were only 2 or 3 enemies in the entire game which had physical resistance, the player clone during a dream sequence, the bat voidwoken and some of the creatures in the consulate. In contrast, most enemies in the game had resistances to 1 or more type of elemental damage and the resistance values were not low, sometimes going to values which would cause the powers to heal them. Yeah, it ultimately did not matter because damage values even post resistances to all damage types still far exceeded HP totals, but that doesn't mean the problem was not there, just that the system disguised it.