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Later items can make you imune to certain effects, but in the end it mostly boils down to be the one that chain-CCs first.
If its other status effects most have a counter to get you out. frozen? then use fire. if its a hard cc like polymoph thats / madness thats kinda the point of those skills.
Mind-boggling that Larian went with such a stupid system. It make the game ridiculously easy.
works even better in area with narrow passage ... either water/electrocute or water/freeze and you're safe from harm.
cant fully agree with abilitys in this game even warrior can be very dangerous for example i did mix warrior with pyrotehnic great combo just to use haste and one more fire skill rest my skills are warfare i proposite to gave warrior abilitys that knock off enemys and phoenix dive that abilitys will make that mages will become weake
but its just my opinnion there is many mix of skills that can be maybe even more powerfull
just remember this enemy that cant do move is dead enemy best way to control fight
you mention lightning stun it is strong but it that power also got its minus you cant throw it like you want coz some places are in water or fog and you can stun your all part the same way got for enemys yes it is powerfull stun but other cc skills are also very strong whole game is about tactics and knowing how to counter each elemental
You have no idea what you are talking about.
The first game at least had randomness where the enemies could make a bodybuilding/willpower assited saving throw each round to shrug off the cc effects.
Now, with DOS2 the game is completely deterministic. You blast through one armor type or the other, and then all your cc is now 100% guaranteed to land and last the full duration.
You would have to be playing with no tactical considerations to find this more challenging.
It is trivially easy to go through the current content with 1 single mage chracter and nobody else in your party.
Beat the turtles and crocs at level 2
Beat the arena fight at level 3
Beat the Hound Master and his adds at level 2 with just the 3 skills from character creation
Wiped out all of fort Joy from that point on
On into the swamp and still wiping the floor in all fights
It's because there is no randomness with cc anymore. You know when you have 100% failure chance, so don't use it. And when you do know it will land it is trivial to chain cc and burn all their hp down, no matter how much they have.
And also, no matter how many opponents. Because again, it's trivially easy to split up groups and fight them 1 or 2 at a time.
You are sadly mistaken if you think this new system does anything other than make the game absurdly easy.
My only hope is that they overtune Tactician difficulty and leave it that way when the clueless players cry over how hard it is.
Pure fighters were just as OP if you know what you are doing. Beat the original and EE with a group using no magic of any kind on Tactician difficulty. Nobody had any points in Pyro, Geo, Hydro, Aero or Witch. All healing was done with food. No potions needed either.
But it did require a fair amount of planning and thought on how to approach the fights early on. But by level 12 or so it was by far the most OP group that I went through the game with.
Did the same thing in DOS2 with a group of 4 using no magic. The new armor system makes it even easier because as mentioned, you know exactly what will hapen with respect to cc.
I also love the armor system over the system of the first game, because it actually encourages hybrid builds, and experimenting.
In Dos1 the game actively punished you for not being a pure character, because not only did hybrids do less damage, but their abilities would fail often, because it was hard to put enough points into attributes to get 100% sucesses, so you had to worry about enemey saving throws, AND you had to worry about attacks applying their effects, AND worry about dices roles for buffs, and other abilities working or not.
The armor system has let me experiment with so many diffrent fun party builds, that would flat out fail in Dos1/EE, and I love it.
Bear in mind that they did add an anti CC skill line ... its just not that effective the way it is right now unless highly invested
recover 5% of related protection after a cc per point .. yeah if you have a tanky build and 10 points invested it could be useful. but below that and without a shield not really.
But barely a month ago this didn't even existed, so i'm pretty confident that they will improve the CC fest around release.