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As much as you repeat that this post isn't about the game being too hard for you that's all it sounds like. And just because you admitted to not wanting to play the game with everything that it gives you because of some personal agenda that ''this isn't how the game should be played and is bad design''.
They give you everything you need to overcome anything easily, in fact I would argue too easily. The game is severely unbalanced because the player is too op if you use everything you can. If anything should be complained about it's that not the enemies that die from 2 spells late game.
On that topic, I really do feel like this is a classic instance of not playing Divinity OS2 as Divinity OS2 and expecting RPG concepts from other media to translate here. Tanks really just do not work in this game. They really don't. There IS an aggro system and just about all of it makes the standard tank build the single least likely to be focused character you can make.
As for railroading... I think that's just the unfortunate reality of turning D&D into a video game like this. There's only so many things they can program into the game for you to do. As a friend and I were just discussing last night, Larian has a very unique problem when it comes to game development. They literally just keep going until they run out of budget for development and kinda get force-stopped by that. So those other options you want them to have at certain spots? Never got added because they ran out of money to add it.
As for the Fane and undead thing, the only explanation is the loremaster skill. Players can see an undead if they're hidden like Dallis at the very start of the game. SO they let the enemy do that too. Honestly, I think its a good thing despite it being immersion breaking, just because the game would be far too easy if enemies basically CC themselves using poison against your undead. Making every encounter require the enemy to trial and error their way around your undead status wouldn't make for good gameplay and would make undead even stronger than they already are (would be best "race" to be if elf racial wasn't so OP). So while I can agree its annoying, I can't agree that it should work differently. Its definitely a hard call to make but I think they made the right one in the end. Definitely a 51%/49% kind of deal where its really close as to which way they should have went.
As for the fight you mention with Malady and the like, all of act 4 was pretty rushed and some parts never got the polish it needed. The fight itself isn't supposed to be won by defeating the enemy though. It has its gimmick with the mirrors you have to break. You're supposed to play a run and hide style there and just escape. Yeah, more railroading in the fights I suppose, not much to be done about it though.
Every time I replay through this game I always get so absorbed with how tightly designed the first two islands are that I forget how the third island is kinda've a mess and Arx just has annoying fights.
You're right about the tank bits. Problem is that this game has all of these features that make playing Tanks or Bruisers seem like a sound idea and I TRY to do that on every playthrough because those are my favorite classes in any game. I like Barbarians and Grapplers and what not when it comes to roleplay or fighting game settings. And this game has all of the material there... But god are they weak. The main reason I have them in the party is mostly for distraction purposes because you can manipulate the AI into attacking the nearest possible thing if you position characters correctly ahead of time, especially if you have half the squad entire the fight after it has begun. I just hate that they aren't ACTUALLY a viable option in this game.
There are some other people in these comments that seem like they missed the point I was making entirely, especially the part where I deliberately made a point of saying verbatim: "I am not saying this is overly difficult or that the encounter is impossible. Not by any measure. What I am saying is that the difficulty here is artificial, not organic, and that the encounter IS NOT FUN." I said this because I KNEW there would be some contrarians that would walk in and be like "Oh you're just not playing the game right, lol". No, I don't like a game that is largely about having options suddenly railroading you into a few niche solutions. It's like playing a Fighting Game and having some of your favorite characters be woefully nerfed or underpowered and then having other players be like "Oh just play top tiers, lol". This is a ROLEPLAYING game first and foremost, when you compromise the player's ability to immerse themselves, you've done something wrong. That, and I do love this ♥♥♥♥♥♥♥ game. In fact I wouldn't make these posts if I didn't, I simply think it could do better in certain areas. You're right, it's HARD to do a totally faithful adaptation of a DND style game without compromising things here and there and Larian running their budget thin would definitely explain a lot of the issues.
As for the whole bit about Fane I felt I had to bring up simply because one of the most popular mods in the Workshop is literally "No More Psychic AI". Loremaster can explain some of it, just not all of it. I made the "Meta-Gamer" comment about how it felt because at time it genuinely does feel like a player at your table that is ruining the fun by having the actual DND handbook in their lap looking up exactly how to exploit your biggest weaknesses.
I'll agree there's some fights that tend to be more tedious than fun. Though most of the more difficult fights tend to be my favorites. As someone who tends to dislike the META in any game, I like the less popular of efficient methods myself. In Divinity's case, it just takes learning the game more to really make the sub-par stuff shine. I think my favorite build was the memory main I used that dealt nearly no damage but had just about every spell at their disposal. Efficient? No. Fun? Most certainly. Learned a lot of neat combos that way too.
Big fan of D&D myself, I'm in three different campaigns right now and have a new character concept I'm really wanting to play, just need a new game to play it in. It isn't META by any means, though it does get proficiency in half the skills and expertise in half of those. In combat though it'll be a little bit lackluster to a degree. Slippery maybe, but I won't break any kill count records for sure. But the concept seems like it'd be fun. Of my other characters though, most are frontliners just like you say you like. I know how enjoyable they can be, even if you're just protecting your allies or setting them up for success. Hell, my Wizard in the game I'll be doing tonight is still a frontliner at times using the Bladesinger subclass. Even in casters I can't get away from the frontlines.
My current party setup is Lohse taking up Warfare in a Constitution Heavy build that has made her nigh unkillable and I'll throw her in to taunt people and hit with sweeping AOE attacks, then there's my custom Dwarf running the Berserk loadout who is almost as beefy but can just absolutely ruin people in melee range, then I changed Sebille from an Assassin to a Ranger midway through (The Rogue builds honestly get really dull past a certain point, especially after casting Adrenaline and her other Action Point ability repeatedly) and I just hit people from afar which I enjoy, and then I have Fan. Fane was originally a Geomancer/Pyromancer build before I just said "I want him to be the Avatar" and cross-built with Aerosophist and Hydrosophist since I took Geomancy out of my Dwarf's build early game. Essentially, he's a swiss army knife and it's really fun, especially since the mods I have expanded the spell categories.
... And then comes in all those "Let me steal your turn" Status Ailments that just spoil the fun. Even with absurdly high Physical and Magical armor, the AI will burn through it just to get a Terrify out. If that doesn't work, they'll use spells to hold them down that don't even need to get past Magical Armor. I think Transfixed is one of them? Either way, the gameplay boils down to literally doing nothing and sitting there and watching the party just get laid into. Past a certain point, if the AI has not killed you, they literally don't know what to do without spells to abuse and will start blundering, but just the fact that I'm sitting there for 2-4 rounds watching without a single shred of input is silly, and this is with the game modified to DECREASE these elements.
Senki up there brought up turn based RPG's always being like this which I find funny as an oldschool FF fan. Those games have times like this, sure, except they don't beat you over the head with it. Like the occasional Great Malboro wiping your party with Bad Breath isn't a comparable situation to this game where every major fight starts turning into "Well just steal their turn". Essentially, what should be an occasional gimmick starts appearing too often. Mind you, this game has "Soft" status ailments. It has things like Root and Silenced, it just DOES NOT use them nearly as often.
Remember that lizards are the best lovers.
That’s just how this stuff works. Though if your tank is in any way a hard hitter compared to your Ranger, then your point allocations or something must be off. Archers are beyond any doubt the single highest damage dealing weapon user in the game. If not, then they’re typically build wrong. My personal favorite is making an elemental ranger who deals more magic than physical while still keeping that base physical damage. Only good “true hybrid” in the game really.
alsol i do have a sense for love
so your ok whit it that you cant build characters how you want? being ok that some thing like the tank dont actualy work? that some sort of spellsword dont work? and so being forced to play in a specific way? alsol i dont even play that trash of final fantasy, i preffer dragonquest, the true jrpg, speaking of rpg, every rpg is differend, meaning that you cant realy take 2 way differend games to try look to make the same, but i still think that everything sould be able to stunlock something, i dont know how it is later, im level 10 in driftwood right now, but he makes it sound like that the enemy will just stunlock you no matter what, wich honestly is never fun to just be able to do nothing exchept not getttin hit, wich of course whit range attacks may not realy be possible
Short answer is yes. Maybe in the distant future games will be able to adjust themselves based on any playstyle a player prefers, but right now you have to go by what works based on the game's rules. It's a matter of dealing with hard limitations, not about what one wants or likes.
Tank does work. You just have to build it with Glass Cannon talent as a basis; with that the enemies actually focus your tank, making it act as the aggro target it's supposed to be. Chaoslink says tanks are pointless because a full DPS team is always more effective than a team with a tank in it; this does not mean that playing tanks is not possible. Two very different concepts.
I'm not familiar with the concept of a "spellsword", but melees do benefit from several spells that are pretty much meant to be used by a melee character.
One concept that is dead in the water is frontliner, at least on Tactician. More than half of the enemies you encounter have some type of movement or displacement skill, making front/backlines a moot concept since enemies can generally travel to either one.
This is incorrect. The damage enemies deal gets higher and higher as game goes on, meaning your armor does get ripped to shreds pretty fast. However, I've never been forced into a position where I got stunlocked to death. There are enough defensive/supportive mechanics to fight any debuffs or cc the enemy might inflict upon you.
Even without a magic class in your party you can generally craft enough spell scrolls to make yourself feel safe in case the ♥♥♥♥ does hit the fan.
I played the game solely on the highest difficulty (Tactician/Honour) and never used a mod to things easier, whereas OP needs mods that make the game easier even though he already plays on a lower difficulty (or that's the idea I'm getting anyway); the difference is that I don't shy away from learning the game mechanics. The claim that you need to have a very specific strategy for some encounter is total bull. Game offers you enough tools to go about any encounter in multiple ways.