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

epmode

Member

"Several inventory settings (filters and sorting) will now be saved"

Hallelujah! Did they ever implement that in the last game? Drove me nuts that I had to continually resort the inventory because it kept dumping new items at the end. New items are already being highlighted so there was no need for that!

Too bad there's no buff for the Leech talent. It sounds like the perfect talent for my necro/warfare undead guy but it's not very effective.
 
The other issue with Rogues is survivability. They literally have to put themselves in danger to get the job done. Sure, you can have someone teleport a target to a remote location to make it safe for the Rogue to go in...but now you wasted someone else's AP. Meanwhile, Mages with shields can go toe to toe with nasties and Rangers can do their work from miles away. The dodge that Rogues get just isn't reliable enough, plus they can't dodge most spells and abilities at all. Since Runes are % based, your shield and plate users can rune themselves up and become really hard to kill. Rogues can't wear shields and you have to dilute their stats by getting strength if you want them in proper armor. They need casters backing them up with buffs to stay alive, but then you might as well have had the casters do the work in the first place (shield throw doesn't even need strength to do good damage).

I haven't had any issues with survivability with my Rogue. With a judicious addition of a point in Strength here or there, I can wear some pretty nice armors and have a pretty hefty stack of both physical and magic armor.

Plus, chameleon , flight (since Poly pairs so well with a rogue) and the rogue teleoport skill make it easy to bail and/or hide if things get too hairy.
 
If you lose him part way through the quest (depending on how you going through it you might not need to see him until the end).
His map marker is accidentally hidden (i think) by the travel portal on top deck of the ship.


I just find it super weird how
He and Alexander disappear after the ship battle but, near as I can tell, no one comments on where they went. I thought my game was bugged coming out of the Hall of Echoes.

I assume that Alexander shows up somewhere as well?
 

Nete

Member
I'm extremely disappointed with my Aero/Hydro main. It was my favourit D:OS character by far, but it feels lackluster here and a liability in combat. Still in early Act 2 tho.

Although I admit being an Undead and having Fane in the group doesn't help for the Hydro healing side.
 

Lanrutcon

Member
I haven't had any issues with survivability with my Rogue. With a judicious addition of a point in Strength here or there, I can wear some pretty nice armors and have a pretty hefty stack of both physical and magic armor.

Plus, chameleon , flight (since Poly pairs so well with a rogue) and the rogue teleoport skill make it easy to bail and/or hide if things get too hairy.

Those are all great, and a ranged character needs to do maybe 1/4th of that because he's 20 feet away sitting 2 floors up spending 100% of his AP on damage and nothing else. Rogues are viable, Ranged is just better. I'm sure I could have completed my game with my Rogue, but it's easier to turn him into a pewpew from a stabstab :p

Also, special arrows > grenades because they convert the entire weapon attack into the element, but that's another discussion.
 
I think making so many skills dependant on physical/magical shield is a pain. Particularly because you rarely encounter, at least for me right now, enemies who only have one armor type.


Certain skills shouldn't depend on armor.
 
Those are all great, and a ranged character needs to do maybe 1/4th of that because he's 20 feet away sitting 2 floors up spending 100% of his AP on damage and nothing else. Rogues are viable, Ranged is just better. I'm sure I could have completed my game with my Rogue, but it's easier to turn him into a pewpew from a stabstab :p

Also, special arrows > grenades because they convert the entire weapon attack into the element, but that's another discussion.

Well, sure, I agree that Ranged is better (my ranged character, Sebille, is the MVP of almost every fight). I do not agree, however, that survivablility is an issue for Rogues.

I think making so many skills dependant on physical/magical shield is a pain. Particularly because you rarely encounter, at least for me right now, enemies who only have one armor type.


Certain skills shouldn't depend on armor.


You may rarely encounter an enemy with only one armor type but most enemies favor one type or another heavily so it still makes it strategically interesting. Enemies with zero of one type of armor are honestly just canon fodder that can either be wiped out almost immediately or at least easily CC'd into oblivion.
 

J4g3r

Member
Thinking about taking advantage of the respec on one of my characters and including Summoning in their repertoire.

How do Elemental Totems work? Is there a limit on how many you can summon?

Also regarding the Incarnate; I've seen some screenshots where he's twice the size of the standard one, what's the deal with that?
 

Lanrutcon

Member
Well, sure, I agree that Ranged is better (my ranged character, Sebille, is the MVP of almost every fight). I do not agree, however, that survivablility is an issue for Rogues.

It might just be my experience then. It's mostly with named "heavies" deciding my Rogue is the main item on the lunch menu. Dude couldn't stand near the Hammer's pets, or a certain farmyard feature, or those goddamn vampire things, etc etc without taking 2 melee hits and needing major assistance.
 
I'm extremely disappointed with my Aero/Hydro main. It was my favourit D:OS character by far, but it feels lackluster here and a liability in combat. Still in early Act 2 tho.

Although I admit being an Undead and having Fane in the group doesn't help for the Aero side.

Splitting your mages in D:OS2 is pretty bad. You need to set statues twice to apply hard CC, and only really get good damage/heals from fully levelling one at a time.

Pick hydro/Aero for now. (Although you should keep atleast 2 points in either one)
Since you have an undead i recommend levelling up hydro, adding 2 points into necromancy. That way you'll be able to nuke enemies with blood sucker, and burst heal allies with it. (Just craft the book for Blood Rain)
 
Well, sure, I agree that Ranged is better (my ranged character, Sebille, is the MVP of almost every fight). I do not agree, however, that survivablility is an issue for Rogues.




You may rarely encounter an enemy with only one armor type but most enemies favor one type or another heavily so it still makes it strategically interesting. Enemies with zero of one type of armor are honestly just canon fodder that can either be wiped out almost immediately or at least easily CC'd into oblivion.
It still ruins the usefulness of some skills though imho.

Like battering ram in OS was amazing. You could use it to rush encounters and knock out people in your way alongside bully? God damn. In this game there's no bully I can see.
 

kromeo

Member
Thinking about taking advantage of the respec on one of my characters and including Summoning in their repertoire.

How do Elemental Totems work? Is there a limit on how many you can summon?

Also regarding the Incarnate; I've seen some screenshots where he's twice the size of the standard one, what's the deal with that?

I'm only at the end of act 1 but so far summoning seems pretty good, the incarnates do decent damage and for the most part enemies don't seem to bother killing them
 

J4g3r

Member
I'm only at the end of act 1 but so far summoning seems pretty good, the incarnates do decent damage and for the most part enemies don't seem to bother killing them

Are you limited to two totems?

I remember Larian putting out a trailer where they have a line of them in from of the character - Wondering how they achieved that (unless they nerfed it since then...)
 
ILike battering ram in OS was amazing. You could use it to rush encounters and knock out people in your way alongside bully? God damn. In this game there's no bully I can see.

Battering Ram is still quite useful for 1) Crossing a large distance with minimal AP 2) doing AOE damage.

The status effects in the first game were unbalanced as hell once you figured out how they worked. Being able to take multiple enemies out of the fight with a single action is an overwhelming advantage. In OS2 you have to essentially "earn" that instead of opening with it out of the gate.

Everybody seems to get hung up on losing various CC options that they miss that a lot of these abilities are still putting out good damage even if you don't get the status effect.
 

Saganator

Member
Thinking about taking advantage of the respec on one of my characters and including Summoning in their repertoire.

How do Elemental Totems work? Is there a limit on how many you can summon?

Also regarding the Incarnate; I've seen some screenshots where he's twice the size of the standard one, what's the deal with that?

Elemental Totems are one of my favorite skills. If you place one on an element, your totem will take on that element. So if you drop it in some fire then you'll have a fire totem that shoots fireballs. If you place a totem on just normal ground then it'll do physical damage, which can be useful to widdle down physical armor. Not sure how many you can place, I've had at least 3 down at one time, though.

With the Incarnate, I've read that when you get level 10 summoning, your incarnate gets much bigger.
 
It still ruins the usefulness of some skills though imho.

Like battering ram in OS was amazing. You could use it to rush encounters and knock out people in your way alongside bully? God damn. In this game there's no bully I can see.

I mean the changes are there for the sake of balance....Like they wanted the combat to be more interactive and less "CC everything to death all the time".

Battering ram still is a great skill.
Like read the text and evaluate its cost, "Rush through all enemies in your path, dealing damage to them.", costs 2 AP and has 12m range. So erm its all ready better than simply moving to your target. Then you add "If this move destroys an enemy's armour, or they have no armour: Set knocked down status on that enemy for 1 turn".

Now combine this skill with a warfare build, thats going be doing big physical damage and has other AOE knockdown skills, and the value of this skill is pretty god dam high.

Everybody seems to get hung up on losing various CC options that they miss that a lot of these abilities are still putting out good damage even if you don't get the status effect.

They added so many other combos to the game aswell.
Like my lizard wizard has a Pyro Dot build.
He applies a burning dot which lasts for 3 turns, and then immediately blows up the dot, dealing damage for each dot stack. He never worries bout CC'ing anythin, he just wants to get into an optimal position cast a massive lazer in a line, then blow everything up.
 

J4g3r

Member
Elemental Totems are one of my favorite skills. If you place one on an element, your totem will take on that element. So if you drop it in some fire then you'll have a fire totem that shoots fireballs. If you place a totem on just normal ground then it'll do physical damage, which can be useful to widdle down physical armor. Not sure how many you can place, I've had at least 3 down at one time, though.

The trailer that Larian released about Summoning and Polymorph showed the Red Prince summoning a line of totems so it has me a little confused lol...

EpETpvk.jpg

With the Incarnate, I've read that when you get level 10 summoning, your incarnate gets much bigger.

Ah ok, thanks for that.
 

bati

Member
Thinking about taking advantage of the respec on one of my characters and including Summoning in their repertoire.

How do Elemental Totems work? Is there a limit on how many you can summon?

Also regarding the Incarnate; I've seen some screenshots where he's twice the size of the standard one, what's the deal with that?

3 totems per summoner, Incarnate gets a huge buff at Summoning 10.
 

Chaos17

Member
It still ruins the usefulness of some skills though imho.

Like battering ram in OS was amazing. You could use it to rush encounters and knock out people in your way alongside bully? God damn. In this game there's no bully I can see.

I agree with you, these armors should've a % of chance to work and not 100% block. Lot of CC skills are useless like taunt because of them, my tank is kinda useless and so I convert him into dps instead...
 

ymgve

Member
That's because:

You committed a murder. The "Silent monks" and such do not attack you and aren't hostile. If you attack and kill an innocent person it treats it as a crime. That's why it didn't pop up for Kniles or such.

Basically just don't attack anyone unless they are hostile to you or it's treated as a crime.

That's bullshit because they all aggroed me once I engaged the head necromancer.
 

Sanctuary

Member
Can't speak of Tactician but even on Classic I had Glass Cannon on my Ranger and enemies would b-line for it to CC. I'm sure you'd have to get Stench if you wanted to keep people away from it.

Smoke Cover should work. It requires 1 in Aerothurge and 1 in Scoundrel, but it effectively makes you untargetable unless point blank. Enemies don't generally cast AoE abilities just to hit a single character either.

Hooo, Reactive Armor nerf. Just when I wanted to respec my tank, rip.

Boo, hiss. I was actually going to have Fane be my Necro/Geo/Warfare tank on a next playthrough that exploited the fuck out of used Reactive Armor and Shackles of Pain.

What is this CC people keep talking about?

In case you aren't being sarcastic, Crowd Control. It's where you manipulate enemies in such a way that it either takes them longer to reach or attack you, or they simply can't do anything at all for a turn or two.
 
I just started this last night, I keep hearing things about making sure your cat doesn't get killed by a tower guard. Is there anything I need to do to prevent this from happening? Cat lose my kitty
 

Tovarisc

Member
You may rarely encounter an enemy with only one armor type but most enemies favor one type or another heavily so it still makes it strategically interesting. Enemies with zero of one type of armor are honestly just canon fodder that can either be wiped out almost immediately or at least easily CC'd into oblivion.

You also run into enemies that have absurd amounts of both armor types, way too healthy HP pool and AP like sand on the beach. At that point you hate everything about how games difficulty is done at places and want throw it into river as it takes ages to drill through armor(s) without heavy weight on one or another while he burns through your party.
 

kromeo

Member
I just started this last night, I keep hearing things about making sure your cat doesn't get killed by a tower guard. Is there anything I need to do to prevent this from happening? Cat lose my kitty

It's the guard on the tower by the entrance into the fort, one of 4 of them. You need to talk to one of them briefly for part of Ifan's quest so watch out for that
 

Moff

Member
That's bullshit because they all aggroed me once I engaged the head necromancer.
He has a few silent monk adds. They are part of his encounter.
I never got a "crime scene" prompt though although I murdered half the camp.
 

Tovarisc

Member
What is this CC people keep talking about?

Crowd Control.

Stuns, knockdowns, teleportation etc.

I just started this last night, I keep hearing things about making sure your cat doesn't get killed by a tower guard. Is there anything I need to do to prevent this from happening? Cat lose my kitty

DO NOT go close to the gate that has 1 hound, 2 melee and 2 ranged Magisters at it (near blacksmith). They will autokill kitty. Also make sure to heal the kitty when it steps into poison etc. so it doesn't die.

It will become permanent once you escape Fort area and wont follow you into the Fort so there is less to worry about.
 

Sanctuary

Member
I just started this last night, I keep hearing things about making sure your cat doesn't get killed by a tower guard. Is there anything I need to do to prevent this from happening? Cat lose my kitty

Seems to survive everything except going near
the locked entrance to the keep, where Borris, some dogs and a few other Magisters are standing out front of.

Unless there's a quest much later on in the game, the overall payoff is shrug worthy. The reward is:
you get a learnable summon cat skill that allows you to swap places with it on the map. The overall damage it does is bad though, and the person who actually gets to learn this seems entirely random. My main character had pet pal and spoke with it, yet it ended up going to The Red Prince (which was somewhat useful until Phoenix Dive).

You also run into enemies that have absurd amounts of both armor types, way too healthy HP pool and AP like sand on the beach. At that point you hate everything about how games difficulty is done at places and want throw it into river as it takes ages to drill through armor(s) without heavy weight on one or another while he burns through your party.

I absolutely dislike it when games do this shit for same leveled enemies. Most of the time they aren't using something like Adrenaline, yet can move across the map and do two or three huge damaging abilities. If it was just isolated to bosses, then okay, sure why not, but not when it's a GROUP of unique enemies that get to combo the crap out of you just because.
Larian please...

Also, I still think the armor system is trash. Mainly due to a lack of piercing. I'd be 100% fine with it if:

1. Taunt actually fucking did anything at all. The current armor mechanic makes it mostly useless. I don't know if Larian meant it as a sardonic joke, but apparently having physical armor = having very "thick skin".
2. There were spells that were built specifically for stripping armor. Not just direct damage that simply eats the armor through...damage.
3. There were spells and another physical skill or two that pierces, hitting health directly, but does less damage than other comparable damage skills when armor isn't present.
 
What is this CC people keep talking about?

Crowd Control. Abilities that take one or more enemies out of the fight so you can focus fire on bad guys one at time.

In the first game you do things like like open up a battle by casting rain, creating puddles under a group of enemies and then shock the puddle, immediately shocking a large batch of guys who could now not take any action in their turn. Once you figured out what you were doing it trivialized the difficulty.

With OS2 those options aren't on the table until you take down one of their armor types.
Ok, so Act 2 question (very, very minor spoiler maybe?):
how exactly does stocking your stuff on Lady Vengeance work? When I right click an object -> Send to Lady Vengeace, absolutely nothing happens...
Also, if someone can spoil me this: do we always keep access to the respec mirror?

I think today's patch notice say they fixed that.
 

Jisgsaw

Member
Ok, so Act 2 question (very, very minor spoiler maybe?):
how exactly does stocking your stuff on Lady Vengeance work? When I right click an object -> Send to Lady Vengeace, absolutely nothing happens...
Also, if someone can spoil me this: do we always keep access to the respec mirror?
 

Artdayne

Member
I'm in act 4 now, my warrior is level 20 and he's a one man army. They seem to scale so well. I mean I'm killing multiple squishies in a turn. I buff him up with Peace of Mind and Haste, have 85% crit with about 220% crit damage.
 
Ok, so Act 2 question (very, very minor spoiler maybe?):
how exactly does stocking your stuff on Lady Vengeance work? When I right click an object -> Send to Lady Vengeace, absolutely nothing happens...
Also, if someone can spoil me this: do we always keep access to the respec mirror?

It was bugged, should work now with the new patch. Not sure about the second one.
 

kromeo

Member
I denied Sebille permission to murder someone, does that mean I can't continue her quest or does it just pick up again later?
 

Rad-

Member
I just started this last night, I keep hearing things about making sure your cat doesn't get killed by a tower guard. Is there anything I need to do to prevent this from happening? Cat lose my kitty

If you want to stop worrying then
sneak through the fort so you get the cat as your summon asap. For example there's an entrance on the right side of the main gate.
Teleport your party and the cat up to the balcony. Then sneak past the enemies in the big hall and go to the other side of the hall (opposite where you came from) and there is a tower with an exit (teleport the cat down the beach) and the cat should become a summon.
 

Sanctuary

Member
I'm in act 4 now, my warrior is level 20 and he's a one man army. They seem to scale so well. I mean I'm killing multiple squishies in a turn. I buff him up with Peace of Mind and Haste, have 85% crit with about 220% crit damage.

Welcome to club Ranger. Except without...the range. ;p Melee characters, but more specifically Str/Warfare hit like megatons, but they are still extremely inefficient for AP use. You have to constantly use mobility skills to get around and they basically get two attacks per turn, and that's not counting all of the other things they probably need to spend AP on too.
 
Thinking about taking advantage of the respec on one of my characters and including Summoning in their repertoire.

How do Elemental Totems work? Is there a limit on how many you can summon?

Also regarding the Incarnate; I've seen some screenshots where he's twice the size of the standard one, what's the deal with that?

Other posters have replied but I will add more (my main character is a Summoner)

If you want to make a primary summoner character then I highly recommend the Wits attribute be your primary one, and if you go hybrid with another thing then whatever its related attribute be your secondary (like strength with Warfare).

The reason is that Summoning spells they are not affected by attributes, but Wits gives you a lot of initiative so your summoner will get the first turn in battle which is crucial because then you can do your summon (like incarnate), buff it, etc. There aren't any attributes that affect summoning spells so Wits is a no-brainer.

If you go Summoner/Warfare then yeah do Wits as primary and Strength as secondary and so on.
 

Currygan

at last, for christ's sake
So I fought the three necromancers in
Gargoyle's Maze
five times in a row until i realized i
had to destroy their urns
. Mehh

Thinking about saving Gareth because wherever I go there's death
 

Stevey

Member
OK, 23 hours in and just noticed that the Blue Anchor icon on the minimap is fast travel to discovered waypoints.
Been walking to the nearest waypoint to fast travel between them.
FML.
 

Gothos

Member
The more I play, the more I think the game would benefit A LOT from level scaling of enemies so we could explore maps in the order we want them and not how Larian wants them to be explored.
 

Tovarisc

Member
So I fought the three necromancers in
Gargoyle's Maze
five times in a row until i realized i
had to destroy their urns
. Mehh

If you place soul jars on the ground, engage in combat with those three guardians and then destoy jars with e.g. spell they thank you for releasing them and giving them true death.

Neat detail.

--------------

Not sure how I feel about Necromancy and Polymorphy scaling off of strength, even better at places than actual warfare skills. Being tanks means having few knockdowns from warfare and rest is stacking Necro and Poly for damage?
 

Artdayne

Member
Welcome to club Ranger. Except without...the range. ;p Melee characters, but more specifically Str/Warfare hit like megatons, but they are still extremely inefficient for AP use. You have to constantly use mobility skills to get around and they basically get two attacks per turn, and that's not counting all of the other things they probably need to spend AP on too.

That's not much of a problem with the Haste buff considering it costs 2 points to use Spread your Wing the first time, but 1 every subsequent time. Phoenix Dive is only one point and that's covered by Haste. Battering Ram is an effective gap closer and it also hits hard enough for me that I will break through their armor and knock them down on the opener. I don't need him to kill everyone on the map. I don't have a Ranger in my party and I've heard they are really strong but I'm skeptical that they outscale 2 handed damage, I'll definitely be running with one on my next playthrough, or if I feel like it maybe I'll respec my rogue.
 
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