Divinity: Original Sin 2

Divinity: Original Sin 2

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flagyl2 Aug 31, 2017 @ 11:07am
Gameplay differences between D:OS EE and D:OS2
I have been under a somewhat self imposed media ban on D:OS2, so that I can fully exeprience the game when it comes out, but I was wondering what differences there are with respect to gameplay.

I see that Repair has been removed. I don't suppose that this will be a huge loss.

I do wonder about the Primary stats (Strength, Dexterity, Intelligence, Constitution, Perception, Speed) and how they affect other areas of the player's 'extended' stats, such as movement, hearing, Initiative, as well as Action Points (how much the player started with, how much they gain per turn, etc).

Are these systems in D:OS2 as well? I hope that those systems do still remain. Thanks in advance.
Last edited by flagyl2; Aug 31, 2017 @ 3:31pm
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Dr.Objection Aug 31, 2017 @ 11:31am 
*CONTAINS MINOR EXTRA KNOWLEDGE ON STAT SYSTEMS* (View As You See Fit)
The primary stat systems remain as they did in the past except now you also have to manage Wit, which controls initiative as there is no longer a speed stat to give yourself more AP per turn. Instead, everyone gets 4 AP per turn and only certain spells and skills can give you more action points under certain circumstances. I believe repairing as far as I know is still in the game but it has taken a huge backseat as items almost never break. If I recall correctly repair hammers have become one-time use items. Various abilities scale off either respective stats (eg. lightning bolt scales off int) or based on weapon type now, which is particularly interesting (eg. Whirlwind scales off Str or Dex depending on whether you use a greatsword or spear for example). Armor has been divided into a sort of extra hp pool enemies have to go through and is categorized between Physical Protections and Magical Protections. Other then that they have added new powers called Source Skills that eat up a limited resource pool but can do extreme game changing moves. Finally they have confirmed there will be advanced Skill Combinations in the game xD ( I hope I've managed to answer some of your stat questions without spoiling too much)
Last edited by Dr.Objection; Aug 31, 2017 @ 11:41am
Mikoto Aug 31, 2017 @ 11:36am 
Originally posted by Dr.Objection:
-snip-

I'm not even going to try reading that blob.
Dr.Objection Aug 31, 2017 @ 11:40am 
Originally posted by Shadow Blazer:
Originally posted by Dr.Objection:
-snip-

I'm not even going to try reading that blob.
Just trying to answer the OP's question without going into too more detail, but still providing enough information so he can understand the difference from Div 1 to Div 2.
flagyl2 Aug 31, 2017 @ 11:40am 
Originally posted by Dr.Objection:
*CONTAINS MINOR EXTRA KNOWLEDGE ON STAT SYSTEMS* (View As You See Fit)
The primary stat systems remain as they did in the past except now you also have to manage Wit, which controls initiative as there is no longer a speed stat to give yourself more AP per turn. Instead everyone gets 4 AP per turn and only certain spells and skills can give you more action points under certain circumstances. I believe repairing as far as I know is still in the game but it has taken a huge backseat as items almost never break. If I recall correctly repair hammers have become one time use items. Various abilities scale off either respective stats (eg. lightning bolt scales off int) or based on weapon type now, which is particularly interesting (eg. Whirlwind scales off Str or Dex depending on whether you use a greatsword or spear for example). Armor has been divided into a sort of extra hp pool enemies have to go through and is categorized between Physical Protections and Magical Protections. Other then that they have added new powers called Source Skills that eat up a limited resource pool but can do extreme game changing moves. Finally they have confirmed there will be advanced Skill Combinations in the game xD ( I hope I've managed to answer some of your stat questions without spoiling too much)


Thanks you very much Dr. That was a great explanation. I think it does sound interesting, actually. I am looking forward to the 19th.


Thank you again for taking the time.
flagyl2 Aug 31, 2017 @ 11:42am 
Originally posted by Shadow Blazer:
Originally posted by Dr.Objection:
-snip-

I'm not even going to try reading that blob.


But you'd take the time to edit his post and post yourself in a thread that you didn't have to read at all?

Interesting.
Dr.Fumetastic Aug 31, 2017 @ 11:46am 
The rock-paper-scissor thing in dialogues was cut.

What the other Doctor forgot to mention is that (almost) all status effects only trigger once the new physical or magical armor are fully depleted. While this means you have a guaranteed buffer before CC hits you it also means that you need ways to restore it as you can otherwise be chain CC'ed infinitly.

Also, Staffs cause melee weapon abilities to deal magic damage but will not change the saving throw of statuses like crippled from physical to magical.
Originally posted by flagyl2:
I am looking forward to the 19th.
14th september is the release date in case you mixed it up and aren't intentionally waiting.
CHAO$$$ Aug 31, 2017 @ 11:47am 
off the top of my head:

crafting is currently not a skill in the game but every character is simply able to craft.

Leadership is less impactful for the early points.

Combat and non combat skillpoints are different categories.

Magic armor and physical armor have been added, theses stats block most forms of status effects (one exception is slow!) and they are infinitely more valuable than health. (this a huge change, armor is god tier)
Enemies will mercylessly stunlock if you dont have armor or the Glass cannon talent.

Sneak is no longer complete ♥♥♥♥. Its back to taking 1 AP

Speed has been removed completely, you can no longer affect AP with attribute points.

You can only have a limited number of skills which is determined by the memory attribute.

Initiative is determined by the wits attribute and you get initiative starting at leadership 4. In my experience it is really really hard to consistently go first (running a character with 18 initiative at level 7).

strength , intelligence and finesse have a large impact on damage (5% per point)

All abilities give stat bonuses in addition to allowing you to use the corresponding skills (e.g. 1 level in scoundrel gives some %crit dmg and %movementspeed)
Last edited by CHAO$$$; Aug 31, 2017 @ 11:52am
flagyl2 Aug 31, 2017 @ 11:48am 
Originally posted by Dr.Fumetastic:
The rock-paper-scissor thing in dialogues was cut.

What the other Doctor forgot to mention is that (almost) all status effects only trigger once the new physical or magical armor are fully depleted. While this means you have a guaranteed buffer before CC hits you it also means that you need ways to restore it as you can otherwise be chain CC'ed infinitly.

Also, Staffs cause melee weapon abilities to deal magic damage but will not change the saving throw of statuses like crippled from physical to magical.
Originally posted by flagyl2:
I am looking forward to the 19th.
14th september is the release date in case you mixed it up and aren't intentionally waiting.


Thank you for the additional information and yes, I was mistaken. I meant the 14th, which is even better. :)

Forgive my ignorance: 'CC'? As in Crowd Control?
Dr.Fumetastic Aug 31, 2017 @ 11:50am 
Originally posted by CHAO$$$:
You can only have a limited number of skills which is determined by the memory attribute.
That only affects active skills, though. You can have as many passive ones as you want. You will simply have to swap between them which is possible at any time outside of combat.
Originally posted by flagyl2:
Forgive my ignorance: 'CC'? As in Crowd Control?
Yes, that's exactly what I meant.
Last edited by Dr.Fumetastic; Aug 31, 2017 @ 11:50am
flagyl2 Aug 31, 2017 @ 11:52am 
Originally posted by CHAO$$$:
off the top of my head:

crafting is currently not a skill in the game but every character is simply able to craft.

Leadership is less impactful for the early points.

Combat and non combat skillpoints are different categories.

Magic armor and physical armor have been added, theses stats block most forms of status effects (one exception is slow!) and they are infinitely more valuable than health. (this a huge change, armor is god tier)
Enemies will mercylessly stunlock if you dont have armor or the Glass cannon talent.

Sneak is no longer complete ♥♥♥♥. Its back to taking 1 AP

Speed has been removed completely, you can no longer affect AP with attribute points.

You can only have a limited number of skills which is determined by the memory attribute.

Initiative is determined by the wits attribute and you get initiative starting at leadership 4. In my experience it is really really hard to consistently go first.

All abilities give stat bonuses in addition to allowing you to use the corresponding skills (e.g. 1 level in scoundrel gives some %crit dmg and %movementspeed)


Thank you Chao$$$. I appreciate it.

I have to say, that while I liked the old system, I think I am looking forward to see if this new system will add more depth.

I like the possibility of NOT being first in combat (in EE, I did everything I could to have certain characters in my party go first, via gear, etc). With AI 2.0, I think things will be very interesting.
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Date Posted: Aug 31, 2017 @ 11:07am
Posts: 10