You can just disable the dual dialogue in the game options for single-player.Can I give a follower a personality after starting the game?
Conversations are pretty terrible when you control two people.
If an enemy swings at me, and one of those three is a critical instead of a normal hit, that can kill me, forcing a restart, no matter what I do. I can't control that. I can't prevent criticals. Similarly, if I get a critical where I normally would have not won otherwise, it feels even more like luck. I'm not denying that there are tactics, I'm stating that I hate things that no amount of tactics can account for (and there's a lot more too, particularly regarding status effects). Dark Souls does this really smartly, where there are thresholds rather than something simply being more or less likely. I'm aware there are talents that can completely mitigate these, but they are much later in the game. I don't like playing through 2/3s of a game before I finally have some control against the random elements of a game.
D&D dice rolling is just an awful, awful way to design a game (it's bad in D&D too, and unless you have a good DM who understands this, encounters will be soulless and miserable).
Also, sneaking is too good in this game, but it's funny enough that I don't care I think. Peripheral vision, how does it work?
Of course it is, isn't preferences what we were talking about?Okay, so the bolded there, that's your preference
Well, no?but can we assume that you at least accept equal validity in the opposite preference?
Where isI am supposed to check our according to the journal. Either I am blind, or it is not in the inn's room?the murder victim's body
as I already pointed more than once I prefer deliberate design over randomness.
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The very opposite of it, if we really want to talk about it.Oh I get it, you're a Creationist.
Can I give a follower a personality after starting the game?
Conversations are pretty terrible when you control two people.
Aside from just criticals, in multiple battles I've been frozen, and I don't currently have the option to prevent that (though even if I did through scrolls, which are also given out randomly, that still only works once, and thus isn't a consistent option). Even so, I still have the highest level of Willpower and Body-building currently available on my characters, and am still getting hit with status effects on a consistent basis. I do not find fights enjoyable if I get hit with a status effect at the beginning of the battle that takes a character out of the fight. I simply restart and go "welp, hope I don't get hit with that and have to restart the fight because my character is now stuck for two turns while the enemies wail on me." Strategy is not accounting for the randomness, and it can't because, you know, it's random. It can't, because there is so much of it in any given battle. Thresholds are a much better solution to this problem where I feel like I have some control over what's occurring on the battlefield. Thresholds even make more sense in most contexts! The fact that warmed and chilled are states before frozen and burning seems to be an admittance by the developers of this reality, but it never dawned on them that there was a fundamental problem with the randomness inherent in the battle system.I need to admit that I used a bad example in Fire Emblem, since the hit/critical chances are stat-based and can happen "randomly." But it is very well designed, since good tactics can limit the randomised risk inherent in its design. Divinity: Original Sin is the same.
There are a multitude of options to limit risk and uncertainty. If you fear critical attacks, cast armour/resistance increasing spells, disable/debuff the enemy, or avoid them altogether. If you cannot hit your target, buff your attack, use precision stances, or simply move closer or flank them. There are always many options.
What I'm saying is, while you cannot prevent a critical hit from possibly occurring, you can use strategy and tactics to limit the possibility of it causing problems. Allowing a cloth-wearing ally to be critically hit is a tactical failure on the player's part, there's no question about it - especially in a game with a plethora of options at all times. For goodness sake, you can even retreat from battle if necessary.
Random chance is built into this game's design. Critical hits are not "luck" they are a risk you are taking by engaging that enemy. Removing the randomness would only make the game more sterile and less interesting. You would no longer expect the unexpected, and would instead anticipate the obvious.
I disagree with this scenario. There's some very intuitive ways to deal with most status effects if you want, if you don't mind hurting your partners a bit that is. Dealing with status effects on the fly with creative solutions has been one of the most fun parts of combat for me so far.Aside from just criticals, in multiple battles I've been frozen, and I don't currently have the option to prevent that (though even if I did through scrolls, which are also given out randomly, that still only works once, and thus isn't a consistent option). Even so, I still have the highest level of Willpower and Body-building currently available on my characters, and am still getting hit with status effects on a consistent basis. I do not find fights enjoyable if I get hit with a status effect at the beginning of the battle that takes a character out of the fight. I simply restart and go "welp, hope I don't get hit with that and have to restart the fight because my character is now stuck for two turns while the enemies wail on me." Strategy is not accounting for the randomness.
I've done this in contexts where it makes sense (character gets frozen and is surrounded, fireball makes sense), but stating that it makes sense at the beginning of a battle, where you're basically just starting with a large life deficit, is silly. At that point it's just far better to restart the fight to save time.I disagree with this scenario. There's some very intuitive ways to deal with most status effects if you want, if you don't mind hurting your partners a bit that is. Dealing with status effects on the fly with creative solutions has been one of the most fun parts of combat for me so far.
Madora might get a bit pissed off that I Firefly/Fireball her constantly, but it does the job of dealing with Frozen.
It's not there, but where would you look for a dead body?
Backed this game thanks to Durante's thread last year but just now had time to redeem my code after spending some weeks doing job hunt related stuff. Is there any kind of character builder I can tinker around with before committing to a starting build in game? It's kind of hard to keep track of everything in the ingame character creator.
which is what I was first looking for.
I guess I just find it weird to consider other people's tastes in stuff like this wrong instead of merely different and/or conflicting with my own.
Then you revert that large life deficit by using heals and crowd control/stalls. It's only fair that if you tend to get the upper hand on combat, enemies should be able to as well, right? I think it makes for more fun scenarios in the long run.I've done this in contexts where it makes sense (character gets frozen and is surrounded, fireball makes sense), but stating that it makes sense at the beginning of a battle, where you're basically just starting with a large life deficit, is silly. At that point it's just far better to restart the fight to save time.
Losing a turn instead of not losing that turn can be crucial. I'm playing on Lone Wolf so losing that turn becomes huge.Then you revert that large life deficit by using heals and crowd control/stalls. It's only fair that if you tend to get the upper hand on combat, enemies should be able to as well, right? I think it makes for more fun scenarios in the long run.
I haven't tried it yet, but I'd imagine Lone Wolf is more suited to a very careful play-style where you're already aware of everything that is coming up and you set up the battles to your advantage as much as possible (even ending some boss fights in 1 turn with the environment). Ideally you'd have already disabled any chances of you getting hit by a status effect in that case by walling off/disabling anyone that can do it before the battle starts. Basically for fans of something like a BG2 solo run, which require some heavy preparations.Losing a turn instead of not losing that turn can be crucial. I'm playing on Lone Wolf so losing that turn becomes huge.
If this were the case, just taking it out until NG+ is not difficult. Also, I've done BG2 solo runs before and I've largely found that using summons can solve most problems (with some caveats). Playing as a Warrior is super ballsy and fun though.I haven't tried it yet, but I'd imagine Lone Wolf is more suited to a very careful play-style where you're already aware of everything that is coming up and you set up the battles to your advantage as much as possible (even ending some boss fights in 1 turn with the environment). Ideally you'd have already disabled any chances of you getting hit by a status effect in that case by walling off/disabling anyone that can do it before the battle starts.
I'm not talking about removing or making the chance smaller on the player, rather that thresholds seem like a better solution to the issue. Warm and Chilled statuses are central to the issue, seeming like there is an awareness of the problem but not ultimately implementing the easy solution.I think there'd be a huge balancing problem if you were to reduce the chances of status effects on your own players. If the saving throws for enemies were much lower and for players much higher, then the combat would no longer be as fair as it needs to be. If they were balanced to be less effective, I'd probably not use status effect skills at all for crowd control, making the current battles a lot more overwhelming and longer.
Anyone who finished it or is near the end can tell me how close to the end I am?
I justI'm 45 hours into the game and just curious how many hours more I'll need.finished the fight in the Immaculate cathedral and got myself the blood and got only that spider area in the west to clear in the second act.
If you're finding yourself skipping the dialogue I'd take a break and come back later. You need to pay attention to what's being said, not only to follow the story but many of the quests rely on you reading what a certain npc told you to have any idea where to go.
It could get quite frustrating if you're skipping it all/
I might just start over. I don't like the fact that my 'fighter' and Madora basically use the same skills. My Wayfarer (the bow ranger with a point in Geomancer) kinda sucks too... she's just ugh, attacks once per turn and usually misses, Richochet is always on cooldown, even the Spider sucks... spider misses a lot. I guess it's just the early game blues, I'm sure she gets better.
Fuck it, I'm starting over.
I'll do:
Wayfarer + I dunno... dammit lol.
Wayfarer + someone quite different from Madora and Jahan. Any suggestions? Maybe a shadowblade or rogue? but people are saying you don't even need to sneak around or lockpick.
There are henchmen available very early in the game that will allow you to make whatever party you want. You're not obligated to use Madora or Jahan.
I like the fact that Madora and Jahan have their own dialogue, though. Do the henchman (you mean the 3 sailors?) also have it?
I restarted the game three or four times and basically just designed my own characters that I felt worked with my playstyle. I was never comfortable with the pre-designed characters.I might just start over. I don't like the fact that my 'fighter' and Madora basically use the same skills. My Wayfarer (the bow ranger with a point in Geomancer) kinda sucks too... she's just ugh, attacks once per turn and usually misses, Richochet is always on cooldown, even the Spider sucks... spider misses a lot. I guess it's just the early game blues, I'm sure she gets better.
Fuck it, I'm starting over.
I'll do:
Wayfarer + I dunno... dammit lol.
Wayfarer + someone quite different from Madora and Jahan. Any suggestions? Maybe a shadowblade or rogue? but people are saying you don't even need to sneak around or lockpick.
no, I dont really see how random loot is good, its only lazy and cheapens the experience.
Around 15 i would say.
Ugh, quite a lot then Thanks.
far too much poison in the game
Does rain work indoors/caves? Thinking on it, I've never tried it.That's what rain is for!
I gotta admit I like doing this. The smoke causes some significant vision problems though.Poison is for setting on fire.
Just find it annoying having to answer twice.You can just disable the dual dialogue in the game options for single-player.
Cool I'll check it out.You can just disable the dual dialogue in the game options for single-player.
Jesus, man at arms skills are just so freaking good in this game. Combo that with oath of desecration and mobs don't stand a chance. I haven't found a useless man at arms skill yet (I'm level 10).
I gotta admit I like doing this. The smoke causes some significant vision problems though.
You hear that Larian, you lazy fucks? Your grand, overarching design choice of a randomised world in which strategy and adaptation is the play focus is wrong.
Are we entering a world of meta-sarcasm now or something?but its not a randomised world, what makes you think that?
there are no varying quests. every barrel and crate is always the same, every mob and boss hand placed. the only random in this world is the loot.
Are we entering a world of meta-sarcasm now or something?
Still loving Fire Elemental. Considering investing in Aerotheurge for teleport spells. Thoughts/opinions?
but its not a randomised world, what makes you think that?
there are no varying quests. every barrel and crate is always the same, every mob and boss hand placed. the only random in this world is the loot.