Divinity: Original Sin 2

Divinity: Original Sin 2

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Bezredahl Sep 23, 2017 @ 4:03pm
The new AP limits suck
Please return AP to being derived from stats. A limit of 4 AP ruins the game. I am actually using a trainer just to increase my AP. FIX THIS!
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Showing 16-30 of 30 comments
Brechnor Sep 24, 2017 @ 7:12am 
Originally posted by Bezredahl:
You're missing the point. I want the AP limit (which is adjustable and I never said otherwise,) to be a derived stat like it was originally. I just want them to fix what they broke by nerfing. If you invest points into attributes, then you should get more AP. this should apply to NPCs as well. You talk about using certain abilities and talents to increase AP, but some of us don't like Glass Cannon and if your activating What a rush on your first round, your in trouble already. Adrenaline, flesh sacrifice and glass cannon all have a downside that hits after. This isn't about being too hard for me. This is about 4 AP for everyone is not logical. It's about play style choices and developers always nerfing what you don't want nerfed and not even giving the people who are paying for it, a voice in the decision. At least make it an option the player can choose.

Well it wasn't missing the point because you weren't even making that point in the first place, you just made a straight up comment saying 4ap is the max and it wasn't/isnt.

But I'd love to know what you are playing to even have 4ap as the minimum let alone the maximum, are you sure you are counting all the pips properly?
Bezredahl Sep 26, 2017 @ 6:41am 
There IS a 4AP limit. The limit applies to the base AP, You can not change that. Argue all you want about it, the base AP is 4(PERIOD) It was derived from other stats, so your base AP would increase as certain attributes increased, now it's not. Now it's just 4. I never said 4AP MAX, I said 4 AP limit, because your base AP is 4, always! 4 AP is the limit, because you can not increase, nor can you decrease this base AP value. You can apply AP bonus or penalty from abilities, talents, items, etc. but you can not adjust the base value. You are now just trying to cover the fact that you either misunderstood the post or didn't understand the mechanics. My original post is correct as it is written, so stop trying to make me sound like the moron.
Brechnor Sep 26, 2017 @ 6:43am 
Originally posted by Bezredahl:
There IS a 4AP limit. The limit applies to the base AP, You can not change that. Argue all you want about it, the base AP is 4(PERIOD) It was derived from other stats, so your base AP would increase as certain attributes increased, now it's not. Now it's just 4. I never said 4AP MAX, I said 4 AP limit, because your base AP is 4, always! 4 AP is the limit, because you can not increase, nor can you decrease this base AP value. You can apply AP bonus or penalty from abilities, talents, items, etc. but you can not adjust the base value. You are now just trying to cover the fact that you either misunderstood the post or didn't understand the mechanics. My original post is correct as it is written, so stop trying to make me sound like the moron.

You are mixing your own words there i'm afraid to say. It's very paradoxical. Are you just arguing for fun?

Last I checked 4 wasn't the base any way. I don't think you are counting properly.
Last edited by Brechnor; Sep 26, 2017 @ 6:45am
Prester Sep 26, 2017 @ 6:47am 
Originally posted by Clunge plunger minge mangler:
ruins the game or makes it a challenge? if you are finding the current difficulty too hard maybe you should try a lower one.

its actually not about challenge. i beat tactician with those 4 ap, but i WISH i could increase them like in the previous game, since i actually LIKE having one character casting al ot of spells in one turn...

its a flavour thing more than a skill thing.
Brechnor Sep 26, 2017 @ 6:48am 
Originally posted by Bezredahl:
You're missing the point. I want the AP limit (which is adjustable and I never said otherwise,)
Originally posted by Bezredahl:
There IS a 4AP limit. The limit applies to the base AP, You can not change that.

You shoould read your own posts tbh before you contradict yourself if you want to be taken seriously.
Last edited by Brechnor; Sep 26, 2017 @ 6:50am
Sai Kyouji Sep 26, 2017 @ 6:51am 
There is a mod for this in workshop. It increases AP limit to 8
Enjoy
http://steamcommunity.com/sharedfiles/filedetails/?id=1139733084&searchtext=ap
Last edited by Sai Kyouji; Sep 26, 2017 @ 6:52am
Prester Sep 26, 2017 @ 6:52am 
Originally posted by Sai Kyouji:
There is a mod for this in workshop. It increases AP limit to 8 and beyond

i dont care so much about the limit but the points you get every round

what do i care about 20 ap limit when i still only get 4 ap each round
Last edited by Prester; Sep 26, 2017 @ 6:53am
Raneboh Sep 26, 2017 @ 7:02am 
Originally posted by Bezredahl:
You're missing the point. I want the AP limit (which is adjustable and I never said otherwise,) to be a derived stat like it was originally. I just want them to fix what they broke by nerfing. If you invest points into attributes, then you should get more AP. this should apply to NPCs as well. You talk about using certain abilities and talents to increase AP, but some of us don't like Glass Cannon and if your activating What a rush on your first round, your in trouble already. Adrenaline, flesh sacrifice and glass cannon all have a downside that hits after. This isn't about being too hard for me. This is about 4 AP for everyone is not logical. It's about play style choices and developers always nerfing what you don't want nerfed and not even giving the people who are paying for it, a voice in the decision. At least make it an option the player can choose.

They made it more inline with d20 systems.

One round is 6 seconds in most table-tops, things take a portion of that time to do and no one gets more time then anyone else unless they find a way to manipulate time or vastly speed themselves up.

By not having AP scale they are keeping more in tradition with how a combat ound goes in a lot of TT games. Hence why adrenaline gives more AP, you get this boost that allows you to suddenly accomplish more in that 6 seconds but at the cost of the effect draining your stamina the following round.

I completely understand their thinking with how they did AP in this game and 100% agree with it (even if it is weird coming from playing the first game.)

The only thing I don't particularly care for is the armor system, however, I am learning to work with that too and it isn't as big of a deal as I first believed.
Jhy Oct 1, 2017 @ 4:02am 
The new AP is "good" it's just bad to complain about it...

DOS 1 Have an other "use" of AP system this is why you have way more point to spent.

Character was less strong because you will need more than 1 points to lvl up a skill.

Healing was not 1 Point but you can have a heal every turn depending on what int & skill you have.
Rain was not a 1 Point.
Rogue with double Weapon was not only 2 AP it was 3-4-5 depending on lvl & the dual weapon improvement.
They delete this & add the source point to make stronger technique not a common thing.
Move cost less for a rogue to.

At the end of DOS 1 it was broken because you will spawm last tiers skills, the last boss on tactician was kill in 2 turn "wouhou" ...

So the new AP system allow to begin with a rogue without have the talent to backstack & allow to do more than 1 or 2 action at the begin.
The heal is less spammable because they add more support skill and you have to manage it.
CC is less spam to but cost less.

Everything cost less in this game since the begin that why you have less AP.

at mid game the DOS II is already broken & can kill a lot with only 5 AP with ranger.
Sebille is good without lone wolf with sacrifice & adrealine, you can break armor, curse & make it bleed who was not possible in DOS 1 with more AP & set to death in 1 turn any enemies with the help of other dps.
If you want more AP you want the game to be easier so set it to easier.
The fact is that the boss in DOS 1 was barrely CC with their HIGHT anti CC.
In DOS 2 a lot of boss can be CC; & a boss who is CC is free that why they can kill you easier.

The mod tactician is actually more "tactician" then DOS 1.
But the improvement of character was more Fun & obvious on DOS 1.
Punished Vorst Oct 1, 2017 @ 4:10am 
The only problem I personally have with the AP limit is that it makes Lone Wolf feel a lot more viable and fun.

Solo and 2-man runs feel... Better to play? Probably because you can actually get more than one skill/ability in.
You can really notice the difference that two AP difference makes when you have 3-4 players/"AI" companions. Even if you get stuff that deals with the movement speed costs, that screws with min-maxing a bit.
Prester Oct 1, 2017 @ 6:09am 
nope. the ap system sucks. u said it urself lone wolf is more fun. whyis that? because 4 ap suck. they should have decreased damage of skills so 6 ap doesnt mean whoever goes first kills half of all enemies ...
Vertex Oct 29, 2018 @ 6:24am 
On Classic you can take tea in combat(at no ap cost) and increase the AP limit and there is also tea for decreasing AP cost of actions like spells and attacks by -1(in combat at no Ap cost to eat)

You can see that the devs love tea.
Last edited by Vertex; Oct 29, 2018 @ 6:24am
trapani2 Oct 29, 2018 @ 10:00am 
There are lots of ways to get more AP as many people have already stated. I like giving my people haste or The Pawn to get more AP or movements.
Sorry to hear the game is too hard for you
Last edited by trapani2; Oct 29, 2018 @ 10:00am
Eelectrica Oct 29, 2018 @ 3:24pm 
Holy necro batman.

My favourite trick right now is to delay my high initiative Ifan until the end, fane gives him time warp + enrage. So basically a double turn. With execute and adrenaline added in as well it's pretty much mop up duty by the time Ifan as done.
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Date Posted: Sep 23, 2017 @ 4:03pm
Posts: 30