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Divinity Divinity: Original Sin 2 - Definitive Edition

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
I made it to the next island, but yeah, it was like when the hard level-scaling kicked in on Oblivion.

Remember in DOS I getting to what was supposed to be halfway through the game and realizing I’d never be getting another new skill and ghat was that.
 

Roguey

Codex Staff
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Sawyerite
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I remember the moment I dropped DOS2 well: I was at some mines or oil fields and something and I had just picked up a blue item one or two levels higher than the uber legendary boss drop I had from a boss moments ago. The blue item was strictly better.

I shut down the game and didn’t look back.
Not feeling the Item Fever, huh?
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
I remember the moment I dropped DOS2 well: I was at some mines or oil fields and something and I had just picked up a blue item one or two levels higher than the uber legendary boss drop I had from a boss moments ago. The blue item was strictly better.

I shut down the game and didn’t look back.
Not feeling the Item Fever, huh?
Obsoleting Unique items with mundane ones one level "higher" is no fever, it's braindead.
 

Grunker

RPG Codex Ghost
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I remember the moment I dropped DOS2 well: I was at some mines or oil fields and something and I had just picked up a blue item one or two levels higher than the uber legendary boss drop I had from a boss moments ago. The blue item was strictly better.

I shut down the game and didn’t look back.
Not feeling the Item Fever, huh?

lol
 

Seethe

Prophet
Joined
Nov 22, 2015
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1,000
This is possibly the worst turn-based game I ever played, fights take forever (slow ass animations + retarded armor system), and every encounter is a clusterfuck of status/elemental effects. I didn't like 2nd half of first game either, but it's unreal how Larian fucked up every single good thing from first game and fixed none of its flaws.
It's an amazing cocktail of all kinds of garbage. The encounter design is awful ambushes over and over again and the round robin system where initiative doesn't matter is really the cherry on top of the cake. This might be the first RPG in the world that forces you to go all physical or all magical. Anything different is just inefficient. The armor system makes all fights play the same, clicking the same abilities in the same order like it's some sort of MMO rotation.

And don't even get me started with how the items scale with the player level. Once you level up you feel like a weak piece of crap until you find a new item that fits your new level.
 
Last edited:

kangaxx

Liturgist
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Remember in DOS I getting to what was supposed to be halfway through the game and realizing I’d never be getting another new skill and ghat was that.
The same problem exists in BG3 as well, at the start of Act 3.

The more I look back on DOS 2 the more I'm amazed I finished it. So much to dislike there... the armour system, the initiative system, the scaling loot (maybe my most hated feature in gaming), the "stick to the path or get one shot by invisible enemies" imperative. It does some things quite well, but the fact it took me three attempts to finish it says a lot.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
the armour system, the initiative system, the scaling loot (maybe my most hated feature in gaming), the "stick to the path or get one shot by invisible enemies" imperative
(1) armour system:

One of those things that works well if played as designed instead of trying to break it with one-weird-tricking. Felt like more work than it was worth doing that in any event. Enough magic armor to avoid getting easily controlled, enough physical not to get one-shot was effective.

(2) initiative

Alternating felt like overdone kludge, but stunlocking was still usually doable in spite that. Would have been better to remove abilities that cause turn-skips (and worse) while bypassing armor.

(3) scaling loot

Way overscaled. Systems that aim to make non-unique loot matter for all players are hard and maybe not worth doing.

(4) Stick to path

The path itself was no pushover! Hard games sell. People like challenges and overcoming them, and not just grognards. Off-path should be high risk/high reward.
 

Darth Roxor

Rattus Iratus
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This is possibly the worst turn-based game I ever played, fights take forever (slow ass animations + retarded armor system), and every encounter is a clusterfuck of status/elemental effects. I didn't like 2nd half of first game either, but it's unreal how Larian fucked up every single good thing from first game and fixed none of its flaws.
It's an amazing cocktail of all kinds of garbage. The encounter design is awful ambushes over and over again and the round robin system where initiative doesn't matter is really the cherry on top of the cake. This might be the first RPG in the world that forces you to go all physical or all magical. Anything different is just inefficient. The armor system makes all fights play the same, clicking the same abilities in the same order like it's some sort of MMO rotation.

And don't even get me started with how the items scale with the player level. Once you level up you feel like a weak piece of crap until you find a new item that fits your new level.
I still do not at all understand the popularity of this game, because to me it's just thoroughly and aggressively shitty.
 

kangaxx

Liturgist
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(4) Stick to path

The path itself was no pushover! Hard games sell. People like challenges and overcoming them, and not just grognards. Off-path should be high risk/high reward.
I do agree in principle and usually enjoy that, but the scaling/variable loot conundrum ruins it in this game. There are some unique items, but I never felt like I was missing out by "sticking to my lane".

My main gripe with this was the way they execute the random difficulty spikes... often there's no real indication that you're walking into an ambush that you have no hope of winning. It felt like you were being punished for exploring.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
This is possibly the worst turn-based game I ever played, fights take forever (slow ass animations + retarded armor system), and every encounter is a clusterfuck of status/elemental effects. I didn't like 2nd half of first game either, but it's unreal how Larian fucked up every single good thing from first game and fixed none of its flaws.
It's an amazing cocktail of all kinds of garbage. The encounter design is awful ambushes over and over again and the round robin system where initiative doesn't matter is really the cherry on top of the cake. This might be the first RPG in the world that forces you to go all physical or all magical. Anything different is just inefficient. The armor system makes all fights play the same, clicking the same abilities in the same order like it's some sort of MMO rotation.

And don't even get me started with how the items scale with the player level. Once you level up you feel like a weak piece of crap until you find a new item that fits your new level.
I still do not at all understand the popularity of this game, because to me it's just thoroughly and aggressively shitty.
Early level progression is good and needed to get past the gateway fights. Bogs down midgame with items/lack of new skills.
 

Seethe

Prophet
Joined
Nov 22, 2015
Messages
1,000
This is possibly the worst turn-based game I ever played, fights take forever (slow ass animations + retarded armor system), and every encounter is a clusterfuck of status/elemental effects. I didn't like 2nd half of first game either, but it's unreal how Larian fucked up every single good thing from first game and fixed none of its flaws.
It's an amazing cocktail of all kinds of garbage. The encounter design is awful ambushes over and over again and the round robin system where initiative doesn't matter is really the cherry on top of the cake. This might be the first RPG in the world that forces you to go all physical or all magical. Anything different is just inefficient. The armor system makes all fights play the same, clicking the same abilities in the same order like it's some sort of MMO rotation.

And don't even get me started with how the items scale with the player level. Once you level up you feel like a weak piece of crap until you find a new item that fits your new level.
I still do not at all understand the popularity of this game, because to me it's just thoroughly and aggressively shitty.
It's the "normie's first CRPG", although arguably DivOS 1 takes that title. There's a reason it keeps getting brought up over and over and over again into discussion by BG 3 fans as well, it's the same audience. Maybe it's the shitty humor that attracted them, and the fact that it's a braindead easy game to comprehend. Maybe it's because it looked the "shiniest" among all CRPGs which is why they now fawn over BG3 being "the best CRPG evar".

FA9br2ZVgAsUGlf
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
It’s because Voidwoken, Wurm, and shipboard fights are harder than anything else that’s come out in AAA titles for years.

When you’re in a hole stop condescending.
 

Strange Fellow

Peculiar
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4,299
Steve gets a Kidney but I don't even get a tag.
Making a second attempt at this, in co-op with a bro. (His idea, for the record.) I'm having more fun than last time, although I recall finding the game all right for the first chapter before the fatigue properly set in during chapter 2, which is where we are now.

We're playing with the reduced bloat mod. It's hard to say how much of an impact it makes, but we're definitely having to swap out gear less frequently than last time, which is a relief. The itemisation is still dogshit but what can you do.

The faults with this game have been analysed so thoroughly here that there's no point in rehashing them. The upshot is that they produce an overwhelming feeling of disjointedness.

Our party has three characters who do primarily physical damage and one who does magical dmage. Most encounters play out as two parallel combats, where the enemies with low physical armour are assigned to the three and the ones with low magic armour are assigned to the one. These two combats are happening in the same environment but basically don't interact much. Enemies will cross over and attack characters belonging to the other combat, but there's nothing those characters can do about it so it doesn't change anything.

About half of the "class" skills that are required to unlock new abilities are worthless to put points into past the hard requirements for abilities, and 90% of worthwhile abilities only require one or two points in their respective skill. This leads to absurd things like my necromancer dude putting all his skill points into Warfare at levelups instead of Necromancy because investing in Necromancy is pointless, and now that he's done that, he may as well pick up Warfare skills because why the hell not. There's no build identity whatsoever, just a series of walking composites of random abilites from random schools.

Enemies are the same, with the result that you can never count on any enemy behaving in a particular way. You just have to wait and see what sort of bullshit they pull out of their asses and there's nothing you can do to anticipate it based on their name or what they look like. Positioning is completely irrelevant since everyone teleports all the time. Most encounters teleport in extra enemies after the combat starts, so planning around what you can see is irrelevant. It feels like what I imagine MMOs probably feel like, where you just faceroll over abilities as they come out of cooldown, since you can't predict anything and any random bullshit can happen at any time.

It's baffling to play a game so heavily geared towards co-op that does so many things to discourage cooperation. All the pieces that make up this game are floating around in a vacuum, occasionally coming into contact but never building to satisfying sequences of action and reaction. My co-op bro and I are just playing separate games near each other most of the time.

:deadhorse: over. We're still having some fun because of the things this game shares with D:OS1 and BG3, and because any co-op game is an excuse to shoot the shit.
 

lukaszek

the determinator
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There's no build identity whatsoever, just a series of walking composites of random abilites from random schools.
yeah, i believe its result of getting rid of attribute requirements from dos1 and it went downhill

Most encounters teleport in extra enemies after the combat starts, so planning around what you can see is irrelevant
i guess VD went extra step with colonoscopy combat encounters
 

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