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Second: the armor mechanics work both for the enemy and for you, you get it with an actual armor, put on some gloves and (depending on their stats) you get physical and/or magical armor as well, same goes for shirt, pants, boots, helmet, it's not a random mechanics, that your enemy uses against you, you can use it against them too.
Third: you don't have to make your tanks other than physical, why would you need to teach them spells, you have mages for that, unless you go solo, in that case it's reasonable. But with a balanced mix of tanks and mages, you don't neeed to mess up your physical damage dealers and mages with the other type. That's definitely not a rule, like you make it sound.
I've never heard about potions killing you, unless you're playing an undead, in that case, it's logical, undead are decomposing, decaying ... well undead and healing items and magic hurts them, instead of healing them (it actually heals them, but since their nature is undead, decaying, it goes against their nature, thus hurting/killing them). I don't see anything wrong with it.
Or perhaps I misunderstood your rant. Maybe the game is really that bad, like you make it look and the devs just put random stuff in it and said, holy crap, people would love that, let's sell it!
Driftwood fight against the magisters is strange. I think the magisters need to attack you first, before you do anything, then the town wont turn hostile.
There are still spells to make you tankier (Fortify & Armor of Frost).
Don't multiclass, 2 fighter, 2 mages is most often recommended.
Fighter need warfare for damage (yes, your archer needs max warfare) and a few points in scoundrel to get movement speed. (You can put a point into pyro/geo/hydro for support spells or 2 into aero to teleport enemies)
On Lady Vengeance lower deck is a mirror that lets you reskill your characters for free.
Long and tedious fights. Once you understand how the game works most fights end before turn 3.
I think that's your issue there, As someone who played DOS2 then bought and completed DOS1
I enjoyed my time in DOS1 to be clear, enough to finish the game and replay it several times.
But there were a few issues like the game response to controls being a little unpredicatble, the camera being dragged around by the game during combat, having to pixle-hunt loot, the music hadn't aged well and at times I found the DOS 1 magic system a ballache - having to cast a spell to annul resistances to elemental spells (which included arows with elemental effects iirc) which could fail and thereby screw your party over for a turn with the risk of losing the encounter is kind of why I prefer the streamlined approach taken by DOS2 - wear down the resistances to then deal damage - much less about praying to the RNG god and something you can plan around.
That said I loved the crafting system in DOS1 - detailed and granular except, oddly, flecthing wasn't a thing. You could craft a full set of armour to a given specc to outfit a specific member of the party, adding buffs to weapon or armour pick ups with random buffs to better matcth playstyle and the ability to upgrade weapons and armour so they stayed useful for longer was amazing. You can see the amputaed stumps - the forges, work benches, anvils, the ability to pick up playing cards, laying around the DOS2 world, so perhaps they ran out of time to have the working functionality.
My perfect Divinity game would be the crafting system from DOS1 with the combat system from DOS2 and adding in the level skills by doing aspect cribbed by Bethesda from MUDs of yore.
Regarding your issues with Ifan and flash mobs, just think of any group as Reddit but with line of sight. Another situation you missed in Fort Joy was going into the cave with the Red Prince and having him talk to the liizard merchant there. The dialogue gives you an option to provoke a fight, which if you don't take means all the elves, including the one you probably helped in the square and the kids will try to dogpile your party as the merchant will start attacking.
Ifan is both a wanted killer for hire and a known highly visible "face" from his time in the upper eschelon's of Lucian's army - you see this playing out on the ship to Fort Joy - gamekeeper turned poacher meeting up with his ex comrades. The OPs encounter went pretty much like getting accused of any other crime in DOS2: "Come along quietly or.." plus a couple of options requiring much higher than usual skill checks.
I can't really begin to address each of these points, I'm just really disappointed with your take on the game. This isn't an easy game, and it asks you to learn how to play it. If you completely fail to do so, then yes, you're not going to enjoy it.
One of my original points was that scrolls and spells for putting up in game barriers to protect yourself are gone now -- such as avatar of fire, etc.
That made sense. That was straightforward. You could plan for that eventuality if you were fairly sure you were going to be facing that type of element, and it had a downside if you guessed wrong and got hit with water instead, for example.
Now everything has this barrier (2 really) plus health before anything dies. That does not make sense, leads to a host of problems, the least of which is a massive gear check, and the gear you find is sparse, unreliable (because it has rando stats -- I keep finding spellcasting gear that has warfare on it), and new gear from vendors is expensive (and also random).
As I stated with the British guy (genius man he is), that really is the best way to play the game I've seen so far. It's disappointing that you don't get to talk to anyone while on your indestructible box-of-murder spree, but *shrug* at least you can stop and talk to the animals. Much better than talking to humans anyway.
Lots of things (including some enemies actually) don't have a barier at all. Yes, I'm certainly picking you word by word, but you evidently call for it. There are things like door, crates and whatnot, that don't have any armor at all, you still can target and attack them. And as I mentioned even some enemies have no armor. Sure most of them have either one type, or both, but your comment stated that EVERYTHING now has, which isn't true at all. Everything in the game has a health bar, that's actually true (there's not many games, that give a health bar to static things like furniture), but check lot of things, that you can attack around you and most of them won't have any additional armor at all. And that applies to some enemies, I fought some voidlings, that had no armor, only health bar. Yes, those are just some filler to keep you busy, but there's lot of them at once to make the battle interesting enough.
In the ages between DOS1 and DOS2 mages moved from being restricted to specific schools by feudalist thought to being more renaissance minded.
Runes are still used to add a single type of elemental resistance on armour with slots while the old mindset of needing to counter element with element gave way to a general purpose magical barrier which can be repaired during battles by carrying a shield via Shields Up or by putting 1 point in Hydrosophist and learning Armour of Frost.
I’m not being sarcastic, simply messing with semantics btw.
For this reason the general purpose magic barrier, also known as magical armour, was created
because there are 2 damage types - think of it like real life body armour to protect you from physical injury and ear muffs or simply sticking your fingers in your ears to avoid psychological damage. Or in the case of explosives needing both physical armour and fingers in your ears.
I agree with you on gear - I think the DOS1 crafting system is superior - even if you picked up an okay piece of gear you could adapt it to match your needs more closely, and DOS 1 also tried to prolong the life of gear. DOS2 is closer to a looter shooter where the majority of gear is okay-ish with occasional rare or ultra rare drops.
The reason being isn’t down to a broken buff randomiser but rather Warfare’s the school that Nercromancy uses to raise damage output on its spells which all attack physical armour. It's unique among the mage schools who all target Magical armour. The Necromancy skill itself governs how much health you leech back from your targets once you’ve broken through their armour.