I don't like several of the new design decisions. Biggest problems for me are the removal of the universal talents which makes leveling up/building up single class chars pretty railroady and boring - and the new penetration system which forces you to concentrate on penetration and nothing else. You can hit like a flying truck on steroids, but if you have 7 penetration and your opponent has 8 armor your truck turns into a very soft and wet noodle made out of 1-layered, recycled toilet paper.
A lot of the brick wall penetration problem in the early beta is because the beta characters are badly under-geared.
Console-command yourself a set of Fine weapons and a lot of the problems go away.
Also, everything on the main island by the starting town is high level for the starting party -- go east to the dungeon, that poko kohara zone is appropriately levelled.
Final thing you can do is have at least one party member with an ability that breaks open armor. A barbarian weilding a mace, a chanter with hel-hyraf's, or a mage with expose vulnerabilities, all are good ways to solve the problem.
I mean, I agree there are some polishing issues there that need to be addressed, but don't dismiss the system based on the first few fights of the beta -- I had the same "F*ck This" reaction at first but it's growing on me. It's a threshold that has to be crossed over yes but once you're past it there's a lot of depth to be explored in the new system (especially with afflictions/ inspiration and concentration/ interruption).
I kinda agree on the talents issue and I hope they rework that a bit.
Edited by Dr. Hieronymous Alloy, 18 November 2017 - 09:30 PM.