Divinity: Original Sin 2

Divinity: Original Sin 2

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Flavalicious Sep 24, 2017 @ 4:02am
Necrofire - The one status effect to rule them all.
Okay so 50 hours into the game in a 3 person co-op group playing on Tactician. Overall we are enjoying the game. But lets talk Necrofire for a moment. Of all the status effects its the only one I really have a problem with. The effect itself is fine, the problem is it dominates almost every battle versus any enemy. I feel too many AI controlled enemies in this game have access to curse, and thus its present in every battle. Add to the fact it will overpower just about every other combination of ground effects and your left with endless seas of Necrofire lol. I think my main problem with it is its water like properties. For example if you have normal water and you zap it, its electrofied, and then if another puddle comes into contact with it, it also gets zapped which is logical. The problem is when a patch of necrofire touches a patch of regular fire, the curse just floods the whole new section of fire instantly as if it had fluid like properties. Add into the equation that some enemies BLEED cursed blood, which means even if you bother wasting a source point blessing the damn fire so you can put it out, chances are itll be right back on the ground before your next turn anyways. I mean there are so many combos in this game, effects like Acid that you almost never see because one is particularly overused. I mean how cool is holy fire? Looks awesome, is interesting, and you see it all of like once, because every enemy and their mother can cast curse :P

Surely I cant be the only one who feels this way? lol. It just seems a shame to have 50 effect combinations in the game if you spend 90% of your playtime standing in only one of them.
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Showing 1-15 of 25 comments
Zeretrelle Sep 24, 2017 @ 4:04am 
Necrofire is lazy and uninspired design. It should have been revamped ages ago.

What we've got now is just wrong.
Last edited by Zeretrelle; Sep 24, 2017 @ 4:05am
Flavalicious Sep 24, 2017 @ 4:06am 
I LIKE the idea of a fire you cant put out, or rather that rain cant put out, but i dislike decay being on every character in addition to the fire damage, and then on top of that the PITA to remove the effect. IMO they should of split the effect into 2 sub effects

Cursed Fire - fire that cant be put out, only lasts 2-3 turns
Cursed Blood - Decay, cant heal, can be set on fire to remove the blood but creates cursed fire.

Done. problem solved. lol.
Tornado will sort that right out. Though you can pretty much ignore it with high magic armour in my case.
Flavalicious Sep 24, 2017 @ 4:09am 
Originally posted by Novocaine:
Tornado will sort that right out. Though you can pretty much ignore it with high magic armour in my case.

Yea our mage just picked up tornado, but you still go through a large chunk of the early game without it. I doubt its much of an issue on the lower difficulties but even a single round of not being able to heal someone is pretty brutal on Tac mode.
Ruuubick Sep 24, 2017 @ 4:11am 
I'd be okay with it if you could bless necrofire and turn it instantly into holy fire, not regular fire, wasting a source point for this is just annoying.
Flavalicious Sep 24, 2017 @ 4:13am 
Originally posted by Ruuubick:
I'd be okay with it if you could bless necrofire and turn it instantly into holy fire, not regular fire, wasting a source point for this is just annoying.

lol yea, technically would need to cast bless twice to do it.....Which again would be pointless because a single splash of cursed blood or an AI casting cursed without using their source points would turn the whole damn pool of holy fire into necrofire again. I really dont get the fluid effect of the necrofire. Curse should only change a small area around where its cast. We literally had a fight in the oil area of chapter 4 where 2 whole game play screens were regular fire from a ton of oil barrels we rigged up, and a single cast of curse turned it into a wall of necrofire. LOL
Last edited by Flavalicious; Sep 24, 2017 @ 4:14am
Iry Sep 24, 2017 @ 4:16am 
Yeah, enemies that bleed Curse are a little too common. I have no problem beating those enemies, but I would like to see more variety than everything ending up Necrofire.

Water / Blood > Poison > Fire

Normally Water / Blood cancels out Fire, so it would be a cycle. But Necrofire stops the cycle and everything ends up being Necrofire.
Flavalicious Sep 24, 2017 @ 4:19am 
Originally posted by Iry:
Yeah, enemies that bleed Curse are a little too common. I have no problem beating those enemies, but I would like to see more variety than everything ending up Necrofire.

Water / Blood > Poison > Fire

Normally Water / Blood cancels out Fire, so it would be a cycle. But Necrofire stops the cycle and everything ends up being Necrofire.


You know whats uncommon as hell? Holy Steam.... LOL. The only reason i even know it exsists is because my cleric has a single spell that casts it. I dont think ive ever seen it happen naturally. Im sure theres effects we havent even seen yet, nor will we because everyone and their mother curses :P
Kung Jew Master Oct 17, 2017 @ 12:03pm 
Originally posted by SHDSteelWarrior:
You know whats uncommon as hell? Holy Steam.... LOL. The only reason i even know it exsists is because my cleric has a single spell that casts it. I dont think ive ever seen it happen naturally. Im sure theres effects we havent even seen yet, nor will we because everyone and their mother curses :P
Blessed Steam is fun af to place on top of ranged undead enemies -- they have to run through the steam to get LOS for an attack, which causes healing (and thus damages undead). It's basically another Chicken Combo
Say Oct 17, 2017 @ 12:12pm 
Bless should be an AoE ability that clears all surfaces in the a large area. I mean come on, it costs a source point and has a super long CD.
maethlin Oct 22, 2017 @ 8:15pm 
Agree with all this, though I wish this thread were on Larian forums or somewhere devs could read it. I can deal with necrofire well enough, but I actually think devs diminish their own game because of how this is implemented. I'm barely aware any other effects exist aside from necrofire.
Dralek Oct 22, 2017 @ 8:22pm 
Necrofire is pretty much the sole reason I even consider taking Demon nowadays and attempting to find gear that specifically gives fire resistance.

Not only do so many enemies have Curse and cast it liberally, but you can even cause it with Epidemic of Fire. Amazing spell, but now you've got Necrofire everywhere.

I honestly think we could possibly make an arguement that Tornado should get a lower cooldown because it basically counters two things; hazardous surfaces and invisible enemies. And I'm sure I've seen more hazardous surfaces being created than invisible enemies actually taking advantage of being invisible for more than a single turn. (Not to mention I either carry a plethora of Rain scrolls, or have a Hydrosophist character with it, so Tornado revealing Invisible enemies isn't really a reason to have it take so long to come off cooldown...)
Farlin Oct 22, 2017 @ 8:35pm 
Necrofire is horrible. Of all the things in the game, it is by far the worst implementation I have seen. I am typing this in game as my wife and I have sat here for the last hour and a half trying to kill fire based voidlings that heal in fire, curse the fire and thus create a situation we literally have no way to resolve without brute force. Bless is pointless given it takes a source point and within the same round the mobs cast curse and the fire is cursed yet again. Annoying aspect of the game and should be reviewed.
Biggs Oct 22, 2017 @ 8:51pm 
"♥♥♥♥♥ on fire yo"

The joke isn't even funny when applied to this game. It's a way of life.
FloatingToadThing Oct 22, 2017 @ 9:12pm 
Originally posted by SHDSteelWarrior:
I LIKE the idea of a fire you cant put out, or rather that rain cant put out, but i dislike decay being on every character in addition to the fire damage, and then on top of that the PITA to remove the effect. IMO they should of split the effect into 2 sub effects

Cursed Fire - fire that cant be put out, only lasts 2-3 turns
Cursed Blood - Decay, cant heal, can be set on fire to remove the blood but creates cursed fire.

Done. problem solved. lol.
I much preferred when cursed water and steam gave diseased instead of decay. It's arguably less harmful than decaying which makes sense since water and steam are easier to come by.
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Date Posted: Sep 24, 2017 @ 4:02am
Posts: 25