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Divinity Divinity: Original Sin 2 - Definitive Edition

Reapa

Doom Preacher
Joined
Jul 10, 2009
Messages
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Location
Germany
How exactly would a non-deterministic system work?????

for example physical armor protects against Taunt
this is beyond retarded and it's symbolic for the lazy mechanics design Larian keeps crapping out.
They could've just not given out CC abilities like candy to everyone if they didn't want everything to devolve into CC spam. Make them rare and/or higher level, with long "cooldowns", so you have to use them wisely.
or even better than cooldowns: casting time
i'll never understand why no one criticizes the fucking cooldowns. they make absolutely no sense what so ever. bruce lee was said to be able to punch 7 times in a second. imagine him waiting a few turns for his fist to cool off.
it's fucking obvious that Larian either can't come up with a sensible RPG mechanics system or just won't bother. after all, world of warcraft had cooldowns and sold millions.
they shat out a fucking 27gb turd of a game with a ton of cosmetic customization options like skyrim and a mechanics system that's inferior to fucking skyrim!!! FFS!!! even skyrim had different percentage gains per skill point for different skills. are you serious Larian??? a fucking 5% increase on every fucking skill for every fucking skill level??? level centric damage scaling???
and what's with this shit about every class having to be awesome? the pursuit of this idiocy is in itself so fucking stupid it goes against the very principle of teamwork. a party has to be composed of different characters with wildly different purposes which complement each other, not a fucking leaderboard of who does the most damage!!! even fucking shooters manage to implement different roles with different abilities. there are snipers, medics, explosive specialists, engineers... how the fuck does one manage to make every fucking class do the same fucking shit in a fucking fantasy game where on top of all that you also have magic at your disposal??? how can stun become such a big deal that you need to implement a fucking shield system to make people do some damage with any of their characters before resorting to one hit mass stun lock?
how hard is it to implement a simple mage doing his job casting some devastating spell for a few rounds somewhere in the back, while being vulnerable to interruptions to give the fucking tank a fucking reason to use his taunt ability, while the ranger tries to interrupt the enemy mage and the thief sneaks up either behind the enemy tank to stab him in the back or behind the enemy ranger to keep him from interrupting or behind the enemy mage to one hit the shit out of him while he's spell casting?
that would be tactical. not this fucking hp, armor/shield and damage per round bloat.
and then there's the environmental hazards. i hear people are saying fire doesn't seem to burn in this game. fuck you Larian! if you're going to implement environmental hazards, make them fucking hazardous to stay in! who the fuck is gonna believe that some idiot will keep fighting while burning??? how is it even an option not to run around screaming or at least get a fucking huge penalty to accuracy or concentration or god forbid fucking die while on fire?

TL/DR: you're on a fucking forum! learn to read! i"m not gonna do a voice over!
 
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IHaveHugeNick

Arcane
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Messages
1,870,124
At least it's selling well, I think the genre needed a commercial success after couple of underwhelming releases (SR:HK, Tranny, Torment et. al)
 

Abu Antar

Turn-based Poster
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Messages
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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I restarted with 2 wand/shield wielding mages, one two handed weapons fighter and an archer/buffer type. My mages have an a ridiculous amount of armor. My fighter handles himself decently, healed by poison and can't take any blood damage. My archer is now starting to deal very nice damage, especially with ricochet and barrage. My only problem is that I need to buy more skills for my fighter. The other characters have been a priority.

Done with the toads, crocodiles, fort and some other fights. Now in the marsh, going to the BR armory. Good times.

My strategy is to take down the same enemy with the mages and then let the fighter and archer focus on an enemy. This way, each "team" can focus on one type of shield.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,394
So, they fixed the problem of the original of whoever has the higher initiative to spam CC first wins by making CC spells useless and straight damage spells being the best?
 

Jezal_k23

Guest
Quests that, as far as I can see, are stuck in my log (got nothing to do next on them):

The arena of Fort Joy: won the fight, got collar removed, spoke with the thorny one and she asks me if I want to fight one of my companions. I can't, only option is to decline. Quest stuck?

The imprisoned elf: killed Griff, freed Amyro, talked to Saheira, got another quest, "the tribe of Saheira". Quest stuck? I don't know.

Withermoore's soul jar: freed his soul, he died and the quest is in the log still.

Maybe I'll have updates on them later on down the line, but the game does a bad job at communicating that. You're not sure if it's stuck or if you'll have more stuff to do in the future.
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,052
Apparently you can romance and any companion regardless of your race/gender . Some guy from russian imageboard playing a Red Prince showed Fane some lizard's tongue tricks .

To people bashing stats/attributes in this game . I did it myself a couple of pages ago , but I must say the streamlining of them is kind of compensated by skills . It looks like in this game the are more combinations and tactics you can go for and more builds you can create , since the game is so friendly to hybrids now . For example it's easy to build a "tank" character that will be able to taunt enemies into attacking him , reflect damage and live through huge damage , that wasn't possible in DOS . Still I would've prefered Larian to improve on original implementation , not streamlining it like this .

Also the loot is better than it was in the first game , don't know why people are complaining . There are plenty of unique items and strong green/blue stuff lying in containers or merchants pockets . The game even teases you from the beggining with the set of gear Braccus Rex wore , it's powerful , but items are cursed , haven't figure out what to do with them yet . Didn't do much of it , but haven't found OP recipes .

Despite numerous claims of retarded writting it's still MILES ahead of how it was in the previous games . I say even on itself it's good , better than some of stuff Obsidian writes . And while the third person dialogue might make reading harder I still appreciate them , you know in every RPG there are situations where wording of lines in dialogues doesn't fit the character I'm playing and there's nothing you can do about it , but it's much less apparent in DOS2 .

Some of the C&C are rather annoying I must say , if somebody has to die IT MUST BE A MOTHERFUCKING SKILL MERCHANT !!! Seriously , the only guy I know that was selling geomancer spells was on the Girff thugs and I slaughtered them a long time ago , where the fuck do I find another one ?

Oh and about tactician mode , I saw what people said about stat bloat and decided to not play it , I find such implementation completely retarded . Just giving enemies some CC abilities would've already made game much harder .

So, they fixed the problem of the original of whoever has the higher initiative to spam CC first wins by making CC spells useless and straight damage spells being the best?
No , I find my CC skills being constantly on cooldown . Very rarely you can kill even one enemy in one round , so to not get slapped back you have to CC them , and then CC skills deal decent damage and plenty of them are AOE , so you can knock multiple fuckers down in one use and damage those who's armor is still up . But yeah some of them recieved a huge inderect nerf , like warfare's Battering Ram , I just don't know how to use with current armor mechanics , only like a point blank knock down I guess .
 
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Sentinel

Arcane
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Ommadawn
like warfare's Battering Ram , I just don't know how to use with current armor mechanics , only like a point blank knock down I guess .
Can't you use it as disengange to get out of a sticky situation and avoid opportunity attacks? I think I did that twice today.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
How Larian's quick response to the Russian/French/German Unholy Alliance's review bombing saved the day:

E1PXBfv.png


247 negative reviews on the release day, and 110 removed negative reviews in the next day.
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,052
like warfare's Battering Ram , I just don't know how to use with current armor mechanics , only like a point blank knock down I guess .
Can't you use it as disengange to get out of a sticky situation and avoid opportunity attacks? I think I did that twice today.
Well my only fighter in the party also uses necromancy , so he liches life , uses shackles of pain and I don't mind him getting hit . In fact your post gave me an idea to actually run around melee enemies collecting attacks of opportunities , the damade received will be healed by liching anyway and since shackles of pain transfer 100% of damage it can easily result in over 100 damage per turn .
 

anus_pounder

Arcane
Joined
Mar 20, 2010
Messages
5,972
Location
Yiffing in Hell
Quest logs seem fucked up. Like 75% of the quests on Fort Joy Island never get ticked off despite getting to the reward screen. I can't bring myself to continue, despite enjoying the game, until this is fixed. :(
 

Alienman

Retro-Fascist
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
So after playing some more, I have to say... the addition of the armor mechanic has to be one of the most retarded design decisions ever for a sequel. Now I haven't gotten too far yet so there is a small chance that stuff feels differently after a few hours in-game, but the combat between me and my co-op partner has been she does one kind of damage and I do another. We are basically killing the same creature twice...

I rolled a cleric with healing and some necromancer skills. Those necro skills are totally useless since everyone is protected by magic armor which means they are immune to my "cool" necro things that are supposed to do more than damage. So I have become a heal bot that can heal each fourth turn or whatever and yeah, I occasionally whack things a little with my ax to help get rid of the melee armor since doing magic damage just seem pointless.

My partner rolled a ranger, and her pick-up companion is the lizard and he is a soldier. So she is 100% "melee damage focused". She basically does zero magic damage which means we are chipping away on two different HP bars instead of helping each other out. And she does a far better job at chipping away at her armor thing than I do with mine, so my character and the mage companion I have just feels superfluous except that I can heal once in a while, while the mage does... nothing? The whole thing is ridicules. In the first game you can plan out who to CC and every turn felt like you did something, but here... oh man. There is no excitement when my turn comes up. I'm not sure what happened here to be honest...

And yeah don't forget the resistance too... that plays a part too. It seems easier to just go pure melee or ranger and just focus on one "HP-bar".

The game might get better later on but I'm feeling real bitter at the moment.
 
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DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,394
Really bad to hear this, the only reason I want this game is for combat. Just a question, the enemies have an HP bar and a physical and magical armor bars and you can only affect them with CC once the armor bars are depleted, how big are the armor bars in comparison with the HP bar? If the armor bars on enemies are big enough, I can easily see a scenario where what matters is only damage as by the time you deplete the armor bars, the enemy is halfway dead anyway. Do the enemy armor on tactician mode make them pretty much invulnerable to your attacks for most of a fight if you don't have great damage skills or is there enough to just protect them for one round or two to avoid first round CC spam?
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Just a reminder I haven't gotten far. Maybe later you get powerful enough to slice through the armor bar in one go - which means you can stun and snare from the get go. But from what I played in tactician mode you have to stand and take it for a couple of turns and hope to god your armor bar last longer than your enemy. The armor seemed really large compared to the damage we could do. Anyway, It's really boring gameplay, especially for a hybrid character.
 

Sjukob

Arcane
Joined
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Messages
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Really bad to hear this, the only reason I want this game is for combat. Just a question, the enemies have an HP bar and a physical and magical armor bars and you can only affect them with CC once the armor bars are depleted, how big are the armor bars in comparison with the HP bar? If the armor bars on enemies are big enough, I can easily see a scenario where what matters is only damage as by the time you deplete the armor bars, the enemy is halfway dead anyway. Do the enemy armor on tactician mode make them pretty much invulnerable to your attacks for most of a fight if you don't have great damage skills or is there enough to just protect them for one round or two to avoid first round CC spam
In general mages have high magic armor , but low physical , warriors are the opposite and rangers are in between . Say if your character can deplete enemy's profile armor ( warrior's physical for example ) in 1 turn that means his damage is really good . For the most part profile armor is really like a second hp bar , in the first act it's really hard to just kill an enemy in 1 round even if he has low armor against your damage type , so you strip the armor and then CC him . This really creates mages vs warriors situation where you want to go after enemies with least resistance .

By all means it's not as bad as people portray it to be , but it's not that fun . It happens that I find myself in a situation where my attacks are rather pointless because of that mechanic . Eh , at least it works .

EDIT: Why are you playing tactician people ? The design of that mode is beyond retarded . It looks like it was created for people who want to break , exploit and abuse the game , not for a regular playthrough .
 
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Smashing Axe

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Divinity: Original Sin
Are skills and abilities besides Persuasion appearing as dialogue checks at all? In singleplayer is it important for your main character to have Persuasion to manage your companions?
 

Sentinel

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Ommadawn
I don't even understand what Persuasion does. Everytime a "persuation" check shows up the options are all based on my ability scores instead of my Civil Abilities. Does it just add my Persuation Score to the Ability Score (Strength/Wits/Intelligence....) I picked or something? Doesn't even seem to work since I've been failing every persuasion attempt with my STR focused barb.
 

Alienman

Retro-Fascist
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Really bad to hear this, the only reason I want this game is for combat. Just a question, the enemies have an HP bar and a physical and magical armor bars and you can only affect them with CC once the armor bars are depleted, how big are the armor bars in comparison with the HP bar? If the armor bars on enemies are big enough, I can easily see a scenario where what matters is only damage as by the time you deplete the armor bars, the enemy is halfway dead anyway. Do the enemy armor on tactician mode make them pretty much invulnerable to your attacks for most of a fight if you don't have great damage skills or is there enough to just protect them for one round or two to avoid first round CC spam
In general mages have high magic armor , but low physical , warriors are the opposite and rangers are in between . Say if your character can deplete enemy's profile armor ( warrior's physical for example ) in 1 turn that means his damage is really good . For the most part profile armor is really like a second hp bar , in the first act it's really hard to just kill an enemy in 1 round even if he has low armor against your damage type , so you strip the armor and then CC him . This really creates mages vs warriors situation where you want to go after enemies with least resistance .

By all means it's not as bad as people portray it to be , but it's not that fun . It happens that I find myself in a situation where my attacks are rather pointless because of that mechanic . Eh , at least it works .

EDIT: Why are you playing tactician people ? The design of that mode is beyond retarded . It looks like it was created for people who want to break , exploit and abuse the game , not for a regular playthrough .

I picked tactician because the original game got so damn easy mid-to end. I had no idea about the armor things, I was going in thinking it would be the same.
 

Prime Junta

Guest
And I'm not sure the EE will fix it because currently there's no real save system so they'd have to implement one from scratch.

A save system is just numbers. Those are easy to put in and adjust.

Of course you'd have to rebalance everything for it, but that's certainly doable too.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,029
I don't even understand what Persuasion does. Everytime a "persuation" check shows up the options are all based on my ability scores instead of my Civil Abilities. Does it just add my Persuation Score to the Ability Score (Strength/Wits/Intelligence....) I picked or something? Doesn't even seem to work since I've been failing every persuasion attempt with my STR focused barb.

I don't know what it does but I can tell you this:

My main character has 30+ INT and no Persuation.
My fighter character had 30+ STR and 5 Persuation.

My main character fail all conversation checks even when they display the INT requirement.
My fighter character succeeds in all conversation checks regardless of the INT/STR/WIT requirements.

I think it's really retarded.
 

Belegarsson

Think about hairy dwarfs all the time ( ͡° ͜ʖ ͡°)
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Steve gets a Kidney but I don't even get a tag.
Quest logs seem fucked up. Like 75% of the quests on Fort Joy Island never get ticked off despite getting to the reward screen. I can't bring myself to continue, despite enjoying the game, until this is fixed. :(
Be careful with some quests in Fort Joy, Withermoore or the dragon, I couldn't find any way to continue those quests yet once I left act 1, journal closed all those quests since apparently I didn't complete them...? The dragon quest for example, I used the purging wand to turn him back to lizard form, then he thanked me, gave me reward then flew away, said he would support me in dire time. I googled a bit and found out that the quest finishes with him destroying shreikers when you're on your way to Bishop Alexander. However, I already took care of them with another wand I got from dark cave, so he never showed up, quest couldn't complete and journal now says he'll have to save himself :salute:
 

toro

Arcane
Vatnik
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Apr 14, 2009
Messages
14,029
There were 2 updates to the game and now it crashes on quick load. I guess Russian translations were too much to handle.

I have to give up for now.
 
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