Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But the necro-fire whole battlefield animation are killing me... make the whole battle sooooooo slow.
The OP is literally complaining that anything is viable and you don't have to have a full 4 man party of one melee tank, a crit ranger, a control mage, and a healer for every single playthrough every single time.
He's is literally saying the game is a joke because it is built in such a way that provides you with different options on how to approach the game.
Actually i think hes trying to say that one set up will beat the rest.
No one character should be OP. No one skill set should be OP.
I Havnt been playing long , im playing on classic, but i definatly see what Drones 200 is saying. My archer and my dwarf just kill everything while my mage is left trying to dampen that magical armour and setting all my allies on fire. Useless in my mind, i should of picked a restoration mage, used as nothing but a medic.
I havnt seen the difference in enimies yet, like most rpgs ud have a wizard class weak against fighters but tough against/with magic. yet apart from the attacks they use everyones defence is the same. Two strikes with the archer. and the dwarf finishes them off.
Personally i think its the ability to play as a single character that breaks it. It means nothing is special against anything else. If it wer the single char idea wouldnt work. Your mage would get cut down straight away by a fighter. But it corrolates to the enimies, it means they all have to be all rounders and masters of nothing so that u can finish the game as jack of all trades.
classic also is not that hard, but still harder than ur avg game.
i do not believe that your playing at tactican difficulty, and steamrolling it at all.
i had to respecc my entire party at lvl 14, and buy new gear for everyone, since mobs dealt 2-3x more dps than me at tactican.
Must be. You were just on, playing it.
You've got 145 other games in your library. But you're still playing Divinity Original Sin II.
For 24 hours. And counting.
When people don't like games, they actually don't play them. You should know that. You're a self-proclaimed professional gamer. One of those 'pro-tipper' guys.
Oh, wait...
You wouldn't know that, because your brain has been fried playing DOTA II for 3,000 hours.
It takes ages to take down magic armor of enemies, either I waste my best spells on stripping the magical armor off the enemies (and the cooldown means I might not get to cast them again). Or I waste turns flinging weak wand bolts to chisel it away.
There needs to be physical damage types with resistances (piercing, crushing, slashing, etc) and end-game enemies need to have at least one elemental weakness to balance it out.
It's not a huge issue, I've respecced Lohse and Fane from direct damage and enemy debuffing, to party buffing and summoning. Maybe it's not the most effective builds, but it's working out so much better from what I can tell.
Fane is hydro/geo/aero, able to manipulate the field, buff, heal
Prince is Warfare/Necro/Pyro. Tanks and lights things on fire to compliment Fane's geo. Or summons another decoy to tank with him. Also heals on hit.
Ifan - Huntsman/Poly. Mainly for flight for height advantage
Sebille - Necro/Summoner/Poly - Flight for high ground, summon things to low ground.
Dunno how people are using full melee in some parts of act 2 where Magister Bruisers and some other enemies have double or even triple the physical armor of their life pool (about 2k+ value overall) and about 200 magic armor. They cleaved Prince down in about 3 hits which was about 450 phys armor and 650 life pool.
Physical damage is a much more reliable form of damage because of the lack of physical resistance. However, physical damage can be completely useless in certain fights, either the some enemies lack armour or have certain effects that render physical damage useless. For example, there is one enemy that I faced that had an evasive aura giving all allies and himself evasion giving them 80-90% chance to dodge, can't remember exact numbers. Most of the physical attacks can be dodged, so killing that group with full melee or physical comp is almost impossible. (BTW sever tendons + chicken is hilarious sometimes, try it out).
Magic on the other hand have to deal with resistances true, but there are spells and statuses that can help out. There is a polymorphe skill that can completely negate enemy resistances, but you have to get through magic armour first, rain and other statuses can reduce enemy resistances, so combine together you can dear a lot more damage then any physical damage dealer. Magic also has a greater variety of cc in their tool kit freeze, stunned and don't forget charmed. Teleporting a melee enemy that used all their movement abilities to get to you then slowing them down with impalement for example can take them out of the fight for 2-3 turns depending on how far you took them. And most impotently, magic users don't get a significant damage decrease when using a shield, magic does not require a high damaging weapon to do more damage, only benefits they can bring is crit chance and intelligence, maybe initiative if that's important. So casters can be a lot tankier the bow, two hander or dual wield chars
I think melee fighter just lack of skills to cut down enemies magic shield and magic lack of skills that cut down enemies physical shield - except necromancy, maybe its a good idea that magic and melee can do more mix and match.
But you cant ignore the facts that a lot of enemies have 2 or 3 high magic resistance and no weakness, imagine your pyro/geo mage facing a pyro/geo 100% resistance enemy....
Probably why I opted to not mix my combos in one toon.
Fane has Geo to heal himself and also set up potential detonation oil/poison. Prince has Demon talent and will light up the entire field on his turn after. If he goes before his racial is OP and leaves fire on the ground long enough for someone elses turn to ignite things with it.