That's true. It's also why I keep suggesting that people play Rogues as their first class because it's the class most conducive to teasing out the cause and effect of the game's mechanics:
I agree, and my first playthrough was with a rogue. I'll finish that when TWM2 arrives.
I really don't understand your problem with the game's interface, though. Could you get an immediate look at an enemy's current defenses in the IE games by mousing over it? In PoE, you can. What more do you need to find out "why exactly do you win or lose and how do combatants' actions contribute to their chances of success increasing or decreasing?" Cast debuff, watch defenses decrease. Attack weak defense, win. It's not rocket science.
Yes, PoE has that advantage over the IE games, it's easy to see the enemy's stats on the screen. But IMO this doesn't tell you enough.
Before I cast a debuff, I'm trying to gauge if it's worth casting. If I'm casting a debuff to deflection for example:
1. What is the enemy's current deflection? I may know that if I have it in the beastiary entry, or I may not know it.
2. By how much will an enemy's deflection decrease from a -2 resolve for example?
3. Also, what will the duration of the debuff be - I can't know in advance because the duration varies depending on whether I've scored a graze/hit/critical with my debuff? Correct me if I'm wrong here, but I think the strength of debuffs was also affected by the type of hit scored?
4. Then comes the question - in the debuff's duration time (which is an unknown), how many hits will I be able to attempt with my current attack speed (provided it itself doesn't vary in that debuff's timeframe, as a result of enemy actions). So, an unknown which depends on another unknown.
5. What will be the chance of those hits landing? This depends on three unknowns - the pre-debuff enemy deflection, the post-debuff enemy deflection, the chance of me scoring a hit with the debuff.
6. All of the above is not taking into account that I while I know the duration of afflictions once I've caused them, I don't really know my casting speed or attack/recovery speed beyond words like "average", "fast", etc. So it's very tough to imagine how much time will I have left for attacking after I've cast the debuff, and after my casting+recovery time for this spell has passed.
So, how much to-hit chance will I gain from casting this debuff and for how long - this depends on at least three unknowns, and no one in the world can tell you with a satisfactory degree of certainty. Call me stupid, but faced with such complexity, maybe I'm better of with select all + right click. And all this complexity is a problem that the interface can't really assit me with.
This stuff was in the IE games too of course - saving throws, and saving throw decreasing spells like Malison. And none of that stuff was very clear or visible in the UI. But with all the crazy hard counter shit you got in those games, "saving throw manipulation mechanics" tended to fall by the wayside and you could kind of ignore them. In PoE, they have a more central role.
True. Yet the tendency in PoE seems to be for it becoming more IE-like with those immunities they are adding, doesn't it?
edit: Yep. Action speed section is missing the global recovery modifier
Eh, how does that modifier work, and what things apply it?
This is pretty much all the Dragon Ages.
Hmm, yeah, I was wrong. I can think of other examples, each more of an action RPG than the last.
This is funny, because Josh switched to base-100 so dummies could easily understand their chances (1 point = 5% is too much of a leap for certain goons and such, I've seen their confusion with my own eyes).
I guess you're saying this based on a quote somewhere, in that case I'm surprised he would base such a decision solely on player's opinions and not on his own experience. Apparently "players don't know what's best for them" doesn't apply in some cases.