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you can respec your skills later in the game
Great news! How much later are you talking about? I'm about ready to leave Cyseal.
you can respec your skills later in the game
No. The game makes a conscious choice to sacrifice what you call "plot gravitas" for real freedom. There are already more than enough games on the market which consist primarily of "hard locks", and very few with a freeform structure like OS. I see no reason to further increase the number of titles in the former set while diminishing the latter.
Because killing some dude you've never heard of named Mangoth before ever going to Hiberheim then going back and trudging through level 12s is stupid. Because getting Leandra's blood before meeting her or even having Icara tell you who she is stupid. Because killing Braccus without knowing who some of the cronies with him are takes away from the encounter, and is stupid.
And so on and so forth. Granted, some of those offenses (and the many others) are more serious than others, and I'm all for restraint in it. But while you can say they made a conscious decision to make a sacrifice for "real freedom", I doubt it was their intention to cut the story they likely worked equally as hard on to ribbons. There's no reason there can't be parallel progressing quest lines, but for certain encounters you shouldn't be able to stumble into the den of ultimate evil and badassery when you've only just heard of it for the first time in the room before.
Nothing in the game forces you to do things out of order. It's your choice. If you pay attention you know you're doing things out of order or not. Hell, the enemies level alone tells you so.
If for example you went to Sacred Stone before the White Witch Cabin, it's your problem and your choice. It was obviously the "wrong" way to do it, but it's possible, and it's great.
It may not have been their intention to cut the story to ribbons. It certainly was their intention to allow you to do so. If there's one thing that's apparent when playing OS, it's that maximizing player agency was their primary goal.
Maybe Larian needs to just generate random seeds for everything at the start of the game and keep them on the Savefiles.
Yeah in Cyseal I faced and beatBraccus and his three cronies prior to ever seeing those three individually elsewhere on the map. I essentially beat the three mini-bosses again after I had already killed them in the big fight.
Bit goofy from a story standpoint, sure, but I'm glad there's that sort of freedom.
The discussions about the the obfusication of the "quest path" as well as the randomization of loot is so interesting.
Yeah in Cyseal I faced and beatBraccus and his three cronies prior to ever seeing those three individually elsewhere on the map. I essentially beat the three mini-bosses again after I had already killed them in the big fight.
Bit goofy from a story standpoint, sure, but I'm glad there's that sort of freedom.
I feel like a failure as a gamer because I backed this for $60 backed cannot for the life of me find the time to play even though I am pretty sure i would enjoy it.
I did this too.
Mod/patch wish list:
- The game needs SOME hard locks when it comes to questing - It's too easy to do things out of order and break both the difficulty curve and the logic of the story. Stumbling into an Act boss before its lead-ins is too common, and results in the end boss being too difficult and lacking plot gravitas, and then going back to polish off the quests that you missed is entirely underwhelming and lacks any real value other than the urge to mop up all the experience you can. Not only that, but it also leads to a problem in knowing if the extreme challenge in your face is meant to be a soft lock diverting you elsewhere, or just a tough battle. Flame away.
lolFlame away.
I agree with you, while I did like the early game, I really felt the pace could have been handled better, small thing which would lead you to possible fight encounter.
If you know the game you know immediatly that you can fight a little outside of the town by leaving West, or use a shovel in the cemetery. But on a first playthrough you will most likely spend a few hour in the city before you do any of those things.
The start of the game really felt like "2 small battle => few hours in the city => many fight to do outside".It really felt like the murder investigation could have used a few reason ( not mandatory ) to make us go outside.
I find myself in a weird spot in these conversations. On one hand I used to be big into min/maxing loot/stats in Diablo 2, but I don't find myself compelled to do that in this game like the people with complaints about constant rerolls/item drops do. If I get shitty loot or awesome loot I just go with it. If I screwed up on my skill spending or not getting the skillbooks I might want, I just go with it as well. The constant experimentation with all the game offers you is really fun, and I believe that anyone that concerns themselves too much with the loot is spoiling the game for themselves.
Maybe Larian needs to just generate random seeds for everything at the start of the game and keep them on the Savefiles.
The loot to me sounds like a legitimate negative to this game's absolutely overflowing positives. I mean, out of Divinity's nearly 1200 user reviews on Steam, only about 100 are negative (and most of the reviews and/or criticisms aren't that great as you'd expect). Let people have their piece. The game's superb but it's not perfect.I find it rather boring personally :lol:
Not to offend anyone but both these matters appear to me as personal preferences and personal definition of an "ideal" experience, and are definitely not something wrong with the game itself.
You can probably beat the game wearing only white loot since bonus stats are not in the dozens (and are just that, a bonus) so the loot randomization is not disturbing your progression.
You can also beat the quests out of order and it's both refreshing and useful (especially for players who don't care about story or are in their second playthrough), and more than anything it doesn't lead to being stuck or unable to complete something. (aside from Frederick's quest maybe?)
So to me it really sounds as a discussion around "I want this and not that!" and "I don't like that but I like this!".
I have no real problem with the game because it's smartly designed around those things and it works well with and within them, and to me it's way more important than my personal preferences.
I don't like your opinion.No, I didn't want a tutorial, don't get me wrong. I wanted a little bit more linear content in the beginning to show me what the game was even about. A few more encounters and a little bit of back story.
I don't like your opinion.
So Eurogamer put a review out. They say "the second player can't generate their own character, even when starting a new game"
What? You totally can. How could the reviewer even fuck that up.
Eh, it's not that bad an oversight. The guy already responded to my comment saying he'd only tried inviting (I think you need to host/join to be able to both be in the character creator).
Easily missed.
The loot to me sounds like a legitimate negative to this game's absolutely overflowing positives. I mean, out of Divinity's nearly 1200 user reviews on Steam, only about 100 are negative (and most of the reviews and/or criticisms aren't that great as you'd expect). Let people have their piece. The game's superb but it's not perfect.
How was it required? I did not use any at all outside a slightly enchanted dagger for one quest essentially. I was also nowhere near invulnerable.I'd like to hear more often about some real problems like how you're in a weird place if you don't take Blacksmithing when tenebrium becomes more of less mandatory, or how near invulnerable you can be by the end.
A subjective negative, sure, but not an objective one (as evidenced by the discussion in this thread).The loot to me sounds like a legitimate negative to this game's absolutely overflowing positives. I mean, out of Divinity's nearly 1200 user reviews on Steam, only about 100 are negative (and most of the reviews and/or criticisms aren't that great as you'd expect). Let people have their piece. The game's superb but it's not perfect.
How was it required? I did not use any at all. I was also nowhere near invulnerable.
Press F5. This is a cRPG. Your arcade sensibilities need not applyI'm still not very far into this (co-op schedule) but I do wish the autosaves were better-handled. It's pretty much a genre-wide issue, though, so I expected it going in.
So you can spec 5 points in tenebrium and be equally good with 1h or 2h? Interesting. I'm assuming they made it separate so that it wouldn't be additive with the other skills for too much damage. But yes, sounds like a one-off free talent would work better.Tenebrium is poorly implemented. I concur that it should be made available later, and that you need a TALENT to not get infected by rot, but it shouldn't be an ABILITY. It's utterly useless that way, unless you spend another 15 points into it. When I had first access to it, I was bummed out to see that adding Tenebrium to a weapon makes it lose the bonus from the associated ability of that weapon type. I had 2h +7 (base 5 +2 from gear) and Tenebrium enchant added like 30 more damage than a normal element enchant, but I lost over 200 damage since I only got a 10% boost from the point in tenebrium. It should just be another element, and NOT an own offensive weapon type. Like I said, make it a TALENT and everything would be fine.
Tenebrium is poorly implemented. I concur that it should be made available later, and that you need a TALENT to not get infected by rot, but it shouldn't be an ABILITY. It's utterly useless that way, unless you spend another 15 points into it. When I had first access to it, I was bummed out to see that adding Tenebrium to a weapon makes it lose the bonus from the associated ability of that weapon type. I had 2h +7 (base 5 +2 from gear) and Tenebrium enchant added like 30 more damage than a normal element enchant, but I lost over 200 damage since I only got a 10% boost from the point in tenebrium. It should just be another element, and NOT an own offensive weapon type. Like I said, make it a TALENT and everything would be fine.
As long as it has a Tenebrium enchant, yes. Even bows or crossbows for that matter.So you can spec 5 points in tenebrium and be equally good with 1h or 2h? Interesting.
Hmm, now that I think about it, you do need it to complete that one quest but now I'm unsure if that quest is absolutely required to complete the game. One would assume you do with the implications of what was happening. You probably don't need blacksmithing though since you can always either buy or pick up the one of many weapons that are lying around in various places.Well it does a noticeable amount of bonus damage and since everything revolves around it I feel the player can be naturally compelled to seek it. Also where I am in the game regular loot is less interesting compared to tenebrium, feels weird.
Also aren't there demons only vulnerable to it? I'm trying to complete old quests at the moment but I seemed to understand I needed it for those. Maybe I'm wrong on that front
Press F5. This is a cRPG. Your arcade sensibilities need not apply
I'm not saying people should shut up or anything. My point is, loot hasn't to be "fixed" because it's not a problem, it's something people can dislike of course, but it's not inherently a flaw because the game is balanced around it. And changing that could seriously have negative consequences.
Unless by "fixed" people mean slight modifications like for example not finding lvl1 loremaster shit at lvl 14.
I'd like to hear more often about some real problems like how you're in a weird place if you don't take Blacksmithing when tenebrium becomes more of less mandatory, or how near invulnerable you can be by the end.
I actually can give some examples.A subjective negative, sure, but not an objective one (as evidenced by the discussion in this thread).
It's a perfectly valid point of view, but I think such design preferences should be recognized as such in the discussion. Unlike, say, the frequency of the NPC background voice chatter pre-patch, which I think everyone can agree was just bad.
Thanks for spoilering the game. This is why we can't have nice things.Tenebrium is poorly implemented. I concur that it should be made available later, and that you need a TALENT to not get infected by rot, but it shouldn't be an ABILITY. It's utterly useless that way, unless you spend another 15 points into it. When I had first access to it, I was bummed out to see that adding Tenebrium to a weapon makes it lose the bonus from the associated ability of that weapon type. I had 2h +7 (base 5 +2 from gear) and Tenebrium enchant added like 30 more damage than a normal element enchant, but I lost over 200 damage since I only got a 10% boost from the point in tenebrium. It should just be another element, and NOT an own offensive weapon type. Like I said, make it a TALENT and everything would be fine.
I just encountered a very odd tree in Phantom Forest.
I fucking love Larian Studios. When I saw "What can change the nature of a man? Whatever you believe in, can change it!", I laughed and applauded.
I have no idea how this weird-ass amalgamation of quotes and messages made it into the game, but the fact that it exists and that Larian decided it was worth the time and money to implement it makes me so very happy.