rakenan wrote:When they make it possible to spec a character as a "tank" and have him actually take the beatings, I'll care whether my tactics are cheap. Since they instead made it so the only way to win combat is to not let enemies actually attack you, I play the game by the rules they give me. Dancing around your foes to avoid getting attacked is the way the game is meant to be played. It's like complaining that it feels wrong in chess to capture a pawn from all the way across the board with your rook, when the pawn only gets to move one square straight ahead.
Fighters with decent Dex, the Evasive Trait and decent Armor skill (up to Light or Heavy depending on what you have available in your inventory) can take absolutely massive assault. if you're building your Fighters to be glass cannons with pure Strength and Willpower and no Armor or Dodge, of course you're gonna be eaten.
think of this way: Fighters only need Strength because armor and weapons are heavy. Dexterity is your tanks' main attribute, ahead of even Vitality. the Evasion attribute seems to be a pure %chance to dodge, and it's easily possible to have both frontline Fighters at 40-50% Evasion in mid/late game with 40-50 Protection. that's plenty to absorb a surprising number of blows from even a Tunnel Ogre, though "dancing" is still what will avoid the majority of oncoming attacks.
bottom line: you can go toe to toe
if you build right, but it's not the most efficient.