Prime Junta
Guest
My personal feeling is that it's because of the equipment system, since it's very, very easy to get end game equipment in this game once you get the ability to upgrade your equipment, and it likely makes a much bigger difference than your skills.
Well that doesn't exactly help but I don't think it's the crux of the problem. The real trouble is that the abilities are weaksauce and interchangeable, especially the attack abilities. Anything you or the opposition does boils down to a minor, short-duration debuff or chipping off a few HP. Pick the enemy with the lowest defences and hit him in the opening with your strongest attacks, and a lot of the time he'll be still standing. If you run one of your characters forward and get the entire group of enemies attacking him at once -- which should be a Really Bad Move -- his health will most likely still be in the green zone.
Consider DA:O (not my favourite game by a long shot, but a good reference for the style of mechanics Tyranny attempts). If you get hit by an enemy special attack, from shield bashes to fireballs to that nasty pull thing revenants do, you will notice. Similarly, you can get some pretty lulzy abilities right from the start, that one spell that makes the target immobile and invulnerable, for example, which you can use on your squadmates or the enemy, depending on what you want to do. Yet despite these genuinely impactful abilities, the combat is challenging.
So no, I don't think it's crafting or any other subsystem; it's that the whole thing is incoherent and lacking in impact. It's cRPG combat for people who don't like cRPG combat.