I've been playing lots of Divinity: Original Sin lately, and I've been enjoying it quite a bit. The combat is generally very strategic, the story is getting more and more interesting, and there's a lot of loot (a LOT of loot). But I couldn't shake the feeling that the combat was so random at times that strategy didn't matter as much as persistent reloading.
The boss at the end of Act 1, for example, casts an AOE fear at the beginning of the fight. If your party gets a bad roll, everyone will be incapacitated for up to 2 turns, free to get pulverized by the powerful adds. The boss is immune to silence, so this can't be prevented, and fear can't be dispelled. If you don't have the fear immune trait, all you can do is engage over and over until your party gets a good roll, then save and treat that as the true beginning of the fight.
There's another fight in act 1 against a mini-boss named Evelyn who's easily the hardest fight I've had so far. I quickly figured out that there's one add, a skeleton archer who summons a melee pal, who do a truckload of damage. In addition, one will resummon the other if one dies. If I couldn't incapacitate the add and keep him CC'ed for as long as possible, I would stand no chance of survival.
In general, loss of character control is extremely important to all the fights that aren't extremely easy, and if you get CC'ed, or if you fail to CC a strong enemy (based purely on a roll), you may as well reload and start over. While I do enjoy the combat in the game, having a roll fail at a crucial point makes me want to tear my hair out. And I can't help but feel that the constant reloading artificially pads the length of the game.
What do you guys think of games that encourage this type of save scumming? Should rolls be predetermined like in XCOM: EU, to prevent this, or is the problem that CC effects are just too powerful and widespread?
The boss at the end of Act 1, for example, casts an AOE fear at the beginning of the fight. If your party gets a bad roll, everyone will be incapacitated for up to 2 turns, free to get pulverized by the powerful adds. The boss is immune to silence, so this can't be prevented, and fear can't be dispelled. If you don't have the fear immune trait, all you can do is engage over and over until your party gets a good roll, then save and treat that as the true beginning of the fight.
There's another fight in act 1 against a mini-boss named Evelyn who's easily the hardest fight I've had so far. I quickly figured out that there's one add, a skeleton archer who summons a melee pal, who do a truckload of damage. In addition, one will resummon the other if one dies. If I couldn't incapacitate the add and keep him CC'ed for as long as possible, I would stand no chance of survival.
In general, loss of character control is extremely important to all the fights that aren't extremely easy, and if you get CC'ed, or if you fail to CC a strong enemy (based purely on a roll), you may as well reload and start over. While I do enjoy the combat in the game, having a roll fail at a crucial point makes me want to tear my hair out. And I can't help but feel that the constant reloading artificially pads the length of the game.
What do you guys think of games that encourage this type of save scumming? Should rolls be predetermined like in XCOM: EU, to prevent this, or is the problem that CC effects are just too powerful and widespread?