Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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Menlow Feb 25, 2017 @ 9:04am
Scoundrel Help
So im playing with a buddy now, we have a 4 player party i decided to play scoundrel but it feels sort of useless (lvl 7) atm because everything seems to 2 round or insta kill the rogue as soon as invisibility is not on. Feels like i can make 1 dmg move and then just die because everything turns around to focus the scoundrel. Should i just plan on getting plate / heavy armor or am i dong something wrong? Because its not really that fun to play atm.
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Showing 1-15 of 19 comments
Toha Feb 25, 2017 @ 9:24am 
EE dagger rogues are seriously gimped compared to the original. Still, a mage/rogue is pretty neat, due to +6 spd from custom-made daggers. But overall, anything (in terms of damage dealing) a dagger rogue can do, straight-up fighter does better.
Menlow Feb 25, 2017 @ 9:38am 
ugh great. Is going heavy armor any use or will i just have to accept that the rogue will fall flat?
(we play on normal btw) But i seriously feel like the skill system gives you that much freedom only to discover later on that there actually just a handfull of ways to effectively play your character or you will just have a bad time.
Ssenkrad_II Feb 25, 2017 @ 9:55am 
Originally posted by Menlow:
But i seriously feel like the skill system gives you that much freedom only to discover later on that there actually just a handfull of ways to effectively play your character or you will just have a bad time.

Original vs EE

A lot more cool builds and very unique ones at that were all stripped from Original to EE in an attempt to stream line the game. If you have an Expert Marksman in your party and a lv 4 Hydro mage (Hail Attack) post level 15 your melee focused champions will feel like mostly all they do is stand around with thumbs up their butts. On "normal" or below you can obviously make crappier builds work but that wouldn't change the OP builds from being, well, still OP...
Fendelphi Feb 26, 2017 @ 1:07am 
Originally posted by Raze_Larian:
Daggers are better

The Viking Rogue / Keeping the rogue viking legend alive! (or how to: make rogue feel decent)
I mean no offense, but when the post says "how to make the rogue feel decent", it kind of illustrates the issue.
If being "decent" is the best it can do, while others get "awesome" or "very good", "decent" might as well be "not that bad".
Last edited by Fendelphi; Feb 26, 2017 @ 1:07am
blueskin Feb 26, 2017 @ 3:12am 
I'm also co-oping with a friend, who is the dagger girl. He is straight up wrecking stuff at lvl7 sneaks back to take out mages, archers etc
He has the same problem with getting one shot, so we developed many ways to deal with that.
One is taunt on the tank. Another is to use the pyrammid to tp to safety, another is to use invis, or ice wall or anything you can come up with.
We're finding him still very worthwhile as he can basically one shot anything not a boss using adrenalin etc
Menlow Feb 26, 2017 @ 5:30am 
Originally posted by blueskin:
I'm also co-oping with a friend, who is the dagger girl. He is straight up wrecking stuff at lvl7 sneaks back to take out mages, archers etc
He has the same problem with getting one shot, so we developed many ways to deal with that.
One is taunt on the tank. Another is to use the pyrammid to tp to safety, another is to use invis, or ice wall or anything you can come up with.
We're finding him still very worthwhile as he can basically one shot anything not a boss using adrenalin etc

Yeah we have thought of some ways as well by now, still pretty annoying tho. Before (tried out lone wolf) i played a 2 handed warrior which was just wreck everything, like straight up havoc.
Insane resistance, 70 percent physical dmg reduction 2k life (on lvl 15) but back then my buddy tried to play a mage and later a ranger and on lonewolf you might as well not even try. Its ridicilous how much damage he received. And since rangers / mages got nothing to really up their defense it ended up him running away and healing most of the fight than actually doing something which obviously ruined our fun. so we started over, ill probably take a look at that viking rogue thing the kind moderator posted and just hope for the best. Havent had that much trouble again in a while, the rogue seems fun in the regular combat but bossfights are really a pain.
Menlow Feb 26, 2017 @ 5:57am 
Originally posted by Fendelphi:
Originally posted by Raze_Larian:
Daggers are better

The Viking Rogue / Keeping the rogue viking legend alive! (or how to: make rogue feel decent)
I mean no offense, but when the post says "how to make the rogue feel decent", it kind of illustrates the issue.
If being "decent" is the best it can do, while others get "awesome" or "very good", "decent" might as well be "not that bad".

I am slightly pissed by this actually, because i completely agree with you.
The first time i started this game i was like "WOAH this game has such an in depth skill system i can play whatever i want" because its been a while since i played an rpg with that much focus on a character build.
But what i saw when playing with my friend on lone wolf (normal) and experiencing now, wouldnt the rest of the game be still fun and different from a vast portion of rpg games out there i would have stopped playing it already.

And the issues keep rising because when i now read these builds ( for example the axe viking rogue thing there) that doesnt feel like i can play a "rogue" id play a dps hybrid only to make him "ok" which sort of sucks.
Im quite surprised actually that the devs didnt gave the less tanky classes atleast SOME defensive talents / traits but only thing i could find for my scoundrel is a only once per combat 2 round physical dmg reduction spell.

So i dont know, i might try this axe hybrid out but seeing as that build is focused for lone wolf characters and we play with a 4 people party it will take me ages to archive the stats required for that build.
Plus everyone says crafting is so easy yadyada back and forth and 2x speed daggers are easy to get while to a noob the crafting system feels pretty dull actually because whenever you discover a new item to craft you dont even get to check it out before building it and Before even that you dont even know how high your smithing / crafting rank has to be to craft specific item X so you are stuck with do i just put points in this and end up not needing it at all?
Last edited by Menlow; Feb 26, 2017 @ 5:59am
Menlow Feb 26, 2017 @ 7:48am 
Originally posted by Ssenkrad_II:
Steam guide: http://steamcommunity.com/sharedfiles/filedetails/?id=607492091

Full guide: http://www.tihie.com/divinity-original-sin-ee

Things is tho, if i need a full blown guide to enjoy core features of the game or even worse i need to look up an internet guide to make my rogue feel valuable on the normal difficulty... thats not a good sign is it? Expecially not with such a wide variety of skills / talents to build your character with. Sure some may be better or worse but that some things are completely useless that are usually are key concept of a backstabbing fighter like daggers which are pretty weak from what ive been getting from these guides is definetely not a good thing.
Last edited by Menlow; Feb 26, 2017 @ 7:49am
Ssenkrad_II Feb 26, 2017 @ 9:28am 
Originally posted by Menlow:
Things is tho, if i need a full blown guide to enjoy core features of the game or even worse i need to look up an internet guide to make my rogue feel valuable on the normal difficulty... thats not a good sign is it?


Originally posted by Ssenkrad_II:
Original vs EE

A lot more cool builds and very unique ones at that were all stripped from Original to EE in an attempt to stream line the game. If you have an Expert Marksman in your party and a lv 4 Hydro mage (Hail Attack) post level 15 your melee focused champions will feel like mostly all they do is stand around with thumbs up their butts. On "normal" or below you can obviously make crappier builds work but that wouldn't change the OP builds from being, well, still OP...

I never said it was a good thing, in fact I think it is very much so a bad thing... Original was much better in this regard (multiple builds working great) as I always played with a

1. pure backstab/stealth assassin (main)
2. pure bow user (main)
3. pure mage (Jahan)
4. pure 2-handed (Madora)

And every build was "OP" in its own regard... In EE my builds look like this:

1. Hybrid
2. Hybrid
3. Hybrid
4. Hybrid

and they are the most "op" builds in game... Period...

Also, CLEARLY Larian figured this out and for DOS: 2 they have already gone to great lengths to screw hybrids up the rectum, going as far as to add a whole new stat "memory" designed entirely to make them less viable...

Bottom line is that Larian has created an awesome system (as you have pointed out) but frankly don't seem to know what to do with it or how to make it work.


DOS:EE was worse than DOS: Original in this regard and DOS:2 is much worse than DOS:EE so if this bothers you I would strongly suggest holding off on DOS:2...
Menlow Feb 26, 2017 @ 12:33pm 
Originally posted by Ssenkrad_II:
Originally posted by Menlow:
Things is tho, if i need a full blown guide to enjoy core features of the game or even worse i need to look up an internet guide to make my rogue feel valuable on the normal difficulty... thats not a good sign is it?


Originally posted by Ssenkrad_II:
Original vs EE

A lot more cool builds and very unique ones at that were all stripped from Original to EE in an attempt to stream line the game. If you have an Expert Marksman in your party and a lv 4 Hydro mage (Hail Attack) post level 15 your melee focused champions will feel like mostly all they do is stand around with thumbs up their butts. On "normal" or below you can obviously make crappier builds work but that wouldn't change the OP builds from being, well, still OP...

I never said it was a good thing, in fact I think it is very much so a bad thing... Original was much better in this regard (multiple builds working great) as I always played with a

1. pure backstab/stealth assassin (main)
2. pure bow user (main)
3. pure mage (Jahan)
4. pure 2-handed (Madora)

And every build was "OP" in its own regard... In EE my builds look like this:

1. Hybrid
2. Hybrid
3. Hybrid
4. Hybrid

and they are the most "op" builds in game... Period...

Also, CLEARLY Larian figured this out and for DOS: 2 they have already gone to great lengths to screw hybrids up the rectum, going as far as to add a whole new stat "memory" designed entirely to make them less viable...

Bottom line is that Larian has created an awesome system (as you have pointed out) but frankly don't seem to know what to do with it or how to make it work.


DOS:EE was worse than DOS: Original in this regard and DOS:2 is much worse than DOS:EE so if this bothers you I would strongly suggest holding off on DOS:2...

aw seriously? Damn... I actually hoped they would improve or even focus more on that.
The devs apparently try to create the wrong kind of difficulty, making everything ♥♥♥♥ is not the right way to go :C
Raze_Larian Feb 27, 2017 @ 2:42am 
Originally posted by Menlow:
aw seriously?

No. In D:OS 2 Memory determines how many skills you can have ready to use at the same time, which can be changed outside of combat. People have focused on Memory and made very effective builds, and pure builds may not need to boost it much.

The patch before last added 1 free memory slot every other level, and doubled the effect of each point put into memory.



Originally posted by Menlow:
Things is tho, if i need a full blown guide to enjoy core features of the game or even worse i need to look up an internet guide to make my rogue feel valuable on the normal difficulty... thats not a good sign is it?

In D:OS Classic, for quite a long time, everyone complained that scoundrels were useless. Eventually Stabbey posted a defence of them and gave build advice, and pretty soon they were the most OP build.



Originally posted by Ssenkrad_II:
and they are the most "op" builds in game... Period...

So D:OS Classic was best, where you played all pure builds, so presumably pure builds are better than hybrids. The EE was worse, where you played all hybrids, so presumably they are better than pure builds. And D:OS 2, where you claim pure builds are better compared to hybrids (or at least hybrids are less viable) is worse still... somehow?


Originally posted by Ssenkrad_II:
for DOS: 2 they have already gone to great lengths to screw hybrids up the rectum, going as far as to add a whole new stat "memory" designed entirely to make them less viable...

So unless there are no trade-offs at all for the greater flexibility of a hybrid character, they are screwed?

You do realize memory effects all characters? It is not 'clearly' intended to destroy hybrid builds.
Last edited by Raze_Larian; Feb 27, 2017 @ 2:48am
Menlow Feb 27, 2017 @ 3:08am 
Never the less from what ive been reading DOS 2 still goes down the "wrong kind of difficulty" route with making enemys higher lvls, greater numbers, less cooldowns and so on.
Leaving your rpg experience behind because you are forced to have X amount of cc here, support there, a required number of dmg per ap to be viable. All this boils down to the same problems we have here doesnt it?

Its a ♥♥♥♥♥♥♥ single player experience, they should make everything viable so you can choose to play however you want. Of course that means one thing is more "op" than others but its not the right choice to then say aw well then we will just make everything ♥♥♥♥ so the playerbase has to figure out hybrid builds to get through the game without frustration.
Difficulty is not just putting a bunch of unfair enemies on the screen and watch the player load retry load retry.

But i wont be getting DOS 2 for less then 15 dollar / eur anyway and since a lot of people seem to stil enjoy it whatever.

I just think balancing stuff out in an SP game is ridicilous
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Date Posted: Feb 25, 2017 @ 9:04am
Posts: 19