All my performers always have 100% devotion, and using 2-6% devotion on an ability is virtually free. It's hard to influence enemy actions - you can taunt every turn and drag the fight out longer (increasing your chance of dying), you can use escape artist damage reduction (which needs to be increased to be useful), you can try to stun (with a 50% chance, and if you miss. This can happen in virtually any fight (even "easy" ones) where two enemies in a row attack a weak character and they die from 100% health. It's common for a character to get marked then hit by 2 enemies in a row before you have a turn to react and they die. On the flip side of the above, enemy targeting is hard to deal with.The Fakir stun is good because it's 100% at the cost of health, so you can make an informed decision. But 50% chance to stun is so risky it's hard to justify using it - if it's important enough that you need to use it, then it's important enough that you can't afford to miss it. Spinebreaker having reduced accuracy chance makes sense since it's a special ability that does extra damage, and you can equip precision gear to make up for it. Traps having 100% chance of being placed is great too. The illusionist ability that steals positive buffs is a great example of a well-made ability, and using it at the right time is very powerful. Having abilities reliably perform their function leads to much more tactical gameplay. It's hard to make good decisions when RNG could cause your decision to do nothing.However, it heavily encourages save scumming, as losing your party means a loss of resources you cannot recover, which could cause your entire game to be unrecoverable. I like the more linear nature of the game as it effectively eliminates the extreme grind that Darkest Dungeon had.I realize that Hard has its own set of problems but I'll touch on them regardless. I've played 15 hours, am in zone 4, and playing on Hard. I'm liking the game a lot and I wanted to give some general feedback on issues I've come across.
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