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

Leezard

Member
So I accidentally sent one of the items to be stored at the Lady Vengeance in Act 4.
Any idea where it went because
Lady Vengeance is trashed?

Just use the Hall of Echoes waypoint, the spirit of the Lady Vengeance is there.
If you don't have it, go to the wreckage and speak with Malady until she mentions it.
If nothing works, I guess it's bugged for you.
 
Get tactical. If you just go in and fight em head to head you will lose.

Consider only fighting until a certain enemy shows up and then running away, leaving the 2 sides to duke it out.

Level 7 should be sufficient. Are your gears up to snuff?

When the Voidwoken worm spawned, fan your team around to avoid it and the Magisters. They will attack each other. You can get some hits in but after just try to position your team so that it avoid line-of-sight from the enemies.

Yeah I'm not going head on but by the time a certain guest arrives I'm half dead.

I only need 1750 XP to level up, trouble is I've killed anyone who could be considered an enemy already.
 

Renekton

Member
Second, Hydro might be the best magic school just because of the sheer amount of flexibility it gives you. It has targeted damage, AoE, healing, CC and synergizes well with all the elemental affinity talents.
Damage is quite lacking for me even with hasted and rain+affinity, maybe it's your Hydro/Necro synergy?
 

Sentenza

Gold Member
Patch is out:

Like said it´s big. But big is good because this update should address the most important issues you’ve been flagging. In addition to the obligatory bug fixes and balancing changes, this patch contains a number of content changes that should make your journal clearer and your journey through Arx smoother.

Check it out and remember to leave more feedback for us in the forums!

The Larian Team


Improvements and changes
Improved and added several quest status updates in the Journal
Fixed several quests not closing properly or when expected
Spider legs now correctly prevent player from getting Webbed
Tweaked frequency of certain automated dialogs
Fleeing from combat now pops up the waypoint menu instead of moving you to nearest waypoint
Added several improvements and hints in Arx that tie people together, and that introduce places and characters (e.g. added a thief corpse/ghost in the death-fog storage room)
Save/load screen has been reskinned
Removed camera shake from poison damage over time
Smoke now blocks Attack Of Opportunity
Lowered Persuasion difficulty in Arx
Pressing the right mouse button now stops all characters’ movement chained to the current character
Reskinned lobby and serverlist
Improved Taunting in favour of the Taunter
Optimised performance on certain AI actions
Filter states on inventory are now saved
Made the surfaces created by intersection temporary, but long-lived, instead of infinite (also fixes some surface puzzles)
Reactive Shot now uses equipped weapon stats to calculate damage
Reduced survivability and base damage of Bone Widow
Reduced Chicken form running distance to 6 meters
Small reduction in XP gain in Reaper’s Coast and Council of Seven areas
Fixed melee and rogue archetypes ignoring characters with Stench talent
Fixed Windego’s skills if you meet her in Council of Seven
Made several changes to Captive Deep-dweller in the third round of the Arena in Reaper’s Coast
The puzzle to get to Reimond now has a perception check on the hidden wall, and the wall supports lockpicking
Voidwoken chicken should not be able to absorb source points
Updated stats, skills, loot and archetype of Zaleskar
Lobby browser now shows map names alphabetically
Controller UI shows button hint in dialog windows when you can scroll
Controller type can be auto detected and button hints are shown accordingly
There is now a button to immediately go to the Recipe window (H by default)
In the rune screen, you can now see all runes in all your party members’
inventories


Bug Fixes

Fixed crash that could happen when putting parent containers into child containers
Fixed crash when you accept a party invitation from a client that has left the game
Fixed crash when attacking ground with a projectile strike type of skill (via script or modding)
Fixed a crash that could happen when loading game or returning to main menu (destroying AiGrid)
Fixed crash if you choose to sleep again with lizard after you put on all equipment and the thieves were already killed
Fixed a Story Patching issue. This prevented certain previous storyline fixes to not be applied correctly.
Fixed a blocking issue in the Hall of Echoes: not having the cloud appear after completing the third part of the ritual and talking to a God
Fixed a blocking issue with characters playing dead during the Kraken combat
Fixed a blocking issue when selecting the option “pick up” when talking to the Parrotplant in Arx
Fixed a blocking issue when saving during Braccus’ dialogue in the endgame scene
Fixed a blocking issue that could happen in a dialogue with Dallis in the endgame scene
Fixed a blocking issue where characters would still be considered in combat in the endgame scene, and nothing would be clickable
Fixed blocking issues caused by story scripting setting items offstage
Fixed a blocking issue with the Pilgrim Door not opening in Arx
Fixed a blocking issue with the crypt puzzle where blocks would rotate 45 degrees instead of 90 degrees in multiplayer or in savegames
Fixed a blocking issue that could happen when being teleported while in the middle of casting a skill
Fixed issue where Gwydian could end up being non-interactable (kill magisters without triggered Gwydian and voidwoken)
Fixed an issue where some companions would not be recruitable after the attack on the Lady Vengeance
Fixed magic mirror portrait rendering
Fixed magic mirror showing encumbered icon
Fixed scrolls not scaling with primary attribute
Fixed desync when using Enrage which could cause lack of crits
Fixed a bug where instakill surfaces would make it impossible to resurrect a character inside them
Fixed several instances where Reactive Shot would not trigger correctly
Fixed Reactive Shot being triggered by invisible characters
Fixed Dome of Protection ignoring vision blockers
Fixed melee attackers sometimes being able to still attack enemies on a higher ledge
Fixed issues with statuses not being set during dialogues which could cause other issues in turn
Fixed some quest markers not showing up for all party members
Fixed a bug with the cat following the last of the players, not the first one
Fixed an issue with Malady having the wrong alignment
Can no longer unassign all characters from a player
Fixed clicking through NPCs, picking up items (often by accident)
Fixed certain limbs not triggering the correct dialogs in Council of Seven
Fixed jump skill issue that allowed players to end up in unintended locations
Fixed combat turn order being broken after character could no longer get a turn
Fixed Magister Julian sending the player East instead of West
Fixed several minor dialog text issues
Fixed several dialog flag issues
Fixed certain waypoints not being activated correctly
Fixed several issues with nodes in dialogs not playing voice file
Fixed several issues with Lovrik encounter
Fixed issue with spirit vision sometimes not working after save/load
Fixed incorrect gender in certain cutscenes
Fixed being able to teleport into the Magic Mirror room
Fixed bartering screen where “Balance offer” would show incorrect gold amount after something was changed in offer
Controller mode: fixed summons not being able to delay their turn
Fixed not getting up after being knocked down or teleported after using Play Dead skill
Fixed issue where disarming a knocked down character would cause character to stand up straight
Fixed issue where certain origin moments were queued one after the other
Fixed issue with story call ItemTemplateRemoveFrom not searching recursively through all inventories inside of the parent inventory
Fixed wrong vision cones (shift) when player has points in Sneaking ability
Fixed issue with White Magister ship not always moving correctly
Fixed pipe exit to escape Fort Joy being easily destructible
Fixed a repeating issue in Beast’s recruitment dialog
Fixed pathfinding issues on Lady Vengeance
Fixed issue with poison surface not spawning correctly under undead party members
Fixed evidence chest not having a tooltip
Fixed several issues related to stealing
Fixed previews of Attack Of Opportunity not always reflecting execution
Fixed AI endlessly complaining about doors being stuck (they will only nag once, e.g. in Arena’s treasure room)
Fixed issue where character could be stuck in combat mode and could never sheathe their weapon (desync issue)
Fixed queueing actions not always picking up item by default
Fixed an issue with skills disappearing from Skillbars or being un-memorised when dragging them around in the skillbar
Fixed make war issues near Gods in Hall of Echoes
Fixed not having anymore source if you want to bless each God in the Hall of Echoes
Fixed notification being sent about un-memorising skills even if character was not under control of the player
Fixed issue when attacking Gareth as he is carrying Jonathan
Fixed possible endgame combat blocker (combat would not start automatically)
Fixed recipe categories
Fixed dead characters getting stuck in Arx Arena combat due to horror sleep status
Fixed turn order issue in the fight for the Lady Vengeance
Fixed a bug where mask of the shapeshifter could shift you back to original shape
Fixed Dream Undone and All-Father, Life-Shaper achievements triggering incorrectly
Fixed several issues with Lohse’s shapeshifted form
Fixed volatile voidlings having incorrect level in Reaper’s Coast
Fixed Arx Death room having puppets that endlessly spawn and die instantly during combat
In multiplayer, use client language setting for showing origin names
Fixed mirror image of a hero character sometimes being wrong
Disabled trading with Kemm when he arrives at Arhu’s
Fixed being moved to a different region altogether after teleporting into Windego’s cell
Fixed Tarquin not telling you about Godslayer and not showing up at the Graveyard
When Malady mentions Tarquin, now set map marker on Tarquin instead of Graveyard cause Tarquin could be at 3 spots
Fixed bug where clearing a keybinding would not be saved
Fixed “glass weapons” not breaking when using with a skill
Fixed issue with Arx pipes puzzle: blessed blood would not propagate correctly
Fixed resurrecting sometimes not adding you to combat
Fixed not being able to receive skill from an item if you already memorised it but don't meet requirements anymore
Fixed a bug where dismissing henchmen seemed to give them a free talent point after you spent it already
Fixed being able to use projectile strike skills on items or characters that were out of sight range
Fixed characters teleporting automatically
Fixed being able to cast Swap Ground out of sight
Fixed not being able to talk to Gwydian Rince under certain conditions
Fixed being able to use fast targeting to find invisible characters
Fixed leaking PPGammaCorrection shader
Prevented party management tutorials from playing inside split screen character creation
Prevent flee tutorial if no waypoints available
Fixed creating water on top of electrified cursed blood: now leaves electrified water
In controller mode, fixed talking to ghost when ghost was on top of his corpse
Fixed visual effects (e.g. camera shake) playing eternally for second player if he joins game in the middle of the effect
Fixed issue with the camera not going correctly to the origin presentation camera in controller mode
Fixed AI still using taunt when near death or when no allies left
Smoke cloud after using laser ray is now blocking vision
Fixed source lich alignment issues and repeating dialogs
Made Siwan bleed because dialog says Siwan is bleeding
Fixed Almira trade table sometimes generating items of wrong quality
Fixed a bug where Illusionist dungeon objects could become invisible after save-load
Fixed Qanna fighting and talking while petrified
When memorial dig sites are unlocked on map, difficulty check now turns to trivial so you can find them


UI Fixes

Fixed journal map camera clamping
Fixed controller journal marking read quests as new when changing tabs
Fix Take All button sometimes missing on containers
Fix context menu displacement in splitscreen controller UI when opening inventory
Fixed text cutoff issues in some UIs
Fixed AP bar sometimes disappearing in controller mode when switching characters
Controller mode: now show HP bars of characters while it’s not your turn
Controller mode: “invite to party” no longer bypasses the diplomacy manager
Fixed bug where icon of dismissed character would still be shown in party manager
Scrolling through more than four characters in the character-sheet UI now looks good and understandable
Selecting a stack in the crafting UI now shows item splitter
In controller mode, the Skillbar can now be used in combat when it’s not your turn (for browsing, previewing)
Fixed issue when in controller mode player would teleport character or use waypoint while in selector mode, camera would not follow character but would still be locked on selector
Fixed item tooltip still showing after opening a book, blocking the view of the book
Overhead damage numbers displays are now offset, reducing overlap
Fixed missing strings for loca in Roll UI
Fixed text cut offs and button positioning in Inventory and Character Sheet
Fixed scrollbar in inventory sometimes not showing
Fixed message boxes with really long text
Fixed adding to wares sometimes moving wrong item when shift clicking item in inventory
Fixed up/down key assignment confusion on keyboard hotbar UI
Fixed close buttons in controls options not showing warning if there are unsaved changes
Fixed width of statuses in examine UI
Made longer enemy names fit enemy health bars
Fixed max gold amount not fitting in icon slot
Fixed some cooldowns in skillbar showing zero when it should be one
Fixed how main menu and some UIs in GM would handle the Escape button
Fixed dialog cutoffs in split screen when players are in different dialogs
Can now copy paste in direct connect message box
Fixed magic mirror throwing an invalid error message about tags
Fixed “mute sound” option in controller mode menu
Voice label in character creation was sometimes showing wrong name when choosing origin character
Updated backgrounds in the credits screen


GM Mode

Fixed issue that dragging items to inventory went directly into equipment slot
Fixed issue with loading a savegame while having new active mods
Fixed a crash related to equipment
Fixed broken stats for spawned equipment
Fixed names and labels of several building blocks
Fixed crafting being interrupted by global pause
Fixed Music Assets in mood panel
Fixed several issues on level binding screen
Removed some items from GM menus that shouldn’t have been available
Fixed an issue that could happen where a GM couldn’t seem to place an item or character in a certain spot when not using drag and drop
Fixed issue with adding physical and magical armour to characters
Fixed roll dice UI not showing up on top of some other windows
Fixed copied GM Campaign not showing in the list of My Campaigns until player launches GM Campaign Manager screen
When GM possesses creature, fixed UI showing tags instead of custom stats
Fixed duplication and saving of a shapeshifted character
Fixed issue when GM possessed a creature and could use the party management screen (invite/make war)
Character sheet in GM now uses shortest possible names for stats
Fixed Vignette half showing after spamming show/hide
Fixed being unable to make choice on vignette screen if skill bar is active in controller mode
Fixed player slots drawn outside of the border in the connectivity UI
Fixed ambiance not being saved in GM level
“New vignette” string can now be localised
Fixed "delete" button of exported monsters and items
Fixed groups update after exporting any monster or item
Fixed dragging newly created monsters to encounter pane
Fixed magnifying glass not opening sticky UI when expected
Fixed MoodPanel sometimes breaking after loading

Sound

Closing inventory / stats now makes sound
Fixed some drop item sounds
Fixed drop sound when splitting items
Trying to equip item without meeting the requirements makes sound now
Fixed music changing to wrong state when switching party members
Fixed voice of black ring reaver ghost in RC

Modding

Fixed: not being able to publish campaign after user sets dependency add-on for GM
Added extra osiris call CharacterResurrectAndResetXPReward() which resets the resurrected flag of the resurrected character.
Fixed having to create stats twice before it would be committed
Notify user of mods without valid story
 

Sanctuary

Member
First of all, screw you all that say rogue isn't viable. That school has so many broken skills it can trivialize most fights and downright make some bosses feel like a non-issue.
Second, Hydro might be the best magic school just because of the sheer amount of flexibility it gives you. It has targeted damage, AoE, healing, CC and synergizes well with all the elemental affinity talents.
Finally rangers need to get the nerf bat. Hard.

Some of the things I'd like to see tweaked/patched:
- Item scaling needs to be addressed asap. It's ridiculous how gear-gated the end-game is.
- The endless re-specing possibility has to go. Make it so each character can only use the mirror once, otherwise it trivializes the choice-oriented gameplay too much.
- Act 4 doesn't feel right. I can't put my finger on exactly what it is but I'm inclined to say it's tied to the sense of no-guidance regarding what you main objective is. I felt tossed out into the world and left to figure out what my end goal was, which is something I never felt in any other chapter in this game or the original.
- Mandatory: Fix the goddamn quests!
- GIVE US THE BARD CLASS. It makes so much more sense if Lohse's default class was bard instead of a magic yielder.

Despite all of this, this game is perhaps the strongest contender for GOTY.


I'll replay the game in Honour some time in the future, after some patches and fixes. I'm thinking about going 2H Undead Inquisitor, Pyro+Geo Red Prince, Summoner+Hydro Fane and (maybe) ranger Sebbile.


edit: and just as I type this the game gets a 4.3Gb update...

LMAO, that's not me. I know full well how broken they can be. I think in most situations a Ranger has an edge (sometimes small, sometimes larger), but Rogues are very strong in this game. Plus, they're fun as hell, which matters the most. Depending on how things look patch wise once I get around to it, I want to eventually do a four Rogue party. Biggest issue is going to be grabbing 8x somewhat near equivalent daggers though. Mabye I'll just use a shield on all of them too and Shield Toss groups to death.

I don't really know about Hydro other than to agree that it might be the most flexible, but it's also the weakest for stripping armor until Hail Storm. It ends up with the better CC options once armor is gone, but you have to get to that point. If we're ranking schools I guess it's easy to see Hydro at least in the top two, with Pyromancy being first. I guess it just depends on how often you need heals and Armor of Frost.

On Classic at least (I can see how this would be a problem on Tactician) encounters aren't gear gated as much as the game is gear lopsided in favor of physical classes by a gross margin. You can go through most of Classic with your weapons being 1-3 levels behind your character level, despite claims to the contrary that you need same level legendary gear to get through the game. If, however you keep your group up to date, the physical classes will steamroll encounters.

The rumors are true, Act 4 is the weakest part of the game for many reasons. The first two Acts seemed almost perfect (despite some early game issues), Act 3 was a blip on the radar, then the game comes to a screeching halt in both quality and pacing. Anyway, I agree that this is a GOTY contender, despite a bunch of issues I have with it. I don't usually dump so many hours into something I don't find overall enjoyable.

Edit:

Reduced survivability and base damage of Bone Widow

Good thing I stopped giving a shit about that summons a day after getting it. It didn't really need changed either since it didn't have much survivability in the first place other than against all physical classes. It was charm, freeze and stun bait. The best thing about it was that it had a low investment so that you could have it as a cheap, long range distraction for those who invested two into Necromancy. Its damage isn't even that good without having a large investment into Summoning (and if you have a lot in Summoning, you have three better options in general). GG Larian forum whining.

Seems like the patch fixed a lot of bugs, which is great, but it didn't seem to address pretty much any of the balance or QoL issues. I guess crafting is going to still suck too until the console release.
 
Me and my friends just picked up the game and are playing through it blind.

Two questions.

1. Can another player join midway through a campaign as a custom character or are they stuck playing an npc character?

2. What's the best build for an archer? I
 

Sanctuary

Member
Good that my ranger wasn't nerfed. lol

Right. It's great that physical domination seems to be intentional, and elemental casters are going to sit in the corner and like it!
I'm also fairly sure that the Taunt fix has nothing to do with its biggest problem. It's most likely just going to cause those who are affected by Taunt (usually the player) to actually attack the Taunter instead of aimlessly running around drinking potions and doing random shit like it previously did. Taunt used to work more like a confuse than an actual taunt. That's actually a good change though, even if it doesn't fix the base issue.
 

sadblob

Member
Awesome patch, I think it addresses all of my complaints except for some combat balances, but maybe that'll come later.
 

kionedrik

Member
Damage is quite lacking for me even with hasted and rain+affinity, maybe it's your Hydro/Necro synergy?

I don't really know about Hydro other than to agree that it might be the most flexible, but it's also the weakest for stripping armor until Hail Storm. It ends up with the better CC options once armor is gone, but you have to get to that point. If we're ranking schools I guess it's easy to see Hydro at least in the top two, with Pyromancy being first. I guess it just depends on how often you need heals and Armor of Frost.

I think the damage is quite nice actually but you have to be selective about who and when you attack. In my case I had 1 mage, there was no way I could strip down a boss in 1 turn and freeze him, maybe not even in 2 or 3 turns. But I could easily manage to solo control any of it's minions or even a group of them, if they were close enough, in a short time without spending a single SP (Hail Storm).
Rain + Global Cooling costs 2AP and creates an ice surface under you and makes your enemies wet. Sometimes you don't even need rain, if you have a puddle of blood at your feet Global Cooling is enough. If you have the elemental affinity talent you can spend the remaining 2 AP by casting Hail Strike or Ice Fan and have a good probability of freezing someone. Otherwise, you can cast Winter Blast and damage all the enemies in a group with a massive magical nuke for 1 AP!!! it's insane, and you can then use the remaining AP to heal or cast any buff or scroll.
The best part about all of this, and why I think Hail Storm should be used very carefully, all the damage is targeted at enemies only. It doesn't matter if your tank is in the middle of a group when you cast Winter Blast, he suffers 0 damage, unlike Pyro or Geo. It also has the edge over Aero because the status and surfaces are much more controllable than the electrical ones. Unlike ice, you can shock and stun your guys even though your spell didn't damage them.
Ice also has the bonus of semi-randomly being able to freeze or knock down enemies that move on icy surfaces, ignoring any magic or physical armor they might have. Only oil does something similar but it only provides a form of soft CC (slow) that also affects your guys.
 

Taruranto

Member
Uuuugh, this fight with the mirrors in
the dream. Maybe if the mirrors destroyed themselves after spawning an enemy.

Arx for me has been either too easy or too hard. Level 20 enemies with 5000+ magic armor? Jeez.

tumblr_m93ldtpdF21qgfljyo2_r1_500.gif

Jesus. How do you even progress?
 
Some adjusting to civil skills would have been nice, I'm still not seeing any point in taking stuff like Bartering or Persuasion over say Thievery or Loremaster.
 

sadblob

Member
Unless I missed the didn't remove the auto-adding of stuff into the hotbar, right?

Some adjusting to civil skills would have been nice, I'm still not seeing any point in taking stuff like Bartering or Persuasion over say Thievery or Loremaster.

You miss some quests if you don't use persuasion.
 

Sygma

Member
Uuuugh, this fight with the mirrors in
the dream. Maybe if the mirrors destroyed themselves after spawning an enemy.

Arx for me has been either too easy or too hard. Level 20 enemies with 5000+ magic armor? Jeez.



Jesus. How do you even progress?

I had around 3600 - 3800 damage unbuffed when reaching that
before getting Anathema which pumped that up to 8000 +
, so basically it took maximum 4ap to kill an illusion
 

Moff

Member
Making tanks actual tanks would be a huge improvement for the combat. And a working taunt is important for that. Maybe even a second single target taunt with a bigger range would be cool.
 

Eyeh4wk

Member
Code:
Pressing the right mouse button now stops all characters’ movement chained to the current character 
Spider legs now correctly prevent player from getting Webbed
Fixed scrolls not scaling with primary attribute
Fixed queueing actions not always picking up item by default 
Fixed an issue with skills disappearing from Skillbars or being un-memorised when dragging them around in the skillbar
Fixed item tooltip still showing after opening a book, blocking the view of the book
Overhead damage numbers displays are now offset, reducing overlap
Fixed scrollbar in inventory sometimes not showing

Maybe the AI companions won't run like headless chickens when I switch characters now.
So many QoL changes and some bugs I swear were present in OS1 as well finally getting fixed. Game should be much less frustrating to play now.
 
Uuuugh, this fight with the mirrors in
the dream. Maybe if the mirrors destroyed themselves after spawning an enemy.

If you have a character with a ranged weapon (or even a geomancer i think), you can
destroy all mirrors before the fight starts, just be sure to not step outside the platform where you spawn.
 

Sanctuary

Member
Ice also has the bonus of semi-randomly being able to freeze or knock down enemies that move on icy surfaces, ignoring any magic or physical armor they might have. Only oil does something similar but it only provides a form of soft CC (slow) that also affects your guys.

Right. Rain + Ice Fan early on is very useful for that. If you aren't slowing or crippling them you can add ice patches on top of them. Still, it's random instead of guaranteed. I might like Hydro more on Tactician, but on Classic it's generally the inferior option between it and Pyromancy (while still being useful). It's hard to justify a Pyro/Hydro caster though, if you're only able to use one. Hail Attack is great too and one of the few caster CCs that generally only require two actions instead of three to get a hard CC, but I find it simpler to just outright kill them instead.

I don't really like Aerothurge at all for any other reason than straight up damage and Teleport, even then it only has three really good damage options. Shocking effects in this game are too double-edged to be relied upon, and are even worse than slowing your party. The rest of the utility spells aren't all that great either and won't be until they fix the targeting issues with "smoke" type effects. If you're within smoke or steam, you cannot target an enemy. If the enemy is within smoke, you cannot target the enemy, but the enemy can target you just fine.
 

Gorger

Member
I am suffering from a bug that won't let me continue Ifan's quest.

I am supposed to speak to a Magister Borris who stands near the gate in Fort Joy, but I can't speak with him because he is stuck in some kind of dialogue. You see a chat bubble over his head, but none of my characters are speaking with him, and that is making it impossible for me to interact with him and continue the questline. Anyone found a solution to this problem?
 

imBask

Banned
Is there a beginners's guide you guys would recommend?

i'm 6h in and i'm kinda screwed, I cannot go through any fight without losing 2-3 members and I don't have the money to buy res scrolls or better armor. I learned a lot of things in those 6h but I don't know if restarting is something I wanna do unless I really know what to do. I was having a lot of fun and going with the flow, but it's catching up quickly and now I feel like i'm hitting a wall
 

Eyeh4wk

Member
Patch notes said:
Made the surfaces created by intersection temporary, but long-lived, instead of infinite (also fixes some surface puzzles)
What does this means? I'm assuming they mean like when you light up a puddle of oil or electrify water. Weren't they always temporary?

Is there a beginners's guide you guys would recommend?

i'm 6h in and i'm kinda screwed, I cannot go through a fight without losing 2-3 members and I don't have the money to buy res scrolls or better armor. I learned a lot of things in those 6h but I don't know if restarting is something I wanna do. I was having a lot of fun and going with the flow, but it's catching up quickly and now I feel like i'm hitting a wall

I know it's not what you want to hear but don't you have an earlier save? A good tip for this game is to increase the number of autosaves and do manual checkpoint saves.
 

imBask

Banned
What does this means? I'm assuming they mean like when you light up a puddle of oil or electrify water. Weren't they always temporary?



I know it's not what you want to hear but don't you have an earlier save? A good tip for this game is to increase the number of autosaves and do manual checkpoint saves.

I mean, yes that's a solution but i'll make the same mistakes along the way since I don't know what my mistakes are... it's not a specific fight that i'm having trouble with it's every fight haha

the thing is I don't know anything, like am I supposed to pick up everything I see, what am I supposed to buy, what team comp am I supposed to run, what skills is better, how combat strategy works, how to get money, etc etc. I don't mind having to use an external source to learn these things, but i'm having trouble finding that help
 
Is there a beginners's guide you guys would recommend?

i'm 6h in and i'm kinda screwed, I cannot go through any fight without losing 2-3 members and I don't have the money to buy res scrolls or better armor. I learned a lot of things in those 6h but I don't know if restarting is something I wanna do unless I really know what to do. I was having a lot of fun and going with the flow, but it's catching up quickly and now I feel like i'm hitting a wall

There's a guide here that goes through some things you might have missed at the start, items to get and so on:

http://fextralife.com/divinity-original-sin-2-getting-started-guide/

Other than that you could tell us what fight you are stuck on and what your party is etc?
 

Arkanius

Member
Guys, where should I focus my points for a backstabbing rogue?

Dual Wielding + Scoundrel? What is the most optimum distribution?

I'm dumping everything on finesse for this character btw
 
Some adjusting to civil skills would have been nice, I'm still not seeing any point in taking stuff like Bartering or Persuasion over say Thievery or Loremaster.

Persuasion is super useful through the whole game.

Thievery vs barter is important if you are role-playing instead of min-maxing.
 

imBask

Banned
There's a guide here that goes through some things you might have missed at the start, items to get and so on:

http://fextralife.com/divinity-original-sin-2-getting-started-guide/

Other than that you could tell us what fight you are stuck on and what your party is etc?

Thanks!

I think my post was poorly constructed, my bad

basically it's not about one fight, i'm looking for any tips or advices on how to play those games, I never played Baldur's gate and etc. The only game of that genre I played a handful hours of was Tyranny

I
just left Fort Joy
but by now I have so little ressources that I have the feeling that i'm screwed! I spent all my gold on potions and res scrolls to compensate for me playing poorly and spent next to no money on armor or spellbooks, again because I was too broke
 

kionedrik

Member
Does the game always tell you if spirits are nearby?

It kinda hints at it. Is there a corpse neatby? Then there's a good chance there's a spirit near it. Besides that you can just spam vision while exploring, it's inexpensive and harmless
as long as you don't do it near magisters
.
 

Sarcasm

Member
Guess I have to do another run through of this cave...found one in the middle of everything. Lots of backtracking. I got a BA 2H weapon though!
 

Xeteh

Member
I appreciate the speed in which Larian has been patching things but it bugs me how they continue to rebalance some fun combos. Its a single player game that they let you break in a variety of ways, why do they draw the line at combat skills?

Guys, where should I focus my points for a backstabbing rogue?

Dual Wielding + Scoundrel? What is the most optimum distribution?

I'm dumping everything on finesse for this character btw

Scoundrel high enough for skills then max out Warfare. Warfare increases physical damage more than any other skill.
 

Samaritan

Member
Has anyone figured if taunt now penetrates armor or do I need to keep using the Workshop mod for this? The line in the patch notes is frustratingly vague.
 

Vengal

Member
So it would appear human bosses are immune to deathfog. I thought I was being very clever hauling around these barrels and boxes. It kills minions pretty good though.
 
Great timing on the patch, since I just finished the game day before yesterday but wanted to jump back in when things were fixed. Even though I've completed the game though, I'm not sure I want to leave the easiest difficulty, just because of how tedious some battles can be. If somehow you read this post before the patch notes, please note it contains spoilers.

To recent posts about a bad fight in Arx:
You can use a ranged character to destroy all the mirrors before your party leaves the platform to start the fight. When the fight starts the door will immediately open.

So it would appear human bosses are immune to deathfog. I thought I was being very clever hauling around these barrels and boxes. It kills minions pretty good though.

I just watched a speedrun (30 minutes!) where this wasn't the case. Maybe its just specific bosses or a change with the new patch?
 

Vengal

Member
I just watched a speedrun (30 minutes!) where this wasn't the case. Maybe its just specific bosses or a change with the new patch?

Arx Spoiler-
I Fog bombed Linder Kemm while he was still in the magister barracks to see if it would change the vault fight. Possible that he specifically cant be hurt by it. All his paladins went down easy enough.
 

Ryzaki009

Member
Arx Spoiler-
I Fog bombed Linder Kemm while he was still in the magister barracks to see if it would change the vault fight. Possible that he specifically cant be hurt by it. All his paladins went down easy enough.

He's undead so no he doesn't care about deathfog. :p
 
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