that's not really true. My most succesful strategy right now seems to be peeling off armor from one foe at a time, attempting to keep them CC'ed once that's done and then mop up once everybody's armor is down or I run out of CC
Well it sure isn't right now.
I took your advice and attempted to deal with the Trompdoy fight that way, and promptly got mugged. Reloaded and switched back to the usual tactic of clobbering them one by one, and won handily.
It should have been the first or the second location.Arx is cool : enjoy the city so far
A cave on the beach beneath/behind the tower.Maybe I'm a bit retadred but where do I get the soul jars for these skeleton shits in the dungeon near the maze? I can't figure it out for the life of me. I can (barely) kill them, get the key and open the door but then I'll just be raped by them once they revive.
Hahaha the whole world is a fag world.I have met at least a dozen faggot couples and a few single faggots.Also let the fag paladin get killed.Arx is a fucking fag city, encountered three fag couples -two lesbian couples, and one interracial gay couple. The fucking California in RPG, i didn't think twice wheni've turned the valve with deathfog to exterminate the whole city
Yeah most of my fights end up as a hellish inferno,i just learned to ignore it and nuke everything with fire magic and poison explosion.Has anybody noticed that the environment is incredibly unpredictable in this game compared to D:OS1? I feel like a small drop of blood on the ground suddenly turns into a cursed electrified stormcloud that fills half the screen in the blink of an eye.
Maybe it has something to do with random enemies popping into play out of no where at the start of combat. I feel like I need to walk into an encounter to scout it, and then reload to properly play it. Maybe I'm playing it wrong and I'm stupid, but there's just so much that feels wrong about both combat encounters, design, and environmental elements now.
Oh, and speaking of the frustrating enemy encounters... I noticed something else last night while raging about enemy pop-in... I find D:OS2 suffers horribly from 'waist-height cover syndrome' foreshadowing ala. Gears of War or any console cover shooter... once I see two or three raised high-ground platforms, I know some shit is going to go down. It really takes me out of the game.
Sigh.
Finally got that Anethema sword thing from Tarquinn, finally a proper weapon. But it breaks after 1 use? Anybody know how to not make it brittle? aka. have more durability?
I got 9000 dmg with it on my warrior ;D
Yeah most of my fights end up as a hellish inferno,i just learned to ignore it and nuke everything with fire magic and poison explosion.Has anybody noticed that the environment is incredibly unpredictable in this game compared to D:OS1? I feel like a small drop of blood on the ground suddenly turns into a cursed electrified stormcloud that fills half the screen in the blink of an eye.
Maybe it has something to do with random enemies popping into play out of no where at the start of combat. I feel like I need to walk into an encounter to scout it, and then reload to properly play it. Maybe I'm playing it wrong and I'm stupid, but there's just so much that feels wrong about both combat encounters, design, and environmental elements now.
Oh, and speaking of the frustrating enemy encounters... I noticed something else last night while raging about enemy pop-in... I find D:OS2 suffers horribly from 'waist-height cover syndrome' foreshadowing ala. Gears of War or any console cover shooter... once I see two or three raised high-ground platforms, I know some shit is going to go down. It really takes me out of the game.
Sigh.
You mean Dragon's Beach? I already cleared out that dungeon, didn't get shit.A cave on the beach beneath/behind the tower.Maybe I'm a bit retadred but where do I get the soul jars for these skeleton shits in the dungeon near the maze? I can't figure it out for the life of me. I can (barely) kill them, get the key and open the door but then I'll just be raped by them once they revive.
Enemies hitting you in melee while standing 3 meters below is better. I am not sure game calculates heights and surfaces correctly sometimes.Has anybody noticed that the environment is incredibly unpredictable and annoying in this game compared to D:OS1?
Grow up dude.The fact that you think that this has anything to do with difficulty shows that you have not read or understood the complaints, or followed the discussion, and your opinion is to be immediately discarded like the garbage it is. Every time I see a pleb going "Hurr durr is it too difficulty for you durrr the game is easy I'm so hardcore why do you think it's so difficult play on explorer lmao loool" it just reminds me that our mental health care institutions are in shambles and we need to start locking up and care for the mentally challenged again, restricting their general access to overall society, where they may be mistaken for normal human beings.I don't understand the armor complaints really. So the enemies have a "break" bar that has to be worn down before they are vulnerable to other effects. Big deal. It's not like the game doesn't give you the tools to manage exactly that. Anything that adds tactical utility to skills makes the combat more interesting. The complaint seems to be players are mad the same strategies from the first game aren't as viable; they can't just lock down every fight in the first round anymore. Toughen up, buttercups.
Jesus Christ, it's not that fucking hard to wrap your head around the issues. The fact that every fucking CC and effect automatically succeed once that armor is stripped down is just as much of an issue as the fact that you fully resist everything with even a smidgen of armor, and what penetrates armor and what targets which armor is the opposite of intuitive. But don't let discussions on the issues stop you from your baseless assumptions and your paste-eating, you casualized piece of shit.
I bet you'd have just as much fun if we just gave you a happy meal and rolled your drooling ass into the ball pit at McDonalds, anyway.
I'm still wearing the helmet at level 12. Warm isn't much of a curse.
Enemies hitting you in melee while standing 3 meters below is better. I am not sure game calculates heights and surfaces correctly sometimes.Has anybody noticed that the environment is incredibly unpredictable and annoying in this game compared to D:OS1?
No the other one,on the left side of the tower.You mean Dragon's Beach? I already cleared out that dungeon, didn't get shit.A cave on the beach beneath/behind the tower.Maybe I'm a bit retadred but where do I get the soul jars for these skeleton shits in the dungeon near the maze? I can't figure it out for the life of me. I can (barely) kill them, get the key and open the door but then I'll just be raped by them once they revive.
I'm still wearing the helmet at level 12. Warm isn't much of a curse.
Set looks great on my char its really shame you cant reforge it to higher level the way you can do with gear in Skyrim and DAO.
Enemies hitting you in melee while standing 3 meters below is better. I am not sure game calculates heights and surfaces correctly sometimes.Has anybody noticed that the environment is incredibly unpredictable and annoying in this game compared to D:OS1?
Heights are a mess,hate how projectile spells are useless when the enemy is in higher ground.Enemies hitting you in melee while standing 3 meters below is better. I am not sure game calculates heights and surfaces correctly sometimes.Has anybody noticed that the environment is incredibly unpredictable and annoying in this game compared to D:OS1?
I refuse to believe you actually play D:OS2 or D:OS1, at this point. I really do.
- OK with armor and completely binary outcomes.
- Claims environmentals are toned down.
- Implies that fights in D:OS2 do not turn into one big fireball.
- Says that D:OS2 is more "focused on applying CC".
Enemies hitting you in melee while standing 3 meters below is better. I am not sure game calculates heights and surfaces correctly sometimes.Has anybody noticed that the environment is incredibly unpredictable and annoying in this game compared to D:OS1?
i'm generally detecting some very big doom 2 influence in this game
- armour that counts as another hp bar
- monster closets and pop-ups galore
- being able to melee munsters that are much above you
it all makes sense
Ok what game are you playing?Every enemy have some skill that puts poison or oil on the field,also most battle grounds are filled with poison or oil.Around 90% of my battles are a sparkling mess of effects,most times i can't even see my enemies and have to search them on the mini map.I refuse to believe you actually play D:OS2 or D:OS1, at this point. I really do.
- OK with armor and completely binary outcomes.
- Claims environmentals are toned down.
- Implies that fights in D:OS2 do not turn into one big fireball.
- Says that D:OS2 is more "focused on applying CC".
Environmental AOEs are significantly smaller:
A fire ball in Dos 1 is 7.5m wide
A fire ball in Dos 2 is 6m wide
A molotov in Dos 1 is 8m wide
A molotov in Dos 2 is 4.5m wide
Barrels and poisons that catch flame also seem to have smaller explosions. Midnight Oil is gone and giant poison clouds are harder to generate. Players also need LOS to throw fireballs now. Setting the entire field on fire is less common than DoS1 then simply because it is more difficult. It is also less desirable, as the burning status is blocked by magic armor. I can only recall two fights in Dos2 where I've set everything on fire to win, one was the hound guy and one was the giant spider. In Dos1 setting everything on fire was a default strat and enemies were dumb enough to run through flames until they died.
goofy Google Translate said:How do players get caught up? "I think that interest has never been wasted," says Swen Vincke, Larian's animator. "In the late 1990's, that genre was essentially too expensive to make for the major game publishers: the audience that existed was no longer sufficient to justify the investment. But in recent years there has been a huge widening in the video game industry , which makes it possible to work on big niches. It was forgotten that there is a market for this kind of games. "
Why did you want to make a sequel to Original Sin, and not - I'm just saying something - a Divinity III?
"I do not talk about what we might want to do in the future (laughs). But we felt that our story in this prequel universe was not yet published."
How many people have you been to Divinity: Original Sin II?
"The team we have built over the past few years consisted of 135 people. Forty-five of them are in Ghent, the rest is spread across our foreign locations in Ireland, Russia and Canada."
In the meantime, in addition to the central studio in Ghent, you have development affiliates in St Petersburg, Dublin and Quebec City. What have they been in the development of Divinity: Original Sin II?
Initially, we set up those branches to make use of the talent in the three cities. For example, in St. Petersburg, we discovered that local developers are very adept at making console versions, which makes us most of the console edition of Divinity: Original Sin. But meanwhile we have been organized this way. "
How anchored do you still feel in Ghent, or Belgium, now you become such an international organization?
"Here is our core team. Most of the development of Divinity: Original Sin II has also happened here and the important decisions have been taken here. We have just moved to a beautiful new building. A large part of the team lives here too. We do not intend to leave here. "
Did you work for the Enhanced Edition and Console Versions of the first Original Sin together with the French publisher Focus Home Interactive, after having been your own publisher for several years?
"If you want to grow as a gaming company, it's important that you can continue to manage your own intellectual property. From the moment we took this step in 2010, and we were independent from outside parties, we always have the best at every game watched the way to market him. For consoles, when we launched the Enhanced Edition, we got more into a party who knew about retail distribution. For Divinity: Original Sin II, now only on PC is being launched online, the most important distribution form, and we can already do that well. "
What brings the future?
"We can not tell you what our future plans are, but we've got things going on: we know where we're going. What we certainly know is that all of our future games will fall into two possible genres: role playing games and strategy games. Our core strategy is really simple. I think it's very important that we continue to make the kind of games we want to play. "
I refuse to believe you actually play D:OS2 or D:OS1, at this point. I really do.
- OK with armor and completely binary outcomes.
- Claims environmentals are toned down.
- Implies that fights in D:OS2 do not turn into one big fireball.
- Says that D:OS2 is more "focused on applying CC".
Environmental AOEs are significantly smaller:
A fire ball in Dos 1 is 7.5m wide
A fire ball in Dos 2 is 6m wide
A molotov in Dos 1 is 8m wide
A molotov in Dos 2 is 4.5m wide
Barrels and poisons that catch flame also seem to have smaller explosions. Midnight Oil is gone and giant poison clouds are harder to generate. Players also need LOS to throw fireballs now. Setting the entire field on fire is less common than DoS1 then simply because it is more difficult. It is also less desirable, as the burning status is blocked by magic armor. I can only recall two fights in Dos2 where I've set everything on fire to win, one was the hound guy and one was the giant spider. In Dos1 setting everything on fire was a default strat and enemies were dumb enough to run through flames until they died.