Ismaul
Thought Criminal #3333
Yeah I agree the way the initiative stat works is terrible now. In my current game, I want my debuffer (rogue) and my buffer (summoner) to act first, but my 2 other PCs that are stacking Wits for crit chance are acting first by default, unless I fucking stack Wits even more on the others which is a ridiculous proposition. It's fucking annoying. But, and that was my point, it is a minor flaw overall; I can live with it and enjoy the game. I prefer that initiative be broken than that the possiblity to alpha strike makes the game unchallenging.Yeah, but right now initiative is a dump stat that does nothing. It actually leads to situation where I was at all costs avoiding building it on my low armor archer and rogue, because I needed my tanks to move first and engage the enemy to soak the damage, then safely peel them of armor with my high damage dudes and then just chain CC till the victory
And I don't think the dos1-style initiative would be a problem. In dos1 it allowed you to chain CC enemies from turn 1 if all your party moves first, but in dos2 thanks to armor bloat it wouldn't be nearly as effective
And yes, the armor system prevents some of the alpha striking that is possible. But I know for a fact that in a well optimized party, with mixed damage to strike the lower armors, you can CC at least an enemy per PC in the first turn quite reliably. With alpha striking initiative, that would make the game very unchallenging.
In any case, the initiative stat is retarded in DOS2, whether with regular initiative or alternating turns between PC-enemy. In addition to the 10-70 range being crazy, Initiative being tied to Wits is a good part of the problem: not everyone that wants to crit wants to act first. If it was tied to Finesse though, no one would bat an eye because it simulates the agile guy being quick, even though not all agile guys want to act first. For that matter, the way Delay works sucks, and makes having high initiative when you don't want to act first annoying. Delaying your turn just makes you act last, 2nd last if you're the 2nd to delay. You can't choose up to when you delay, for example choose to act right after another PC has acted (or after the enemy after that PC has acted). If that were possible, it would highly alleviate the flaws of the current initiative system.
IMO, the main issues are not with the alternating turns system, which is a valid alternative turn order system to the classic one, but with how the initiative stat iitself s implemented. The initiative stat and how it scales is clearly made for a turn order system where characters go in initiative order, and stack it to go first. It wasn't made for the current alternating turns system and it shows. Hell, in an alternating turns system, who acts first might not even have to be tied to an initiative stat; it might even make more sense to determine who acts first by other means, since the acting order wouldn't follow the pure initiative order anyways.