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ITNW1989 a from Big Meat, USA Since: Nov, 2012 Relationship Status: GAR for Archer
a
#126: Oct 1st 2017 at 1:14:25 PM

[up][up] I'm not sure if you've reached the Black Pits yet, but that place, man. I still suffer from nightmares from that area.

Hitokiri in the streets, daishouri in the sheets.
Ghilz Perpetually Confused from Yeeted at Relativistic Velocities Since: Jan, 2001 Relationship Status: Barbecuing
Perpetually Confused
#127: Oct 1st 2017 at 4:54:43 PM

[up] Even simple tasks like keeping the cat alive. Just lost 2 hours of progress in my last playthrough coz the cat got nuked during one the fights where the AI re-enacts Dresden and I never noticed.

ITNW1989 a from Big Meat, USA Since: Nov, 2012 Relationship Status: GAR for Archer
a
#128: Oct 1st 2017 at 4:59:13 PM

Surprisingly I never actually had that much of a problem keeping the cat alive in Fort Joy. Every battle the little guy seemed to know where to run to get as far away as possible from my enemies.

Hitokiri in the streets, daishouri in the sheets.
Unsung it's a living from a tenement of clay Since: Jun, 2016
it's a living
#129: Oct 1st 2017 at 5:05:50 PM

That sucks. The cat's pretty good about running away from fights now— it doesn't have a turn in combat, it just runs as far away as it can as soon as a fight breaks out.

...One of the archers at the guard post in front of the main gate *will* shoot it for some reason, though.

If it helps, you get the cat as soon as you escape the fort, and you can always come back after you escape. I'm not sure you can avoid the fight with the guards in the dungeon, but other than that it should be possible to escape without triggering any other battles.

Ghilz Perpetually Confused from Yeeted at Relativistic Velocities Since: Jan, 2001 Relationship Status: Barbecuing
Cozzer Since: Mar, 2015
#131: Oct 2nd 2017 at 12:42:40 AM

So, I (very, very barely) defeated the Wrecker Cave boss (by completely ignoring the minions since they die when he dies, throwing restoration scrolls at his undead ass to balance his minions throwing poison at him, and killing him before any of my characters dies and he can turn into his second form). A quick sneaking session in the Magisters headquarters later, I think I'm done with the Driftwood quests.

I hadn't done the Driftwood Arena and I'm going to do it now, and also try to find other ways to get experience/gold, because my characters are Level 11 and sort of underequipped, while all the zones I could go next are Level 12 and would probably kick my ass. I could redo the ritual now, since I got my second Source point, but I think I'm going to try finding another Source Master or two before trying it.

edited 2nd Oct '17 12:43:30 AM by Cozzer

joergenjetsam from The city of constant rain Since: Dec, 2012 Relationship Status: Shipping fictional characters
#132: Oct 2nd 2017 at 1:01:58 AM

The game provides quite a few source masters to learn from, and it's in your interest to learn from all of them. After you get all the source points they'll give you spells instead, some of which are really good.

Conception is sin Birth is pain Life is toil Death is inevitable
Ghilz Perpetually Confused from Yeeted at Relativistic Velocities Since: Jan, 2001 Relationship Status: Barbecuing
Perpetually Confused
#133: Oct 3rd 2017 at 1:27:19 PM

Some of this is familiar if you played the first. (How to abuse stealing to improve relations, and remove the stolen tag off items).

edited 3rd Oct '17 1:31:12 PM by Ghilz

Cozzer Since: Mar, 2015
#134: Oct 4th 2017 at 7:17:13 AM

I'm at level 13, in the Blackpits, and the pieces of the gameplay are finally starting to fit together and it all makes more sense. [lol]

For Lohse (my main), I realized that not only Summoning skills, but also support magic of other schools aren't dependent on Intelligence. So, a quick respeccing session later, she's a very efficient archer/summoner/support hydrosophist. She puts most ability points in Summoning and Hydrosophist, but compensates her low Huntsman skill with tons of Finesse (since she doesn't have to put attribute points in Intelligence), and she has lots of Memory.

Ifan has a few very useful Polymorphism skills to move around and regenerate his own armor, and is my main offensive force. (He has a few points in Retribution for good measure, since a lot of enemies target him). The Pawn (each turn, you get 1AP worth of free movement) is an extremely useful talent for him, since his movement rate is pretty high. He can basically always backstab, unless he gets unlucky.

The Red Prince is still a tank, but with a few useful skills and The Pawn to improve mobility, he's way more useful. Throwing his shield is still his strongest offensive move, though. [lol]

Fane is the one I'm less convinced about... he's a pure mage, but unless Lohse summons an elemental minion, he doesn't have anybody to stack magical damage with. He dominates when there are enemies with very low magical armor, though. I made him a good Necromancer, so he has a few spells that target physical armor and can contribute even when targeting magical armor is useless (also, the "cure yourself by dealing damage" Necromancy bonus is invaluable for an undead). He's also a decent Geomancer and can help keeping physical armor high for the party.

After this round of respeccing and a bit of shopping, I found the battles way easier to deal with. They're still challenging, but I don't feel like I'm always one step away from losing anymore.

Ghilz Perpetually Confused from Yeeted at Relativistic Velocities Since: Jan, 2001 Relationship Status: Barbecuing
Perpetually Confused
#135: Oct 4th 2017 at 9:12:35 AM

I got some headway with a fairly tanky party. Fane as a Death Knight (Sword and Board + Necromancy and Warfare and tiny bit of Geomancy)

Red Prince as a Cleric

Beast as an Enchanter (Aerotheurgy + Hydrotheurgy)

Sybille as a Ranger (splash of Polymorphing).

Party's done fairly well since they can outlast a lot of enemies.

ITNW1989 a from Big Meat, USA Since: Nov, 2012 Relationship Status: GAR for Archer
a
#136: Oct 4th 2017 at 9:31:16 AM

My Lohse can deal with magic armor surprisingly well, even with only my battlemage Ifan as a support caster (he mainly deals physical damage and conditions, his spells mostly being Hydro and Aero) and my Sebille occasionally throwing around some elemental arrows.

Hitokiri in the streets, daishouri in the sheets.
joergenjetsam from The city of constant rain Since: Dec, 2012 Relationship Status: Shipping fictional characters
#137: Oct 5th 2017 at 1:39:23 AM

I ran a party with the Red Prince as a pure fighter with two-handed weapons, Fane as a Scoundrel with some Geomancer, Lohse as an aero/hydro/pyro and my own custom as a Summoning/Necromancer hybrid.

Overall it went well. Since your summons' stats are entirely dependent on 1. your summoning skill and 2. your level, towards the end my bone widows and incarnates were disgustingly powerful.

In terms of damage I'd say Lohse was overall the weakest?

Which was usually fine, she had a shield for survivability. She could fairly reliably heal, stun and shock, and cast clear-minded and haste. Come to think of it, I should probably have put a point in warfare so she could throw the shield for some extra damage.

I don't think a lot needs to be said regarding Scoundrel Fane or two-handed Prince, save that they did their jobs well.

edited 5th Oct '17 1:41:15 AM by joergenjetsam

Conception is sin Birth is pain Life is toil Death is inevitable
Cozzer Since: Mar, 2015
#138: Oct 5th 2017 at 1:47:17 AM

Aaand now I can't seem to defeat the Blackpits Eternal boss. I'm going to go around looking for ways to improve my Magical Armor, since it's clearly my weak point for that fight. I have a lot of money, and a couple almost-done quests to cash in...

Ghilz Perpetually Confused from Yeeted at Relativistic Velocities Since: Jan, 2001 Relationship Status: Barbecuing
Perpetually Confused
#139: Oct 5th 2017 at 5:07:28 PM

The Chicken Claw + Rupture Tendon Combo idea is amazing. I will have to make a character for this.

ITNW1989 a from Big Meat, USA Since: Nov, 2012 Relationship Status: GAR for Archer
a
#140: Oct 5th 2017 at 5:54:36 PM

[up][up] Yeah, that one took me three tries to do properly. The first time ended in a wipeout mostly because I had all four characters bunched up together at the sarcophagus, making them—especially my Glass Cannon ranger Sebille and squishy Lohse—easy pickings. The second time I positioned both Lohse and Sebille at the ledge opposite where the Eternal appears, though that still ended in defeat since they were both targeted pretty much immediately (Glass Cannons get jumped by enemies like you wouldn't believe). The third time I had Lohse and Sebille hide and then throw in some sneak attacks once combat for Ifan and the Red Prince had started. That made the fight a whole lot easier.

edited 5th Oct '17 5:54:47 PM by ITNW1989

Hitokiri in the streets, daishouri in the sheets.
Cozzer Since: Mar, 2015
#141: Oct 6th 2017 at 12:26:26 AM

Well, in the end I just needed to finish a few quests for money and do more shopping. That fight is really an armor test: if you can survive the first round with all your characters not stunned, crippled or otherwise incapacitated, you can just focus fire on her with physical damage and you'll probably manage to knock her down before her second turn happens, and then you just keep at it until she dies. Her wolves are dangerous too, but without her they're definitely manageable.

My problem was simply lack of proper magical armor (when I shop around for new armor after levelling up, I often forget rings and amulets).

Now I did everything in the Blackpits, then went back to the graveyard and killed Ryker without letting him finish his ritual or giving him the table he wants, because he's a dick and my Hero tag isn't there to look pretty. I got my third Source point from Hannag (which I should have done a couple levels ago, judging from how easy it was tongue), but I'm going to keep exploring before progressing the main plot by redoing the ritual.

edited 6th Oct '17 12:28:46 AM by Cozzer

joergenjetsam from The city of constant rain Since: Dec, 2012 Relationship Status: Shipping fictional characters
#142: Oct 6th 2017 at 2:24:41 AM

Huh. I got annoyed re:Hannag because she removes Pet Pal if you have the Talent. Which makes sense, but I was so fond of the talent that I immediately reloaded when I realized.

Conception is sin Birth is pain Life is toil Death is inevitable
Cozzer Since: Mar, 2015
#143: Oct 6th 2017 at 2:39:50 AM

Yeah, it is pretty annoying... I guess I'll take it again as soon as another talent slot opens up, or just respec. Luckily there aren't many vital talents for my Lohse.

joergenjetsam from The city of constant rain Since: Dec, 2012 Relationship Status: Shipping fictional characters
#144: Oct 6th 2017 at 3:05:37 AM

Well, the obvious workaround is respec prior to talking with her, then change back to Pet Pal afterwards.

That teleport gate spell she gives you is sweet though.

edited 6th Oct '17 3:06:18 AM by joergenjetsam

Conception is sin Birth is pain Life is toil Death is inevitable
Ghilz Perpetually Confused from Yeeted at Relativistic Velocities Since: Jan, 2001 Relationship Status: Barbecuing
Perpetually Confused
#145: Oct 6th 2017 at 5:13:26 AM

Big Patch (4GB) just dropped

    open/close all folders 

    Patch Notes 
  • Improved and added several quest status updates in the Journal
  • Fixed several quests not closing properly or when expected
  • Spider legs now correctly prevent player from getting Webbed
  • Tweaked frequency of certain automated dialogs
  • Fleeing from combat now pops up the waypoint menu instead of moving you to nearest waypoint
  • Added several improvements and hints in Arx that tie people together, and that introduce places and characters (e.g. added a thief corpse/ghost in the death-fog storage room)
  • Save/load screen has been reskinned
  • Removed camera shake from poison damage over time
  • Smoke now blocks Attack Of Opportunity
  • Lowered Persuasion difficulty in Arx
  • Pressing the right mouse button now stops all characters’ movement chained to the current character
  • Reskinned lobby and serverlist
  • Improved Taunting in favour of the Taunter
  • Optimised performance on certain AI actions
  • Filter states on inventory are now saved
  • Made the surfaces created by intersection temporary, but long-lived, instead of infinite (also fixes some surface puzzles)
  • Reactive Shot now uses equipped weapon stats to calculate damage
  • Reduced survivability and base damage of Bone Widow
  • Reduced Chicken form running distance to 6 meters
  • Small reduction in XP gain in Reaper’s Coast and Council of Seven areas
  • Fixed melee and rogue archetypes ignoring characters with Stench talent
  • Fixed Windego’s skills if you meet her in Council of Seven
  • Made several changes to Captive Deep-dweller in the third round of the Arena in Reaper’s Coast
  • The puzzle to get to Reimond now has a perception check on the hidden wall, and the wall supports lockpicking
  • Voidwoken chicken should not be able to absorb source points
  • Updated stats, skills, loot and archetype of Zaleskar
  • Lobby browser now shows map names alphabetically
  • Controller UI shows button hint in dialog windows when you can scroll
  • Controller type can be auto detected and button hints are shown accordingly
  • There is now a button to immediately go to the Recipe window (H by default)
  • In the rune screen, you can now see all runes in all your party members’
inventories

Bug Fixes

  • Fixed crash that could happen when putting parent containers into child containers
  • Fixed crash when you accept a party invitation from a client that has left the game
  • Fixed crash when attacking ground with a projectile strike type of skill (via script or modding)
  • Fixed a crash that could happen when loading game or returning to main menu (destroying Ai Grid)
  • Fixed crash if you choose to sleep again with lizard after you put on all equipment and the thieves were already killed
  • Fixed a Story Patching issue. This prevented certain previous storyline fixes to not be applied correctly.
  • Fixed a blocking issue in the Hall of Echoes: not having the cloud appear after completing the third part of the ritual and talking to a God
  • Fixed a blocking issue with characters playing dead during the Kraken combat
  • Fixed a blocking issue when selecting the option “pick up” when talking to the Parrotplant in Arx
  • Fixed a blocking issue when saving during Braccus’ dialogue in the endgame scene
  • Fixed a blocking issue that could happen in a dialogue with Dallis in the endgame scene
  • Fixed a blocking issue where characters would still be considered in combat in the endgame scene, and nothing would be clickable
  • Fixed blocking issues caused by story scripting setting items offstage
  • Fixed a blocking issue with the Pilgrim Door not opening in Arx
  • Fixed a blocking issue with the crypt puzzle where blocks would rotate 45 degrees instead of 90 degrees in multiplayer or in savegames
  • Fixed a blocking issue that could happen when being teleported while in the middle of casting a skill
  • Fixed issue where Gwydian could end up being non-interactable (kill magisters without triggered Gwydian and voidwoken)
  • Fixed an issue where some companions would not be recruitable after the attack on the Lady Vengeance
  • Fixed magic mirror portrait rendering
  • Fixed magic mirror showing encumbered icon
  • Fixed scrolls not scaling with primary attribute
  • Fixed desync when using Enrage which could cause lack of crits
  • Fixed a bug where instakill surfaces would make it impossible to resurrect a character inside them
  • Fixed several instances where Reactive Shot would not trigger correctly
  • Fixed Reactive Shot being triggered by invisible characters
  • Fixed Dome of Protection ignoring vision blockers
  • Fixed melee attackers sometimes being able to still attack enemies on a higher ledge
  • Fixed issues with statuses not being set during dialogues which could cause other issues in turn
  • Fixed some quest markers not showing up for all party members
  • Fixed a bug with the cat following the last of the players, not the first one
  • Fixed an issue with Malady having the wrong alignment
  • Can no longer unassign all characters from a player
  • Fixed clicking through NP Cs, picking up items (often by accident)
  • Fixed certain limbs not triggering the correct dialogs in Council of Seven
  • Fixed jump skill issue that allowed players to end up in unintended locations
  • Fixed combat turn order being broken after character could no longer get a turn
  • Fixed Magister Julian sending the player East instead of West
  • Fixed several minor dialog text issues
  • Fixed several dialog flag issues
  • Fixed certain waypoints not being activated correctly
  • Fixed several issues with nodes in dialogs not playing voice file
  • Fixed several issues with Lovrik encounter
  • Fixed issue with spirit vision sometimes not working after save/load
  • Fixed incorrect gender in certain cutscenes
  • Fixed being able to teleport into the Magic Mirror room
  • Fixed bartering screen where “Balance offer” would show incorrect gold amount after something was changed in offer
  • Controller mode: fixed summons not being able to delay their turn
  • Fixed not getting up after being knocked down or teleported after using Play Dead skill
  • Fixed issue where disarming a knocked down character would cause character to stand up straight
  • Fixed issue where certain origin moments were queued one after the other
  • Fixed issue with story call Item Template Remove From not searching recursively through all inventories inside of the parent inventory
  • Fixed wrong vision cones (shift) when player has points in Sneaking ability
  • Fixed issue with White Magister ship not always moving correctly
  • Fixed pipe exit to escape Fort Joy being easily destructible
  • Fixed a repeating issue in Beast’s recruitment dialog
  • Fixed pathfinding issues on Lady Vengeance
  • Fixed issue with poison surface not spawning correctly under undead party members
  • Fixed evidence chest not having a tooltip
  • Fixed several issues related to stealing
  • Fixed previews of Attack Of Opportunity not always reflecting execution
  • Fixed AI endlessly complaining about doors being stuck (they will only nag once, e.g. in Arena’s treasure room)
  • Fixed issue where character could be stuck in combat mode and could never sheathe their weapon (desync issue)
  • Fixed queueing actions not always picking up item by default
  • Fixed an issue with skills disappearing from Skillbars or being un-memorised when dragging them around in the skillbar
  • Fixed make war issues near Gods in Hall of Echoes
  • Fixed not having anymore source if you want to bless each God in the Hall of Echoes
  • Fixed notification being sent about un-memorising skills even if character was not under control of the player
  • Fixed issue when attacking Gareth as he is carrying Jonathan
  • Fixed possible endgame combat blocker (combat would not start automatically)
  • Fixed recipe categories
  • Fixed dead characters getting stuck in Arx Arena combat due to horror sleep status
  • Fixed turn order issue in the fight for the Lady Vengeance
  • Fixed a bug where mask of the shapeshifter could shift you back to original shape
  • Fixed Dream Undone and All-Father, Life-Shaper achievements triggering incorrectly
  • Fixed several issues with Lohse’s shapeshifted form
  • Fixed volatile voidlings having incorrect level in Reaper’s Coast
  • Fixed Arx Death room having puppets that endlessly spawn and die instantly during combat
  • In multiplayer, use client language setting for showing origin names
  • Fixed mirror image of a hero character sometimes being wrong
  • Disabled trading with Kemm when he arrives at Arhu’s
  • Fixed being moved to a different region altogether after teleporting into Windego’s cell
  • Fixed Tarquin not telling you about Godslayer and not showing up at the Graveyard
  • When Malady mentions Tarquin, now set map marker on Tarquin instead of Graveyard cause Tarquin could be at 3 spots
  • Fixed bug where clearing a keybinding would not be saved
  • Fixed “glass weapons” not breaking when using with a skill
  • Fixed issue with Arx pipes puzzle: blessed blood would not propagate correctly
  • Fixed resurrecting sometimes not adding you to combat
  • Fixed not being able to receive skill from an item if you already memorised it but don't meet requirements anymore
  • Fixed a bug where dismissing henchmen seemed to give them a free talent point after you spent it already
  • Fixed being able to use projectile strike skills on items or characters that were out of sight range
  • Fixed characters teleporting automatically
  • Fixed being able to cast Swap Ground out of sight
  • Fixed not being able to talk to Gwydian Rince under certain conditions
  • Fixed being able to use fast targeting to find invisible characters
  • Fixed leaking PP Gamma Correction shader
  • Prevented party management tutorials from playing inside split screen character creation
  • Prevent flee tutorial if no waypoints available
  • Fixed creating water on top of electrified cursed blood: now leaves electrified water
  • In controller mode, fixed talking to ghost when ghost was on top of his corpse
  • Fixed visual effects (e.g. camera shake) playing eternally for second player if he joins game in the middle of the effect
  • Fixed issue with the camera not going correctly to the origin presentation camera in controller mode
  • Fixed AI still using taunt when near death or when no allies left
  • Smoke cloud after using laser ray is now blocking vision
  • Fixed source lich alignment issues and repeating dialogs
  • Made Siwan bleed because dialog says Siwan is bleeding
  • Fixed Almira trade table sometimes generating items of wrong quality
  • Fixed a bug where Illusionist dungeon objects could become invisible after save-load
  • Fixed Qanna fighting and talking while petrified
  • When memorial dig sites are unlocked on map, difficulty check now turns to trivial so you can find them

UI Fixes

  • Fixed journal map camera clamping
  • Fixed controller journal marking read quests as new when changing tabs
  • Fix Take All button sometimes missing on containers
  • Fix context menu displacement in splitscreen controller UI when opening inventory
  • Fixed text cutoff issues in some U Is
  • Fixed AP bar sometimes disappearing in controller mode when switching characters
  • Controller mode: now show HP bars of characters while it’s not your turn
  • Controller mode: “invite to party” no longer bypasses the diplomacy manager
  • Fixed bug where icon of dismissed character would still be shown in party manager
  • Scrolling through more than four characters in the character-sheet UI now looks good and understandable
  • Selecting a stack in the crafting UI now shows item splitter
  • In controller mode, the Skillbar can now be used in combat when it’s not your turn (for browsing, previewing)
  • Fixed issue when in controller mode player would teleport character or use waypoint while in selector mode, camera would not follow character but would still be locked on selector
  • Fixed item tooltip still showing after opening a book, blocking the view of the book
  • Overhead damage numbers displays are now offset, reducing overlap
  • Fixed missing strings for loca in Roll UI
  • Fixed text cut offs and button positioning in Inventory and Character Sheet
  • Fixed scrollbar in inventory sometimes not showing
  • Fixed message boxes with really long text
  • Fixed adding to wares sometimes moving wrong item when shift clicking item in inventory
  • Fixed up/down key assignment confusion on keyboard hotbar UI
  • Fixed close buttons in controls options not showing warning if there are unsaved changes
  • Fixed width of statuses in examine UI
  • Made longer enemy names fit enemy health bars
  • Fixed max gold amount not fitting in icon slot
  • Fixed some cooldowns in skillbar showing zero when it should be one
  • Fixed how main menu and some U Is in GM would handle the Escape button
  • Fixed dialog cutoffs in split screen when players are in different dialogs
  • Can now copy paste in direct connect message box
  • Fixed magic mirror throwing an invalid error message about tags
  • Fixed “mute sound” option in controller mode menu
  • Voice label in character creation was sometimes showing wrong name when choosing origin character
  • Updated backgrounds in the credits screen

GM Mode

  • Fixed issue that dragging items to inventory went directly into equipment slot
  • Fixed issue with loading a savegame while having new active mods
  • Fixed a crash related to equipment
  • Fixed broken stats for spawned equipment
  • Fixed names and labels of several building blocks
  • Fixed crafting being interrupted by global pause
  • Fixed Music Assets in mood panel
  • Fixed several issues on level binding screen
  • Removed some items from GM menus that shouldn’t have been available
  • Fixed an issue that could happen where a GM couldn’t seem to place an item or character in a certain spot when not using drag and drop
  • Fixed issue with adding physical and magical armour to characters
  • Fixed roll dice UI not showing up on top of some other windows
  • Fixed copied GM Campaign not showing in the list of My Campaigns until player launches GM Campaign Manager screen
  • When GM possesses creature, fixed UI showing tags instead of custom stats
  • Fixed duplication and saving of a shapeshifted character
  • Fixed issue when GM possessed a creature and could use the party management screen (invite/make war)
  • Character sheet in GM now uses shortest possible names for stats
  • Fixed Vignette half showing after spamming show/hide
  • Fixed being unable to make choice on vignette screen if skill bar is active in controller mode
  • Fixed player slots drawn outside of the border in the connectivity UI
  • Fixed ambiance not being saved in GM level
  • “New vignette” string can now be localised
  • Fixed "delete" button of exported monsters and items
  • Fixed groups update after exporting any monster or item
  • Fixed dragging newly created monsters to encounter pane
  • Fixed magnifying glass not opening sticky UI when expected
  • Fixed Mood Panel sometimes breaking after loading

Sound

  • Closing inventory / stats now makes sound
  • Fixed some drop item sounds
  • Fixed drop sound when splitting items
  • Trying to equip item without meeting the requirements makes sound now
  • Fixed music changing to wrong state when switching party members
  • Fixed voice of black ring reaver ghost in RC

Modding

  • Fixed: not being able to publish campaign after user sets dependency add-on for

GM

  • Added extra osiris call Character Resurrect And Reset XP Reward() which resets the *resurrected flag of the resurrected character.
  • Fixed having to create stats twice before it would be committed
  • Notify user of mods without valid story

edited 6th Oct '17 5:15:08 AM by Ghilz

Watashiwa Since: Dec, 2009
#146: Oct 6th 2017 at 2:08:28 PM

Christ, 4GB? Must have been some crazy under the hood work to translate the list into that.

Nerevarine Since: Mar, 2016
#147: Oct 9th 2017 at 5:46:41 AM

This game has been consuming my life since I bought it. After about 73 hours, I just got to the third act of the game (I play really slowly). So obviously, I'm in love with the game (it's simply divine), but there are some major complaints I have with it.

Firstly, at least on classic difficulty, the game loves to throw you in situations where your party can get wiped before you even have a chance to act. For example, in the eternal aetera fight, she managed to cast rain, hail strike, move and summon two of her pets as the very first move. And then said pets then got two or three attacks on my party each. You could throw the argument that I wasn't leveled enough, but that brings me to my next complaint in that the game doesn't really do a good job of guiding you to the places appropriate for your levels. Furthermore, my party might not always be built around initiative (though I did have a shadowblade with a high wit stat and initiative enhancing gear for that fight).

As a second complaint, inventory management is hell in this game. This is basically a given for all party-based aRPGs, but this game does little to assuage that. Whenever I pick up a new piece of equipment, I have to compare it to four party members who each have a dozen equipment slots. Sometimes its easy as I only have one mage and one strength based character, but comparing rings can be difficult. I try to divide inventory between my party (gold and goods to sell go to one character, food goes to another, weapons crafting goes to another, etc.) but the result is that I spend a lot of time organizing my stuff. Moreover, it's pretty frequent that things get added to my inventory and lost in all the clutter. This is an area where multiple players really pays off, as it basically halves the inventory management.

edited 9th Oct '17 5:59:59 AM by Nerevarine

Ghilz Perpetually Confused from Yeeted at Relativistic Velocities Since: Jan, 2001 Relationship Status: Barbecuing
Perpetually Confused
#148: Oct 10th 2017 at 1:51:24 PM

Been following Quackstack's build videos, and I wonder, when inevitably Original Sin 2 Enhanced Edition comes out, if Larian will either buff the other races or Nerf the Elves. Elves are so massively better than any other race (As Quackstack puts it "You could take all the other races' ability, give them to a weird mutant race, and they'd barely edge out Elves"). The free AP is a game changer, and Flesh Eater is the racial skill with the most story use, and it gives you a ton of free skills.

Watashiwa Since: Dec, 2009
#149: Oct 10th 2017 at 2:46:39 PM

They're going to nerf elves. My guess is they'll lose the free AP, and the number of skills you can learn through cannibalism will restricted to a given number or the opportunities TO learn skills that way will be reduced.

Ghilz Perpetually Confused from Yeeted at Relativistic Velocities Since: Jan, 2001 Relationship Status: Barbecuing

Total posts: 509
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