• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Divinity: Original Sin 2 |OT| Dragons & Dungeon Mastering

MikeBison

Member
That's never happened to me but maybe certain enemies can see invisible characters.

Also it can be inadvertently removed. IIRC things like rain will cause you to lose the cloak. So if you put on chameleon and then another character casts rain on the area you will lose invisibility.

I hit someone next to me. Cloaked and that was my turn over and he just hit me. Any need to move after? There is a possibility it was raining and I didn't clock that.
 
Mid to late act 1 spoilers and questions:
So I found wendigo in one beach after leaving the fort behind and unceremoniously killed her. That's it? I expected more about the character whose actions basically made the game start. Also, I found a rat nearby that told me to look for a master in a garden or something like that. But it didn't register like a sidequest, so I guess it's part of the main story?
 
I hit someone next to me. Cloaked and that was my turn over and he just hit me. Any need to move after? There is a possibility it was raining and I didn't clock that.

Nope, no need to move after. I use Chameleon all the time with my last AP of the turn.

EDIT- I wonder if AI 2.0 is smart enough to blind attack a spot- ie they know you just went invisible and are probably positioned for a backstab so it's worth attack that spot even if they can't see anything.

Mid to late act 1 spoilers and questions:
So I found wendigo in one beach after leaving the fort behind and unceremoniously killed her. That's it? I expected more about the character whose actions basically made the game start. Also, I found a rat nearby that told me to look for a master in a garden or something like that. But it didn't register like a sidequest, so I guess it's part of the main story?

Holy crap that part was awesome. Here I was thinking she was going to be a main antagonist but I just happen on her along the beach in an optional encounter and now she's dead. That's the stuff I love about this game.

IIRC the rat was talkinga bout the Gargoyle Maze. Not required as far as I know but you can access it in Act 1 and it is very worthwhile to do so.

EDIT- On second thought,
it was probably the Blood Rose site. Same as above- not required but you can go there.
 

Ragnaroz

Member
My party for the first playthrough:

Sebille(main character) Rogue/Necromancer/Polymorph
Red Prince Tank/Healer/Necromancer(mostly for decay and Blood healing)
Lohse Geomancer/Pyromancer/Aerotheurge
Fane Huntsman/Summoner/Polymorph

Just a bit of cleanup left in Act 1 before I move to the ship and respecc a bit, although I won't be changing a lot because this setup is working quite well on Tactician.
 

Tovarisc

Member
I keep seeing the number 10 thrown around when it comes to summoning, does something magical happen when you reach it? Because the increase in power from 5 to 8 for example is barely noticeable.

Summoning 9
eocapp_2017_09_19_16_e0s86.png
Summoning 10
Increase in damage incarnate deals is also bonkers between 9 and 10. Blood incarnate with melee and ranged infusions is just insanely good.
 

MikeBison

Member
Summoning 9

Summoning 10

Increase in damage incarnate deals is also bonkers between 9 and 10. Blood incarnate with melee and ranged infusions is just insanely good.

That's fucking rad. So glad I've been pumping points into summoning for my Loshe.

Just kinda regret I didn't make my Fane a Necro/Summoner for extra badassery.
 

Taruranto

Member
Chapter 2 is wearing me down. 600 magic armor on a fucking
scarecrow
? These values are out of whack.


I really hope they rebalance the whole system in a future patch. Even provoke gets resisted if you don't wear down the Physical armor.

☹️

The chapter doesn't end as soon you escape, it's pretty long. Go ahead.
 

Anoregon

The flight plan I just filed with the agency list me, my men, Dr. Pavel here. But only one of you!
I know a lot of people like going on with no spoilers/specific hints at all, but I've been reading the Getting Started guide at the wiki and it looks to be hugely helpful. Shows where to get a bunch of decent gear early on in and around the Ft Joy ghetto, which should make early combat much more manageable.

I'm definitely looking forward to getting home and grabbing some of this stuff. Most of my party is still in garbage starter rags and whatnot, so this should help quite a lot.
 

Tovarisc

Member
That's fucking rad. So glad I've been pumping points into summoning for my Loshe.

Just kinda regret I didn't make my Fane a Necro/Summoner for extra badassery.

I'm still 50 - 50 if I should drop Pyro from my Fane and make him Necro / Hydro combo instead. Those chills and heals have come handy so I won't drop Hydro. I don't think. Not sure.

Necro would give access to another summon spell and has some neat utility like blood rain for healing.

Dangit
 

Currygan

at last, for christ's sake
Chapter 2 is wearing me down. 600 magic armor on a fucking
scarecrow
? These values are out of whack.


I really hope they rebalance the whole system in a future patch. Even provoke gets resisted if you don't wear down the Physical armor.



The chapter doesn't end as soon you escape, it's pretty long. Go ahead.

Phew, thank you!
 

ANDS

King of Gaslighting
Anyone using a DS4 with this on PC? Is there anyone to stop the Keyboard Input from popping up when saving a game? I can appreciate it if I want to edit the default Save Name but it automatically pops up and having to pop out by hitting the Home Button everytime is annoying (if it work; my game actually frooze up once with this).

Also anyone have to restart this after starting on Tactician Mode? The grinding of Armor was just too much, and without some CC Tactician Mode is a pain in the ass.
 

wamberz1

Member
Coming to this off Xcom 2 was a big mistake. Keep hitting space to execute actions, but end up ending my turn... might have to rebind some keys.
 
Coming to this off Xcom 2 was a big mistake. Keep hitting space to execute actions, but end up ending my turn... might have to rebind some keys.

Can definitely rebind end turn since you don't really use it that much, because the turns end automatically when you hit 0AP anyway, so it's mostly when you need to end turn with 1AP left to keep it for next turn or something, and you can do that with the on screen button just as well since it's not that frequent(I wanna say maybe once an hour for me so far?).
 

CHC

Member
How do people like the controller support? I would be inclined to play it this way, I found it to be very good in the first game.
 

Widge

Member
How does this play in local co-op? I wouldn't mind playing through with the GF but some heads up about what it's like would be nice to help pitch it.

I note that there are 4 characters in it. Do you take a pair of characters each? I also note that you can essentially go your separate ways when playing the game - it doesn't royally shat on you for having less people in your party if you decide to solo it for a bit?

Also, how does the turn based battling pan out? My only basis for comparison on a game like this is Dragon Age Origins.
 
Hmm.. Just realized that my Lohse mage is dealing pitiful damage compared to the physical attackers.

Is it her skills? She has like 3-4 points in 3 different elements of magic.

Or is it her wand? I thought wands damage is not that much lower compared to staffs.

How do people like the controller support? I would be inclined to play it this way, I found it to be very good in the first game.

I've been mainly using a controller for both games. It's the best controller support you could get from cRPGs.
 
Anybody have a list of which stat affects which skill trees?

I did not know that Int has no effect on Hydro skills till today.

?
Int affects hydro skills. Doesn't affect heals I believe, only level/hydro does, but damage skills are affected by int. The skills say that, damage skills will say damage is affected by int(or another stat), if the skill doesn't do damage, then it generally isn't affected by a stat.

Hmm.. Just realized that my Lohse mage is dealing pitiful damage compared to the physical attackers.

Is it her skills? She has like 3-4 points in 3 different elements of magic.

Or is it her wand? I thought wands damage is not that much lower compared to staffs.

Mages do not do great single target damage, but they have good aoes. Also need to get that int high. Finally not all schools do good damage. Water does fairly meh damage, the skills however chill/freeze and a lot of skills are good for support. Air and Earth do ok damage but not amazing, but Air has a bunch of good utility like Nether Swap and Teleport and most of the spells can Shock and Stun, while Earth has a lot of poison and oil skills, oil being very good because it applies slow even through magic armor, and it serves as a catalyst for Fire. The big damage spells are fire, especially when combined with earth.

My fire mage with max int and geo as a secondary does great damage. My hydro/aero mage support with Wits for secrets does pretty bad damage, but she has a ton of utility.
 

Llyranor

Member
How does this play in local co-op? I wouldn't mind playing through with the GF but some heads up about what it's like would be nice to help pitch it.

I note that there are 4 characters in it. Do you take a pair of characters each? I also note that you can essentially go your separate ways when playing the game - it doesn't royally shat on you for having less people in your party if you decide to solo it for a bit?

Also, how does the turn based battling pan out? My only basis for comparison on a game like this is Dragon Age Origins.
Yeah, you can have 2 characters each (create one then recruit the 2nd). And you can each go your way. Since it's turn-based, if one gets into a fight, you can just wait for the other to run there and join the battle.

If you want to have fewer characters (say, only 2 total), you could both take the Long Wolf talent and get bonus stats, so the game definitely allows that.

Turn-based coop basically just means each character play their turn in succession. Let me just that playing coop is a blast. Lots of planning/discussion/tactics/arguments to be had!

D:OS 1/2 are some of my favorite coop experiences ever
 

CHC

Member
I've been mainly using a controller for both games. It's the best controller support you could get from cRPGs.

Awesome! Yeah I remember playing Original Sin for the first time with a gamepad and almost falling back on the "lazy devs" meme with regard to other games not having such good support. Like, if a game as complex as that can have such usable controller support, how can other games not offer any gamepad functionality at all!?
 

Widge

Member
If you want to have fewer characters (say, only 2 total), you could both take the Long Wolf talent and get bonus stats, so the game definitely allows that.

So obviously this is for a solo playing person. If you team up with the other person, just the two of you, I assume any benefits from that talent are gone?
 
Mages do not do great single target damage, but they have good aoes. Also need to get that int high. Finally not all schools do good damage. Water does fairly meh damage, the skills however chill/freeze and a lot of skills are good for support. Air and Earth do ok damage but not amazing, but Air has a bunch of good utility like Nether Swap and Teleport and most of the spells can Shock and Stun, while Earth has a lot of poison and oil skills, oil being very good because it applies slow even through magic armor, and it serves as a catalyst for Fire. The big damage spells are fire, especially when combined with earth.

My fire mage with max int and geo as a secondary does great damage. My hydro/aero mage support with Wits for secrets does pretty bad damage, but she has a ton of utility.

I see. My original plan was to make her the main damage dealer. But as I progress, I unwittingly made her a utility mage. It's as you described, she has a ton of utility spells such as teleport, swap, chicken hex, and many support spells from healing to buffs. Actually, I have two utility/support mages with Beast as a melee Cleric. She's originally an Air/Hydro mage (Lohse's default) and she was doing great at the early game. But now in Act 2 I started to see the differences. I guess I'll go back to the ship to respec her skills. Thanks.

Awesome! Yeah I remember playing Original Sin for the first time with a gamepad and almost falling back on the "lazy devs" meme with regard to other games not having such good support. Like, if a game as complex as that can have such usable controller support, how can other games not offer any gamepad functionality at all!?

Indeed. I'd buy every Larian RPGs from now on if they can maintain this kind of controller support for their games. From what I've read, some things are even better with a gamepad, such as area loot and loot all which are missing from kb/m controls. However, gamepad controls is sadly missing buttons at the same time, like hide helmet (like how it was in D:OS1).
 
So obviously this is for a solo playing person. If you team up with the other person, just the two of you, I assume any benefits from that talent are gone?

No it works, it's based on the amount of characters in your group, not the amount of players. If you have more than 2 characters, Lone Wolf turns off, but if you have 2 it's fine even if played by 2people. The name is a bit weird but it's because in the first game, you were forced to play 2 characters, and each of them had a companion. If you took Lone Wolf on one of the chars, they lost their companion slot, they'd be a "lone wolf". Now they just changed it to having 2 chars and you can still recruit companions if you want, it just turns off(useful if you want to cheese some stuff with henchmen or whatever).

I see. My original plan was to make her the main damage dealer. But as I progress, I unwittingly made her a utility mage. It's as you described, she has a ton of utility spells such as teleport, swap, chicken hex, and many support spells from healing to buffs. Actually, I have two utility/support mages with Beast as a melee Cleric. She's originally an Air/Hydro mage (Lohse's default) and she was doing great at the early game. But now in Act 2 I started to see the differences. I guess I'll go back to the ship to respec her skills. Thanks.

From what I've seen if you're not Summoner or Fire, you're not going to do great magic damage as a mage, the spells in the other schools are too limited, there's not enough(too many utility spells instead). Earth has decent potential but you have to light it up on fire too, can do that with another char though like an archer or any lizard with the racial. If you do take the real damage schools though the damage is solid. My fire mage has many spells doing similar damage than my backstabbing rogue, but in large aoes(which is both a positive and a negative because of friendly fire). Main issue is mobs that are resistant/immune to fire wreck it and once I've spent 2-3turns casting everything once, I'm out of strong stuff and have to go back to more so so spells.
 

Vengal

Member
So obviously this is for a solo playing person. If you team up with the other person, just the two of you, I assume any benefits from that talent are gone?

"These effects are only active if you are alone, or in a party of 2. While travelling with 3 or more people, the effects shut off."

You're good to have a party of two both with lone wolf just no more then that. I think the original intent behind this talent was to allow people to play through OS1 with just the two original source hunters.

Side question about stealing, anyone know how theft detection works in terms of wearing gear you stole? I've been focusing on consumables as i feel like wearing a helmet you just stole is an easy way to get caught.
 
How do people like the controller support? I would be inclined to play it this way, I found it to be very good in the first game.

Near as I can tell it is literally identical to the first game except for a new UI skin.

It plays great with two notable exceptions:

1) OS2 has a new feature to let you tag and sell "junk" at vendors with a single button press. They included the ability to tag items with the controller but neglected to include a way to sell all with the controller making this new feature almost useless.
2) The game added a new physical and magical armor system but the equipment UI was not updated to include it. So you can't actually see your armor values in the equip screen which is absolutely nuts. You can see the numbers on the stats screen but still.

There is also a money exploit involving a coin purse that allows you to buy items without deducting any gold from your character that only works using the controller interface.
 

Lister

Banned
The most annoying thing abotu the controller though is how easy it is to perform ana citon onthe wrong target.

The environments are filled with objects that can be interacted with, sometimes moving, and it's super easy to choose thre wrong thing. Went back to keyboard and mouse 'cause of that.
 
The most annoying thing abotu the controller though is how easy it is to perform ana citon onthe wrong target.

The environments are filled with objects that can be interacted with, sometimes moving, and it's super easy to choose thre wrong thing. Went back to keyboard and mouse 'cause of that.

I think it's better with the contoller actually since you can use the bumpers to cycle through the targets.
 
The most annoying thing abotu the controller though is how easy it is to perform ana citon onthe wrong target.

The environments are filled with objects that can be interacted with, sometimes moving, and it's super easy to choose thre wrong thing. Went back to keyboard and mouse 'cause of that.

As said, it's not a problem in combat as you can cycle through targets with the bumper. However, I found that it's problematic in towns especially when I try to talk to NPCs. The NPCs are constantly moving so at times I accidentally steal stuff instead of talking to the NPC. I learned my lessons and now I only press the button when the NPC is finished making its move and standing still.
 
Its so hard to talk about act 2 without spoilers.
So much shit can happen, in so many different ways.
I went to one area first, loved it. Did something else, now i'm going backthrough with a completely different perspective.
 

Trickster

Member
How do you store things on
the lady vengeance
? when I select the option it stays in my inventory, also once you store it, where will i be able to find it again?
 

Lister

Banned
As said, it's not a problem in combat as you can cycle through targets with the bumper. However, I found that it's problematic in towns especially when I try to talk to NPCs. The NPCs are constantly moving so at times I accidentally steal stuff instead of talking to the NPC. I learned my lessons and now I only press the button when the NPC is finished making its move and standing still.

Yeah, that's what I mena. I didn't have any issues in combat.
 
the game truely adapts to you, they fixed the when you save glitch, so my game has adapted to crash on loading a save

so guess who has to roll back to a 1 hour ago save b/c i got use to saving less b/c of the glitch!
 

loganclaws

Plane Escape Torment
the game truely adapts to you, they fixed the when you save glitch, so my game has adapted to crash on loading a save

so guess who has to roll back to a 1 hour ago save b/c i got use to saving less b/c of the glitch!

I read this 4 times and still don't understand what you're trying to say.
 

Hendrick's

If only my penis was as big as my GamerScore!
OK, I'm sure this has already been asked and answered, but a quick search didn't turn up what I need to understand.

From what I can tell, the class you choose is meaningless as you can completely customize them. For example, I can choose fighter and spec it exactly like a wizard or vice versa. Am I missing something? Does a class once customized merely dictate staring clothing and weapons or is there something behind the scenes that I am not seeing?
 

Zesh

Member
What skill trees are people using to supplement their Warfare tanks? I've been running Warfare/Geomancer, but I haven't been too impressed with it. I just got the respec option, so I'm thinking of giving Geomancer to my Pyromancer and doing something else with my tank. Maybe Necromancer?
 
What skill trees are people using to supplement their Warfare tanks? I've been running Warfare/Geomancer, but I haven't been too impressed with it. I just got the respec option, so I'm thinking of giving Geomancer to my Pyromancer and doing something else with my tank. Maybe Necromancer?

I'm running Warfare/Necromancer on Fane. Seems to be working well so far.
 
OK, I'm sure this has already been asked and answered, but a quick search didn't turn up what I need to understand.

From what I can tell, the class you choose is meaningless as you can completely customize them. For example, I can choose fighter and spec it exactly like a wizard or vice versa. Am I missing something? Does a class once customized merely dictate staring clothing and weapons or is there something behind the scenes that I am not seeing?

Your class that you choose at the beginning of the game determines what weapons you receive on the boat (you get crappy versions), where your starting attribute and skill points are set, and default skill sets. You are free to change this in the character creator as you wish, other than the starting gear. As you progress through the game, you can put your attribute and skill points wherever you want, to become what you want.

Start with a Str/Con focused fighter? Put more points into Int as you level up along with Aerothurge and become a battlemage.

The classes are basically nothing more than preset skills for you to start with, but you can customize them as you please.
 

Animator

Member
What are some "MUST DO" things in Act 1 before I get into the final battle with
Alexander?

I am literally on the steps looking at him but I feel like I missed a ton of shit. I am lvl 6 right now.

There was a cave somewhere with a cursed lever, I can't remember where it is now but is that lever something I can fix with the purge ability of the wand? I only have 2 charges left on it after taking down the two shriekers leading to the final boss.
 

Ryzaki009

Member
Nope, no need to move after. I use Chameleon all the time with my last AP of the turn.

EDIT- I wonder if AI 2.0 is smart enough to blind attack a spot- ie they know you just went invisible and are probably positioned for a backstab so it's worth attack that spot even if they can't see anything.

They are which is usually why you wanna move a bit. They'll use an AOE tho not a direct hit.
 
I can't exactly find anything on this - and I may be getting ahead of myself - so apologies if it will become clear to me soon, but I'm worried I might be in a bug situation and don't want to waste any more time moving forward if so.

Regarding the post-Fort area:

I escaped via the sewers after fighting through the dungeon. I took Ifan to talk to Zaleskar for his quest, dismissed him, and then brought Sebille to talk to Zaleskar (in that order, for fear that she might kill him). I had already dismissed Fane while in the Hollow Marshes as well, to make room for Ifan.

After you escape, the remaining Magisters are supposed to flag hostile, which they did. The problem is that from just after the above point, Fane, Lohse, and Ifan are now missing from their spots in the Fort after having been dismissed some time ago. I ended up clearing out most of the Hollow Marshes with a party of three - up to the cursed ground area where Shriekers are being created - searching for them or waiting for them to turn up at their spots in the Fort. I figured this had something to do with a story point I hit, where maybe they start showing up in the next hub area or something - but Beast is still at his spot. I then thought that it might have to do with the guard and his dog being hostile and pathing in range of Lohse and possibly Ifan, but then why is Fane gone? Feels like I've scoured the entire Fort and most of the Marsh now, so what the fuck :(
Did they poof out of existence, and the situation is just broken now? Did they just die to now-hostile npcs on the way back to their spots - but didn't leave spirits? Will I just find out soon enough, and just keep going?
 
Spoil your post properly, Animator. There's more to spoilers than just names.
Nope, no need to move after. I use Chameleon all the time with my last AP of the turn.

EDIT- I wonder if AI 2.0 is smart enough to blind attack a spot- ie they know you just went invisible and are probably positioned for a backstab so it's worth attack that spot even if they can't see anything.

They are. Had one AoE its ally to reveal my Shadowblade.

Also have had them occasionally attack their own to wake them from sleep status, or hit their allies with AoE (with my units unarmoured and theirs armoured). The AI has been extremely clever all around, using anything it can get for an advantage.
 
I can't exactly find anything on this - and I may be getting ahead of myself - so apologies if it will become clear to me soon, but I'm worried I might be in a bug situation and don't want to waste any more time moving forward if so.

Regarding the post-Fort area:

I escaped via the sewers after fighting through the dungeon. I took Ifan to talk to Zaleskar for his quest, dismissed him, and then brought Sebille to talk to Zaleskar (in that order, for fear that she might kill him). I had already dismissed Fane while in the Hollow Marshes as well, to make room for Ifan.

After you escape, the remaining Magisters are supposed to flag hostile, which they did. The problem is that from just after the above point, Fane, Lohse, and Ifan are now missing from their spots in the Fort after having been dismissed some time ago. I ended up clearing out most of the Hollow Marshes with a party of three - up to the cursed ground area where Shriekers are being created - searching for them or waiting for them to turn up at their spots in the Fort. I figured this had something to do with a story point I hit, where maybe they start showing up in the next hub area or something - but Beast is still at his spot. I then thought that it might have to do with the guard and his dog being hostile and pathing in range of Lohse and possibly Ifan, but then why is Fane gone? Feels like I've scoured the entire Fort and most of the Marsh now, so what the fuck :(
Did they poof out of existence, and the situation is just broken now? Did they just die to now-hostile npcs on the way back to their spots - but didn't leave spirits? Will I just find out soon enough, and just keep going?

Once you get past that point, dismissed companions will be waiting for you in the next "village". You might not have found it yet but if you explore a bit you'll run into it quick enough.
 
Controller mode is cool, I just don't know why they chose to show enemy magic/physical armor as bars instead of actually displaying the numbers.
 
Once you get past that point, dismissed companions will be waiting for you in the next "village". You might not have found it yet but if you explore a bit you'll run into it quick enough.

That's what I suspected, but it felt like I was going way too far in to that area without finding anything, so I started pulling on my collar (heh) and sweating. Thanks for the tip!
 
Top Bottom