Divinity: Original Sin 2

Divinity: Original Sin 2

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Kanjejou Oct 1, 2017 @ 1:47pm
Power gain per level is too steep
early game the stat gain per elvel is way too high making gaining a level too important...

this make the early game artificially hard, and later the game get too easy...because you gain too much stats
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Showing 1-15 of 21 comments
BlazeRomulus Oct 1, 2017 @ 1:50pm 
Eh, considering you're supposed to become god it makes sense.
Last edited by BlazeRomulus; Oct 1, 2017 @ 1:50pm
Rubber Ducky Oct 1, 2017 @ 1:54pm 
exp scaling is large too its a common complaint is that scaling is too high, meaning gear quickly becomes useless. It's something to learn from but the games not super difficult. Yes early game its more noticeable same with gear and stuff.
General Malaise Oct 1, 2017 @ 1:55pm 
I agree it is.

I love the game, but I don't think the leveling is good.

A Lvl 20 Magister, that looks just like a Lvl 4 Magister - would be more than a god to Lvl 4s. Not even 10,000 Lvl 4s could kill it.

Great game, but don't like the armor or the leveling.

Leveling should be more about increasing skills, which is fair, increasing armor and weapons which is fair. Having thousands of points of health, compared to 15 when you start? No way.
Last edited by General Malaise; Oct 1, 2017 @ 1:55pm
I agree most rpgs/mmos you can easily get away with fighting enemies up to 5 levels higher with knowledge, but this game you would get wrecked hard.
jack_of_tears Oct 1, 2017 @ 2:15pm 
I disagree, the emphasis on growth in each level serves to make gaining a level a big deal, it's a milestone to be celebrated when you pass it.

Levels being such a good indicator of power is also important for a tactical game, so you can plan around the mob's difficulty before combat begins. If I see that a group's level is equal to my own, at 16th level, I know what I will probably have little difficulty with them but if they're two levels higher than me, I know I need to be very careful and take more care in how I fight.

The level system is important, unlike so many other games where you can go several levels without even bothering to increase your stats.
XWolven Oct 1, 2017 @ 2:47pm 
On Classic because there's so much freedom to ignore any natural order to exploring and getting items you can always very easily become overpowered. Sneaking & Thievery are way OP and make it a bit too easy to ignore quests and just go steal all the good stuff very early and then you can take on enemies a few levels higher pretty easily. I think the game pretty much encourages you to do that also. This is the way to go about learning a new area of the game too..Once you go stealth and feel out a big area.. then you go about things more normally and now you should be better equiped to do it and make it through the "Surprises".
Neiker Oct 1, 2017 @ 2:48pm 
Someone never played D&D it seems.
Weekend Player Oct 1, 2017 @ 3:17pm 
Thats one of my few complaints about the game. It's not the importence of leveling itself that bothersome as it's fun to take on something 2 or 3 levels higher than you. It's that once you get a level or two higher than what you are fighting, quest rewards and loot become obsolete so you have to keep going back to vendors to buy new gear.

Takes away from the fun of adventuring and gets annoying. This is especially true in reapers coast since it's huge and the first half of it is very hard then it gets very easy.
Rubber Ducky Oct 1, 2017 @ 3:21pm 
While i understand the complaints it really does just mean that levels mean something. There is no point to show you levels if they dont tell you what you should be around to combat it. There is a reason in autoscale games it becomes annoying. The games a healthy challenge fighting things your own level. So while i know it can be a bit annoying with gear and that having 1200 health as opposed to the 50 you start with is strange its not that bad.
KOHb Oct 1, 2017 @ 3:58pm 
It's balance issue, I think. A lot harder to make balance without laddering power growth.
Kanjejou Oct 1, 2017 @ 7:40pm 
Originally posted by Neiker:
Someone never played D&D it seems.
I play it quite a lot but a rebalanced version to make the game and synergie more interesting than pure min maxing. and in Dand D level have a degressiv effect on a lot of things. the first few are truly powerfull later they still are but not so much except if you are a caster or worse a priest or a druid

damages tend to climb slower(usually a dice every 2/3level plus a few +1, sometime they don't even climb at all) than HP (a whole dice+const bonus per lelvel. alevel10 character in D and D can easily survive a max level fireball from a level 20 mage, thx to its hp pool +skill+items.

but to go back on topic I am ok to feel i gain power but each level seem to give more than the last to a point were gaining a single lelvel make you go from being one turned by the encounter to being able to pass throught without breaking a sweat...
Last edited by Kanjejou; Oct 1, 2017 @ 7:48pm
General Malaise Oct 1, 2017 @ 10:29pm 
Seems to me, to be a ploy to only be able to survive going the way the game wants you to go - making it very linear, with the pretence of open world.
TurielD Oct 1, 2017 @ 11:43pm 
Each level inflates all stats by ~30%, so soemthing 3 levels above you has 2.2x your base health, average gear for that level will have 2.2 times more armor, and weapons/basic attacks/magic will do 2.2 times as much damage.

Even a single 30% difference means that basically all gear of one level below your current is a huge gimp, and should be replaced asap.

This also means that a lvl5 character with 0 in every stat and skill will be vastly superior to a lvl 2 character with 20 in every stat and skill. Same for a lvl 15 character vs a lvl 12 character.

Originally posted by Leland Stottlemeyer:
Seems to me, to be a ploy to only be able to survive going the way the game wants you to go - making it very linear, with the pretence of open world.

This is exactly what it is. You are locked into fighting only things level-appropriate.

Originally posted by Neiker:
Someone never played D&D it seems.

Last time I played D&D level increases gave you a linear increment to your stats (e.g. health and spell damage), while this game has exponential scaling.
Last edited by TurielD; Oct 1, 2017 @ 11:47pm
Bomjus Oct 2, 2017 @ 12:06am 
Originally posted by Intropik:
Thats one of my few complaints about the game. It's not the importence of leveling itself that bothersome as it's fun to take on something 2 or 3 levels higher than you. It's that once you get a level or two higher than what you are fighting, quest rewards and loot become obsolete so you have to keep going back to vendors to buy new gear.

Takes away from the fun of adventuring and gets annoying. This is especially true in reapers coast since it's huge and the first half of it is very hard then it gets very easy.

100% agree. i've taken to just removing lucky charm from my party because, i believe, that the gear found by lucky charm is either related to the level of the container or the level of the area you are in. since, to effectively fight, you are almost always 1 level over the area you are in the lucky charm gear is usually obsolete to the gear you purchased from a vendor. 20 hours into act 2 and i don't have a single piece of gear equipped i got from lucky charm. add onto this that lucky charm has/will be nerfed (has it happened yet?) i'm dropping it completely for a full barter+persuade set up. stealing gold to then buy merchant gear at a 30-40% discount is clearly the best and most effective way to gear up your characters. very rarely have i found loot worth equipping.

Originally posted by Leland Stottlemeyer:
Seems to me, to be a ploy to only be able to survive going the way the game wants you to go - making it very linear, with the pretence of open world.

first i would really like to emphasize i love this game. i've got 110 hours and i haven't even beaten it yet. and i find it extremely enjoyable. but i totally agree with you here, the idea of "choice" and open world" in this game is probably its biggest sham (if you are min maxing). the "choice" of party synergy is stolen away from you because of magical and physical armor. you have to focus your party's damage, and cc, around either magic or physical. the "choice" during quests is a joke because there's always one specific way to get the most xp out of any given quest. and, on tactician, most people will choose that way regardless of consequences. the "open world" is actually quite linear and small. with the enemy's level restricting you to where you can and cannot go. which is why everyone milks every possible outlet of xp that there is. it sucks but thats just how it is i guess
Last edited by Bomjus; Oct 2, 2017 @ 12:07am
Cameron Hall Oct 2, 2017 @ 12:11am 
I use the Reduced Number Bloat mod. It makes it so that, even though it'll still take the same number of hits to kill a mob at your level, you can use lower level equiment to greater effect, so you don't have to upgrade all of your equipment every single level or be dramatically weaker than you could be otherwise.

Every 2 levels, your vitality gets a 25 - 50% boost, and the strength of gear is tied directly to this vitality boost. If you remove the vitality boost, your stats are much more modest, and the gear scales accordingly. The difference between an item three levels lower than you with this mod might only be 8 magic resist, versus the 300 - 400 later items get up to.
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Date Posted: Oct 1, 2017 @ 1:47pm
Posts: 21