Dragon's Dogma 2

Dragon's Dogma 2

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Sorcerer Changes
I want to preface this post by saying that I am absolutely enamored with this game. The world feels much more involved and alive than the first game by a pretty wide margin, and I am adoring the combat tweaks in an already pretty perfect system. Little adjustments in movement, camping, pawn personalities, world interaction, and many more things make the world feel that much more "natural" to move around in. All that being said. . . .

I miss my sorcerer from the first game. To it's credit, the spellcasting in this game looks incredible and definitely has more heft to it. Spells feel powerful, and having to earn the best of them is such a step in the right direction. I just wish there wasn't so much overlap between mage and sorcerer now. There really isn't much to differentiate the two until you get the meister spells unlocked, and even that is just "damage, but *bigger*!" I miss having my miasma, torpor, and petrifaction. In fact, with some of these design changes, a blight mist spell in this game would be incredible! Enemies lingering in a dark mist just to suddenly BOOM fulminant poison? Yes please! I was also probably one of the two people who actually enjoyed exequy, but I used it all the time. Nothing makes you feel more powerful than completing that sigil on a dragon and suddenly having it go from eight health bars down to zero.

All said, Sorcerer in this game feels powerful, definitely. Calling down destructive lightning bolts or massive meteors; summoning pillars of ice or gales of carnage is visceral and satisfying. But I dearly miss playing my sinister Arisen--one step away from the undead he began to look like--releasing clouds of acrid poison and threatening to sap the very life from the bodies of his enemies. All the dark magics are gone, and it feels like half the personality of Sorcerer went with it. Does anyone else feel the same?
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Showing 1-15 of 18 comments
MehDagon Mar 27, 2024 @ 2:17pm 
yeah Sorc in this game is just abusing argular flare interaction with maelstorm + spell hold. No choice in choosing spells at all. Its those 3 spells and then its either levin or meteoron.

a lot less fun to play in comparison to the first game esp since we lost a lot of cool spells and being locked to only 4 skills is boring as hell.

Spamming argular flare gets boring really fast.
Edstyles Mar 27, 2024 @ 2:23pm 
I figured that would happen as soon as i saw we get only 4 skills in a given time. So I Just went meele instead more fun to hack and slash and avoid attacks than boring caster

I figured warfarer could be more fun but nope its boring
Last edited by Edstyles; Mar 27, 2024 @ 2:25pm
SurWeaver Mar 27, 2024 @ 2:25pm 
I really miss target lock and adequate targeting like magick archer had (I reference both vocations from the first game).
I need to put "damage sponge" at certain enemy part but drake/ogre/somebody else is really fast and I attach that sponge to a wrong part. And no aiming at all. It looks like spell charge is not an aim point. I don't know how to aim properly. If you have some advices I would like to hear it. Because I can aim in DDDA really easier and it was more clear to understand.
MehDagon Mar 27, 2024 @ 2:25pm 
Originally posted by Edstyles:
I figured that would happen as soon as i saw we get only 4 skills in a given time. So I Just went meele instead more fun to hack and slash and avoid attacks than boring caster
yeah i strongly recommend getting skill switch mod for 4 extra skill slots. makes playing sorca lot more fun but still boring because you lack access to cool interesting spell. New charged attack also sucks as it glues you to the ground while you charge. Also no holy boon + charged bolt made the class a lot less mobile.
ThatOneGuy Mar 27, 2024 @ 2:26pm 
Don't even get holy spells, I mean Seism is technically kinda a holy spell? At least it was in Dark Arisen, but I don't remember those working on golems in the previous game, or maybe it does because Seism was stupid to land back then
SurWeaver Mar 27, 2024 @ 2:35pm 
Originally posted by ThatOneGuy:
Don't even get holy spells, I mean Seism is technically kinda a holy spell? At least it was in Dark Arisen, but I don't remember those working on golems in the previous game, or maybe it does because Seism was stupid to land back then
Default mage healing blob damages undead enemies. But that damage is really low.
Catsim Mar 27, 2024 @ 2:42pm 
Why couldn't sorcerer have a second skill wheel on RB? That would make it so sorcerer could have more casting variety instead of just getting the META spells. That's the thing with DD2, the limited skill slots make it so most of the skills are pointless because they're not worth the slot investment.
Originally posted by ThatOneGuy:
Don't even get holy spells, I mean Seism is technically kinda a holy spell? At least it was in Dark Arisen, but I don't remember those working on golems in the previous game, or maybe it does because Seism was stupid to land back then
Yeah a lack of the holy/dark elements in this game has me a bit disappointed. Seism being more physically oriented in this game is a really cool change in my opinion! But not having it be accompanied by the others is meh.

I will be the contrary person, though, and say that at least with the lack of the holy boon/honed bolt meta you're actually *using* your spells to deal damage. Getting into the end game of the first game just to have that combo deal more damage than giant meteors falling from the sky was also. . . disappointing.
ThatOneGuy Mar 27, 2024 @ 2:51pm 
Originally posted by Head Lich in Charge:
Originally posted by ThatOneGuy:
Don't even get holy spells, I mean Seism is technically kinda a holy spell? At least it was in Dark Arisen, but I don't remember those working on golems in the previous game, or maybe it does because Seism was stupid to land back then
Yeah a lack of the holy/dark elements in this game has me a bit disappointed. Seism being more physically oriented in this game is a really cool change in my opinion! But not having it be accompanied by the others is meh.

I will be the contrary person, though, and say that at least with the lack of the holy boon/honed bolt meta you're actually *using* your spells to deal damage. Getting into the end game of the first game just to have that combo deal more damage than giant meteors falling from the sky was also. . . disappointing.

While this might not be a valid, but just wanted to add that the bolide mod that makes those meteor home in on the enemy, it actually does as much damage as you'd expect, and is worth the cast time.

I think it was called accurate Bolide, so it was kind of an accuracy issue than a damage issue

Also if you weren't keen on switching to Physical classes, you do use your other spells, especially against golem and living armor
Last edited by ThatOneGuy; Mar 27, 2024 @ 2:53pm
Originally posted by Catsim:
Why couldn't sorcerer have a second skill wheel on RB? That would make it so sorcerer could have more casting variety instead of just getting the META spells. That's the thing with DD2, the limited skill slots make it so most of the skills are pointless because they're not worth the slot investment.
I actually went in a different direction with that thought and was kind of curious why galvanize/anodyne don't happen on R1/RB, and swap to swift cast as you hold L1/LB? That is the button for the "class action" after all. Then that frees up triangle/Y for, oh you know, just a staff swing. Using the weapon in your hands as, well, a weapon. Maybe I'm too concerned with immersion, but it would help that in my opinion.
Dollmaker Mar 27, 2024 @ 2:52pm 
Originally posted by Catsim:
Why couldn't sorcerer have a second skill wheel on RB? That would make it so sorcerer could have more casting variety instead of just getting the META spells. That's the thing with DD2, the limited skill slots make it so most of the skills are pointless because they're not worth the slot investment.
Thats in part cause they made Core Skills more prevalent, even making previous skills into core ones.

Thief for example getting Hundred Kisses as a Core Skill.

Or Mage getting the healing spell.

Warrior in particular benefited from this a lot, i wasnt a huge fan of the vacation in the first game, but im kinda loving it on the second one.
Originally posted by ThatOneGuy:
Originally posted by Head Lich in Charge:
Yeah a lack of the holy/dark elements in this game has me a bit disappointed. Seism being more physically oriented in this game is a really cool change in my opinion! But not having it be accompanied by the others is meh.

I will be the contrary person, though, and say that at least with the lack of the holy boon/honed bolt meta you're actually *using* your spells to deal damage. Getting into the end game of the first game just to have that combo deal more damage than giant meteors falling from the sky was also. . . disappointing.

While this might not be a valid, but just wanted to add that the bolide mod that makes those meteor home in on the enemy, it actually does as much damage as you'd expect, and is worth the cast time.

I think it was called accurate Bolide, so it was kind of an accuracy issue than a damage issue
That does sound like an improvement. I usually can't rely on mods, though, because I play on console. Just here in these forums because it looked like the most official place to post "feedback", as it were. As much as they might even listen to it haha.
ThatOneGuy Mar 27, 2024 @ 2:55pm 
Originally posted by Head Lich in Charge:
Originally posted by Catsim:
Why couldn't sorcerer have a second skill wheel on RB? That would make it so sorcerer could have more casting variety instead of just getting the META spells. That's the thing with DD2, the limited skill slots make it so most of the skills are pointless because they're not worth the slot investment.
I actually went in a different direction with that thought and was kind of curious why galvanize/anodyne don't happen on R1/RB, and swap to swift cast as you hold L1/LB? That is the button for the "class action" after all. Then that frees up triangle/Y for, oh you know, just a staff swing. Using the weapon in your hands as, well, a weapon. Maybe I'm too concerned with immersion, but it would help that in my opinion.

Personally, I'd rather just have quick cast be the default cast speed, even with the stamina cost, galvanize is a sraight nerf imo, maybe because I got used to chugging stamina consumables in the first game.

Mushroom and liquid vim go brrr
Originally posted by ThatOneGuy:
Originally posted by Head Lich in Charge:
I actually went in a different direction with that thought and was kind of curious why galvanize/anodyne don't happen on R1/RB, and swap to swift cast as you hold L1/LB? That is the button for the "class action" after all. Then that frees up triangle/Y for, oh you know, just a staff swing. Using the weapon in your hands as, well, a weapon. Maybe I'm too concerned with immersion, but it would help that in my opinion.

Personally, I'd rather just have quick cast be the default cast speed, even with the stamina cost, galvanize is a sraight nerf imo, maybe because I got used to chugging stamina consumables in the first game.

Mushroom and liquid vim go brrr
Hahaha heard. My meta was liquid vim/exequy. Killed basically all my bosses that way. And the ones resistant to dark? Good ol' bolide.

I don't mind having cast times in the game, because that makes the magic more grounded in the world to me. More difficult to cast let's them make it more powerful, so I never minded having a long cast time in the first game. This game getting a cast speed improvement at the cost of stamina was just gravy. Now all I need is to be able to bonk people with my walking stick. Oh, and rip withering curses across the battlefield the likes of which would have Geneva convention members raise eyebrows. I'm a simple man.
FrozenStar Mar 27, 2024 @ 3:02pm 
It's like they decided "everyone uses the same spells anyway so let's just leave those"
Mained Sorcerer. Shame
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Date Posted: Mar 27, 2024 @ 2:07pm
Posts: 18