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And why the heck do you need the Pyramids for that? The waypoint travel function is there from level 1, it's a blue anchor icon attached to your minimap (above the yellow ping symbol)
You would be surprised at how many ppl actually don't know that. Why, I myself spent the first playthrough until midway act 2 until I found out...
@topic
Inventory Management is a real nightmare, it's true.
Also I have NOT found the option to put stuff in my storage chests on the ship. Game says you can do so via 'actions' menu (default X button) but no, nothing there except sheath/unsheath and stealth mode.
2) Hold Shift and drag to an open slot.
3) Just go there in person, faster. But yeah, inventory management is a pain and you should just not pick everything up. Most of everything is worthless anyway.
4) Yeah, a problem
5) Don't use keys, lockpick everything.
6) Click on the anchor icon next to the minimap.
Wow . . . I feel partly dumb, but I yet stand by all other points.
more difficult and so takes the ex machina approach - and that by the time you're finishing up act 4 almost all big fights require either that you be highly combat specialized or else use the cheesy party-split-and-reposition-before-dialog technique. But the game never smells awful or screams at me for no apparent reason so I've got to say, not a lot like a messy diaper ^_^
Perhaps I need to explain myself further.
In DOS 1 the Elite Mode of the Enhanced Edition, introduced new mechanics to fights, along with entirely new enemies and new confrontations. On hardest difficulty the fights felt really tough and took effort to overcome.
In DOS 2 however, depsite the fact that I hear many people complain about the tough difficulty, I can't say the same for myself at all. From the get go I was powerful, too powerful. The fights don't seem to have cleverly designed unique facettes to them, like they did in DOS 1, I can easily faceroll everything with sheer DPS. I am wrapping up Reaper's Coast as we speak, maybe fights will become a lot harder in the next act? My party is level 14 overall, and it is obvious that I will not go and fight level 16 dudes, but facing enemies around my own level feels lackluster challengewise.
And yes every fight pans out the same way somehow. I would kind of wish for boss encounters to separate the boss into multiple phases and in each phase the boss would require an entirely new approach, which is not evident or clear to see, but which you then would have to figure out yourself midfight.
SPOILER ALERT
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I did see this kind of approach in the slightest bit in the Hero's Rest quest, where you interact with all 4 graves and those sworn heroes rise to fight you, you kill them once but they revive in a stronger form. I almost enjoyed that! Why? Because it was actually refreshing after ALL THE DULL RINSE AND REPEAT FIGHTS. But that was only one encounter, and I am already level 14, and I know in DOS your characters reach level 30 tops, which again I find to be stupid, why not implement a level 100 based game ... But that is a whole other topic.
I just can't comprehend why they develop backwards instead of improving the game.
Wow you can combine skillbooks now to create hybrid spells,
well first of all that is not a revolution and on its own does not carry a sequel, and second of all why are there only a handful of hybrid spells possible, why not stretch it further and allow you to craft massive spells or super exotic ones by combining three or four books? Why does the craft screen allow to put in so many things at once, only to dissapoint? (again my knowledge is only based on having almost completed Reaper's Coast, maybe there are things I simply don't know yet)
And that, the difficulty paradox and the crafting of books, are just 2 points, I could go on and on about this but whatever...
I do love the story though! Larian got very skilled writers, I ♥♥♥♥♥♥♥ enjoy the lore and story and the connection to DOS 1, meeting known characters gives you ♥♥♥♥♥♥♥ goosebumps and they way they are intertwined in the universe is exciting.
And Larian has an eye for detail, even the smallest neglectable ones.
SPOILER ALERT
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For example at the Paladin Encampment, where that one Paladin walking up and down the deceased ones is singing this hymn that I cant remember. And you cast Spirit Vision and there is this Ghost of a woman and when you talk to her she is singing along the Male Paladin mourning her.
Wait let me actually figure out the lyrics.
Ah here it is the "Fallen Paladin Song"
going:
I shall not mourne till war is done,
I shall not weep while blood still runs,
I'll hold my tears when weeping comes,
Who shall avenge you darling one.
and the female ghost sings the second part of that song, but I can't find that.
Anyway when you decide to consume her soul she goes something like this (sorry cant remember exactly):
"Oh no if 'tis be my end'st come,
Who shall mourne me when I'm ..."
and then you eat her soul and the narrator goes:
"..Gone."
This seems very trivial, but it send shivers down my spine. It is mindboggling how this game manages to create suffocating situations, as grim and dark as it can get, you almost taste the tragedy and desperation that befell the world.
I chuckled up and almost cried just from the sheer magnificence and genius of that one small conversation.
And this game has TONS of such moments...
It is really what keeps me playing as I enjoy the depth.