Divinity: Original Sin 2 (Anyone play Divinty 1?)

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pjknibbs
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Post by pjknibbs » Sat, 30. Sep 17, 14:35

Wow. I just had the most intense fight of the game so far in the Blackpits. Started out with three magisters so didn't seem that tough, but then a bunch of weak Oil Voidlings appeared. Those guys left oil pools everywhere they went, so it wasn't long before the entire screen was on fire and my framerate was tanking massively. Then a couple of bigger, tougher Oil Voidlings showed up, and some Fire ones appeared too, who obviously heal in fire so were having great fun in the sea of cursed fire that was all over the place. Fane had to flee the battle halfway through, partly because he was close to death and I couldn't heal him and partly because he's a Geomancer/Pyrokinetic and thus couldn't do anything against the Fire Voidlings, but somehow the other three managed to hold on and defeat everyone.

I reckon the fight took around an hour all told. Hope for more like that later on!

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Post by RegisterMe » Sat, 30. Sep 17, 15:10

I needed multiple goes at that fight.
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Mightysword
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Post by Mightysword » Sat, 30. Sep 17, 16:27

pjknibbs wrote:Wow. I just had the most intense fight of the game so far in the Blackpits. Started out with three magisters so didn't seem that tough, but then a bunch of weak Oil Voidlings appeared. Those guys left oil pools everywhere they went, so it wasn't long before the entire screen was on fire and my framerate was tanking massively. Then a couple of bigger, tougher Oil Voidlings showed up, and some Fire ones appeared too, who obviously heal in fire so were having great fun in the sea of cursed fire that was all over the place. Fane had to flee the battle halfway through, partly because he was close to death and I couldn't heal him and partly because he's a Geomancer/Pyrokinetic and thus couldn't do anything against the Fire Voidlings, but somehow the other three managed to hold on and defeat everyone.

I reckon the fight took around an hour all told. Hope for more like that later on!
Did you try to bless the fire?

pjknibbs
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Post by pjknibbs » Sat, 30. Sep 17, 19:58

I tried that in another fight earlier, but didn't have any Source available to do it in this one.

Oh, and I totally cheesed a later fight by using crates to block the ladders leading up to the wooden platform I was on, using my height advantage to deal loadsa damage...

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Post by Jericho » Mon, 2. Oct 17, 18:50

New hard drive in, 'some' data recovered, nothing important lost. Reinstalling Original Sin 2.

Dreading working out which Fallout 4 mods I had installed... That's really going to screw up my huge constructions :(
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Post by felter » Mon, 2. Oct 17, 19:52

Jericho wrote:New hard drive in, 'some' data recovered, nothing important lost. Reinstalling Original Sin 2.

Dreading working out which Fallout 4 mods I had installed... That's really going to screw up my huge constructions :(
I had that issue with Skyrim, it wasn't so much the actual mods I had used but they had to be installed in a certain order for them to work together. After numerous attempts, I went back to an earlier save game and lost a lot of hours in gameplay, now I limit the amount of mods I use.

Got to love the conversation with Trompdoy, playing a female Elf Cleric:

Trompdoy "Hey! Hey you! Let me see what you've got under there. Go on, go on, show me your -"

Me "Wait and let him finish"

Trompdoy "TITS!"

I was not expecting that.
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pjknibbs
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Post by pjknibbs » Mon, 2. Oct 17, 23:48

Just finished up with Driftwood (OK, there were a few quests unfinished, but it would have taken more effort to do them than I could be bothered with). Level 17, Nameless Isle ahoy!

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Post by Mightysword » Tue, 3. Oct 17, 05:20

I'm lvl14 and still in Driffwork. But 2 things start to bother me greatly now:

- Environmental fight is overused. And by that I mean really really overused. IMO it should be something that you should specifically work toward to get an edge, but I can't remember the last time I have a fight where everything is nice and clean. Pretty much every single fight turn into some sort of field of flame that it feels like I'm fighting in hell and not in Riverellon. My gears are argument-ed for fire resistance so it hurts the AI more than it hurt me, but god my eyes. :x

- I noticed more and more how a lot of quests are disconnected from each step. Like one step doesn't really acknowledge what happens prior. For 2 examples:
+ I return to the Paladin to report after finishing their quest, a fight broke out and I had to help them fend them off. I think three of the Paladin died. The fight is over, talk to the the Captain and he acted like ... nothing, literally nothing had just happened.
+ I got this quest from a Lizard asking me to check for her friend family in the Pit, when I get to that family (and save them from the imminent execution no less), they pleadge to me to go look for another member. Save him from another big fight, he ran up to me and asked "hey did you run to my family before you get here by any chance"? My 2 available responses were: 1-Nope haven't seen them. 2-Refuse to answer him. And I was like what the heck, I'm here because they asked me to find you in the first place! Oh yeah and he also mentioned his "Friend" abandoned him and my character had no response ... you know, the very same friend to asked me to go help his family?

And this start to happens more and more often now (I guess the Early Access helped them hammer out Act 1, but the latter act ...). For someone who play RPG more for the story and writing, this is really getting to me, perhaps more than it should, but very annoying regardless. :shock:


PS: btw, I think I found the ultimate cheese technique especially for boss fights. You know those fight that trigger after a short dialogue?

- Only the character initiated the convo is locked. You can switch to other characters and free move around.
- It means you can position your char in a way that give you good starting position ... but that's not the "ultimate" part.
- You can actually use teleport and tele both the characters who are locked into the convo, this both include yours and the boss.

I did this for a certain fight where you have to fight a witch and a bunch of dogs (who can kill any of my chars in one turn). After a few attempt I teleport her and my chars (who in the convo lock) all the way back to the entrance and nuke her down without her minions get any wiser. :D

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Post by pjknibbs » Tue, 3. Oct 17, 09:17

I didn't find those dogs were one-hit kills for me? Mind you, I did that fight when I was level 15 or 16, and a single Chain Lightning instakilled two of the dogs while the other two seemed to find Fane strangely attractive and concentrated on killing him, leaving the rest of my party free to kill the witch.

Oh, and the secret of not getting hurt by environmental effects is simply to not run through them. You get the effect re-applied every step, it seems, and that will burn through your magic armour and your health pretty darned quickly, whereas if you just stand there you only get the affect applied once per turn, and the AI rarely seems to stack effects to kill you faster (e.g. using Poison on a fire cloud to create an extra explosion as well as the poison effect).

And yes, I noticed that the Paladins seemed rather unconcerned about the Voidwoken attack I helped them fight off, but the quests are still about a hundred times more connected than your Skyrims or your Fallout 4s.

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Post by Jericho » Tue, 3. Oct 17, 10:05

I know what you mean about the environments... It reminds me of that old game from the team that did Dishonoured... Something Magick? You always knew a fight was going to start because there would be some spikes on a wall for you to kick badguys into and a pool of oil on the floor to inflame.

Bit like Bioshock really "Oh look, a shiny oil patch, I'd better get my fire plasmid ready."

Would be good to find some false-positives: (Anyone ever play Dungeon Master on the Atari ST? The developers put in a thing where the floppy disk accesses at random times so you think monsters are being loaded).
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pjknibbs
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Post by pjknibbs » Tue, 3. Oct 17, 11:05

Jericho wrote:I know what you mean about the environments... It reminds me of that old game from the team that did Dishonoured... Something Magick?
Dark Messiah of Might and Magic? That was really more of an FPS than an RPG, so you always knew a fight was going to start because there was *always* a fight starting--the environmental kill opportunities were incidental. And I don't think the same thing applies here--for example, the fight I mentioned earlier in the Blackpits takes place in a location where the only environmental things are a couple of barrels, and those are *everywhere*; the entire screen got filled with fire due to monsters spawning who leave oil puddles, which then got ignited, not because of any particular environmental factors in the area.

The witch and dog fight, yes, there's likely to be a fight there because you're opening a mysterious sarcophagus, but again, there are no environmental things in the area--you add those yourself with your spells.

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Post by Morkonan » Tue, 3. Oct 17, 20:59

Jericho wrote:Anyone ever play Dungeon Master on the Atari ST?
I played it on the PC, if it's the same game. I do recall something being in it that was like that, but I don't remember what it was.

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Post by Mightysword » Wed, 4. Oct 17, 02:14

pjknibbs wrote:I didn't find those dogs were one-hit kills for me? Mind you, I did that fight when I was level 15 or 16 ...
I did that fight when I was around 12 or 13 ... much cheese was ordered.

Oh, and the secret of not getting hurt by environmental effects is simply to not run through them. You get the effect re-applied every step, it seems, and that will burn through your magic armour and your health pretty darned quickly,
Like I said I don't have problem with it in that regard. Fire does little damage to me and my guys. It's just the frequency and how easy the whole field go up in flame that bother me. Oh and I don't walk around, I have so many teleport spells/ability that I rarely ever walk in battle.
but the quests are still about a hundred times more connected than your Skyrims or your Fallout 4s.
I'm not sure ... that's not how I feel ... another glaring example I have right now is how the narrative of the MAIN storyline connect to your companion.
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You know how the story have your god ranting about you have to be a one man army because it's every men for himself, and how you have to tremble on your companion because they are receiving the same message from their gods anyway, and you're all Godwoken but there can only be one god ...etc... Now that narrative make sense if the members come from different races ... but my party have 3 humans and an elf, and Sebile already denounce her god anyway. So, this poses several inconsistency:

- Am I the only one he talked to? Can't be because the narrative is pretty clear several times that all members are Godwoken and had talked to their respective God.
- Is he making the same speech to all 3 of us? Which goes beyond stupid because why the hell he keeps actively insisting his 3 chosen to abandon or trounce each others?
- And the worst part is even your companion in their dialogue note no consistency, as if they have been talking to a "different god".
And like I said, I only mention some here, I notice this more and more as the game goes on. I would say not even Skyrim has this level of "inconsistency".

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Post by Rug » Wed, 4. Oct 17, 19:04

I am unbelievably bad at this game ... But I love it ! Is there a simple guide to how to choose stuff when leveling up ? I think I'm just making a crazy mishmash...

Rug
I like to think everyone just wants to feel human.

(Antilogic)

pjknibbs
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Post by pjknibbs » Wed, 4. Oct 17, 21:09

The way I've been levelling up is to generally put one attribute point into Constitution, and the other into whatever stat is most suitable for the character--so Finesse for archers, Intelligence wizards, and Strength fighters. On occasion I will put a point into Memory if I need some extra skill slots, and now I'm up around level 17 I'm thinking about putting some into Wits to help my initiative (which is quite low), but I've been fine without those points so far. I think my Red Prince has 30 strength, 30 Con, and around 3200 hit points, so his survivability is pretty darned good!

As for skills, again I tend to concentrate on skills specific to my build (Ranged for archers etc). My mages each have two magic skills so they have a reasonable chance of having *something* that can cut through enemy reistances. It's worked up till now, playing on Classic difficulty--I suspect you'd have to be a bit more focused on higher difficulties.

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Post by Mightysword » Thu, 5. Oct 17, 01:53

I have my main stat lead by 6 points while Constitution and Wit are equal followed by memorization per demand. Remember Wit is not only about Initiative, but it's a flat out +1% crit chance per point, which is extremely good return for your point. My main (a 2H War) actually have Wit higher than his Cons, and he crit very often.

Skill wise I pump into the main skill to about 8 then start spreading the point to other skills, I tried to put 2 points in skill that I think useful. The trade off for 10% damage from main skill in return for a more versatile skill pool is worth it IMO.

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Post by pjknibbs » Thu, 5. Oct 17, 09:59

Some skills do benefit from extra points--for instance, the Summoning skill, because the Incarnate you summon at level 10 or higher is a Champion and is thus tougher and hits harder. So, worth checking your abilities to see if any specify they do something different at high skill levels!

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Post by Rug » Thu, 5. Oct 17, 10:12

Thanks for the pointers. I'm still in the Driftwood section, so I can hop out to the Lady Vengeance and twiddle about with the characters. It's not too late after all :)

Rug

P.S. 40 hours in and Ive only just looked at what to use the backpack for! And just found Han on the Vengeance will nip off and get me stuff that I need - good fellow. It's as well nobody watches me play this ...
I like to think everyone just wants to feel human.

(Antilogic)

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Post by Jericho » Thu, 5. Oct 17, 11:03

My biggest issue with the game is one of my own making... I'm a completionist, I like to experience EVERYTHING that a game has to offer. So I ruin games like Dragon Age Inquisition for myself as I explore every rock.

I really forget that I can play through another time next year and choose a different path.

So I'm really trying with this game, to not worry about some of those quests that I haven't completed... I'll get them in 2019 when I next play the game (e.g. I never found that woman's missing daughter in Fort Joy... But I've still got her dolly. Why?)
"I've got a bad feeling about this!" Harrison Ford, 5 times a year, trying to land his plane.

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Post by Mightysword » Thu, 5. Oct 17, 15:19

Jericho wrote:(e.g. I never found that woman's missing daughter in Fort Joy... But I've still got her dolly. Why?)
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That quest can be finished by talking to the man next to her then talk to her again informing her daughter is death. So either it's meant to be that way, a mother disillusion about the daughter death, or never explore further

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