Grindy?? WTF
You guys just suck
Can you imagine how easy would it be with selectable loot?
Grindy?? WTF
You guys just suck
Love, I can glimpse your party composition from the screenshots you posted- you do realise that playing an all-mage troupe is a severely OP choice? Game is significantly more difficult if you don't have AoE spams available every combat turn
I'm playing a balanced party composed of 'hybrid classes' and while i agree that people should git gud, it is significantly more trying when you can't just stack spell combos and murder everyone before they get a chance to move.
Why do you do it the pussy way? Funny in this thread peopple talk about 'hard' being the way to go when it's lame. 100 les hit points means nothing if youa re gonna do lames things like use bottlenecks.
Random loot is probably the biggest weakness of this game (and the whole Divinity series in general). It's fine for maybe 50% of the itemization but not 99% of it.
Random loot is probably the biggest weakness of this game (and the whole Divinity series in general). It's fine for maybe 50% of the itemization but not 99% of it.
What specific type of loot system would you like to see in this then?
It know it's too late for Larian to fix anything at this point, but in the future I'd love them to add those handplaced artifacts that can be exhanged for 'quest tokens'
There's not really a 'system' they need to implement they just need more instances of static loot, particularly on bosses/significant characters. Even in a classless game people are still going to gravitate around the same archetype characters: warrior (tank and/or damage oriented), rogue, ranger, and some iteration of mage so it's not much of an issue for 'hybrids' or whatever. When I found the unique mace on big dude outside of the lighthouse I thought it would be a fairly regular practice. Instead I think I only came across half a dozen unique/hand placed items the entire game. I'm not even sure why they went with randomized loot when most crpgs opt for static loot -- this is as far as I can remember going back to the gold box series.Random loot is probably the biggest weakness of this game (and the whole Divinity series in general). It's fine for maybe 50% of the itemization but not 99% of it.
What specific type of loot system would you like to see in this then?
There's not really a 'system' they need to implement they just need more instances of static loot, particularly on bosses/significant characters. Even in a classless game people are still going to gravitate around the same archetype characters: warrior (tank and/or damage oriented), rogue, ranger, and some iteration of mage so it's not much of an issue for 'hybrids' or whatever. When I found the unique mace on big dude outside of the lighthouse I thought it would be a fairly regular practice. Instead I think I only came across half a dozen unique/hand placed items the entire game. I'm not even sure why they went with randomized loot when most crpgs opt for static loot -- this is as far as I can remember going back to the gold box series.Random loot is probably the biggest weakness of this game (and the whole Divinity series in general). It's fine for maybe 50% of the itemization but not 99% of it.
What specific type of loot system would you like to see in this then?
Yeah, I'm playing on hard as a ranger+geomancer (just 1 point for oil and spider)/witch+geomancer+pyro/madora/jahan setup, about 1/4 through the second zone currently @ level 11. As long as you have enough crowd control and LOS blocking (and/or summons to keep the simplistic enemy AI occupied), combat really isn't THAT difficult. There's a bit of enemy HP bloat, but it doesn't matter if the only real enemy threats (casters, archers) can't actually do anything or waste their turns killing summons. I just need to figure out how to give Madora a summon ability for maximum cheese!Everyone should just try playing on Hard, really. It doesn't entail any HP or damage bloat, and makes the encounters at least a bit more challenging.
I mean, myself and Angthoron engaged a large higher-level group of enemies today on Hard, without any prior knowledge of this encounter, and got by just fine without even coordinating our actions for the 1st half of the encounter or so. I shudder to think how easy it would've been on Normal.
Yeah, my fiirst observation when switching to normal was that every party member's hp went up by 100. Combat is still enjoyable and no longer feels grindy.
Grindy?? WTF
You guys just suck
There's not really a 'system' they need to implement they just need more instances of static loot, particularly on bosses/significant characters. Even in a classless game people are still going to gravitate around the same archetype characters: warrior (tank and/or damage oriented), rogue, ranger, and some iteration of mage so it's not much of an issue for 'hybrids' or whatever. When I found the unique mace on big dude outside of the lighthouse I thought it would be a fairly regular practice. Instead I think I only came across half a dozen unique/hand placed items the entire game. I'm not even sure why they went with randomized loot when most crpgs opt for static loot -- this is as far as I can remember going back to the gold box series.Random loot is probably the biggest weakness of this game (and the whole Divinity series in general). It's fine for maybe 50% of the itemization but not 99% of it.
What specific type of loot system would you like to see in this then?
Have you played Icewind Dale II? That seems to be more the kind of system you are talking about (in a way). Of which I still think is as horribly flawed as is "Random Drops".
Grindy?? WTF
You guys just suck
Love, I can glimpse your party composition from the screenshots you posted- you do realise that playing an all-mage troupe is a severely OP choice? Game is significantly more difficult if you don't have AoE spams available every combat turn
I'm playing a balanced party composed of 'hybrid classes' and while i agree that people should git gud, it is significantly more trying when you can't just stack spell combos and murder everyone before they get a chance to move.
My party composition is a wizard-warrior (two-handed and geomancy+pyro+witchcraft for buffs and the occasional fire nuke), a shadowblade (pretty vanilla), a wizard (currently hydro+pyro, will expand later) and a fighter/archer. Also, I'm doing a no stealing run. Obviously it's suboptimal but man, combat encounters are so much more fun.
Holy shit Cyseal alone is quite a lot of content to play through and the map is rather large. I still have the northern portion of the map to go through. How many maps of this size are there?
Really enjoying the combat though a subtle grid option would be nice. I have had some tough battles and had to turn down the difficulty a few times.
Larian guys are absolutely bonkers to make something like this. It is playing with fire, it's balancing on a tightrope placed between two of the tallest skyscrapers. It's the kind of shit you try out once when you're drunk and high... but not the kind that you do again if you manage to survive. They made it this time, but they too have to feed their families. The next time they'll play if safe. I can't blame 'em.
It has an 87 on Metacritic and has been the #1 seller on Steam for over a week now. I don't know why you'd think we won't see another.