Divinity: Original Sin 2

Divinity: Original Sin 2

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attack of oppertunity
in the old version it used to trigger in the expected circumstances.
but in the definitive version im not so sure,
as in some instants where it should trigger it doesnt
and in others it does.
is there anything im missing or just dont understand?
my main uses a spear atm, does that cause it not to trigger?
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Showing 1-12 of 12 comments
Syrris Sep 2, 2018 @ 7:04pm 
There's a talent that lets the character move without triggering opportunity attacks. Some NPCs may also have it.
King Dickus Sep 2, 2018 @ 7:05pm 
Originally posted by Syrris:
There's a talent that lets the character move without triggering opportunity attacks. Some NPCs may also have it.
i know about that one, but my main hasnt had one attack of oppertunity so far.
despite the fact that he had npc's on him before they moved away
the incarnate that i summon gets it all the time tho
newsltr⭕⃤ Sep 2, 2018 @ 7:08pm 
Does he have the opportunist talent?
newsltr⭕⃤ Sep 2, 2018 @ 7:08pm 
You need that talent to be able to do attacks of opportunity
King Dickus Sep 2, 2018 @ 7:10pm 
Originally posted by newsltr:
Does he have the opportunist talent?
really? maybe i remember it wrong but in the vanilla version i didnt need that.
but im probably wrong, thanks for your answer
newsltr⭕⃤ Sep 2, 2018 @ 7:12pm 
Yeah no problem man, I think it was the same in vanilla as well, you might have just not noticed it since some starting sets don't include it and you might have chosen one that did then and not now if you changed you class etc, hf in your adventure dude!
xanraal Sep 2, 2018 @ 7:40pm 
Originally posted by King Dickus:
Originally posted by newsltr:
Does he have the opportunist talent?
really? maybe i remember it wrong but in the vanilla version i didnt need that.
but im probably wrong, thanks for your answer

Definitely same in vanilla mate, you need opportunist to attack mobs trying to move past, next to, or away from your character, and the talent duck duck goose allows one to negate the effects of opportunist. Your summons have opportunist. As for mobs having these talents, absolutely. Anything you can have, they can have.

Also i believe it's a pretty alright talent to have especially on a frontline, melee range character. I take it and it's pretty decent. A free attack? Bargain, especially if you have two characters near each other and a mob tries to move past them. Double tap baby :)
Last edited by xanraal; Sep 2, 2018 @ 7:48pm
Stabbey Sep 2, 2018 @ 8:36pm 
Originally posted by xanraal:
Definitely same in vanilla mate, you need opportunist to attack mobs trying to move past, next to, or away from your character, and the talent duck duck goose allows one to negate the effects of opportunist. Your summons have opportunist. As for mobs having these talents, absolutely. Anything you can have, they can have.

Also i believe it's a pretty alright talent to have especially on a frontline, melee range character. I take it and it's pretty decent. A free attack? Bargain, especially if you have two characters near each other and a mob tries to move past them. Double tap baby :)

"Pretty alright?"

The problem with Opportunist is that it is essentially mandatory to make an effective fighter. Have you ever seen any enemies with a melee attack which do NOT have Opportunist? Exactly.

I tried making a gimmick "Exploding Skeleton" Death Knight build, running Unstable and Morning Person, but enemies just walked past to attack my backline without consequence.

In the next DOS game, Opportunist should be removed as a Talent, and any melee attacker always gets an Attack of Opportunity when an enemy character leaves their hostile zone. This won't change anything for enemies, except they'll now have an extra Talent point, but it'll have a tremendous impact on the freedom of fighters. As a bonus, it'll also improve Rogues greatly too.
xanraal Sep 2, 2018 @ 9:03pm 
Originally posted by Stabbey's smelly corpse:
Originally posted by xanraal:
Definitely same in vanilla mate, you need opportunist to attack mobs trying to move past, next to, or away from your character, and the talent duck duck goose allows one to negate the effects of opportunist. Your summons have opportunist. As for mobs having these talents, absolutely. Anything you can have, they can have.

Also i believe it's a pretty alright talent to have especially on a frontline, melee range character. I take it and it's pretty decent. A free attack? Bargain, especially if you have two characters near each other and a mob tries to move past them. Double tap baby :)

"Pretty alright?"

The problem with Opportunist is that it is essentially mandatory to make an effective fighter. Have you ever seen any enemies with a melee attack which do NOT have Opportunist? Exactly.

I tried making a gimmick "Exploding Skeleton" Death Knight build, running Unstable and Morning Person, but enemies just walked past to attack my backline without consequence.

In the next DOS game, Opportunist should be removed as a Talent, and any melee attacker always gets an Attack of Opportunity when an enemy character leaves their hostile zone. This won't change anything for enemies, except they'll now have an extra Talent point, but it'll have a tremendous impact on the freedom of fighters. As a bonus, it'll also improve Rogues greatly too.

Ya Stabbey hahaha on my last party i had opportunity on 3 out of 4 characters. it's a must as far as i'm concerned. I was just trying to play it down a little lol. You know how these forums get, you say somethings awesome and there's usually some mullet waiting in the wings to snipe you.

I had opportunity on my fighter and rogue and air/hydro staff user. Oft times mobs after a little softening up would die trying to move past any 2 or them to get to anything else. To me it's mandatory.
King Dickus Sep 3, 2018 @ 6:56pm 
Originally posted by xanraal:
Originally posted by Stabbey's smelly corpse:

"Pretty alright?"

The problem with Opportunist is that it is essentially mandatory to make an effective fighter. Have you ever seen any enemies with a melee attack which do NOT have Opportunist? Exactly.

I tried making a gimmick "Exploding Skeleton" Death Knight build, running Unstable and Morning Person, but enemies just walked past to attack my backline without consequence.

In the next DOS game, Opportunist should be removed as a Talent, and any melee attacker always gets an Attack of Opportunity when an enemy character leaves their hostile zone. This won't change anything for enemies, except they'll now have an extra Talent point, but it'll have a tremendous impact on the freedom of fighters. As a bonus, it'll also improve Rogues greatly too.

Ya Stabbey hahaha on my last party i had opportunity on 3 out of 4 characters. it's a must as far as i'm concerned. I was just trying to play it down a little lol. You know how these forums get, you say somethings awesome and there's usually some mullet waiting in the wings to snipe you.

I had opportunity on my fighter and rogue and air/hydro staff user. Oft times mobs after a little softening up would die trying to move past any 2 or them to get to anything else. To me it's mandatory.
as someone who plays DnD with friends every week its quiet bothersome that i need to have a perk for something that should be there for everyone.

as in dnd once you walk away from an enemy they will get the attack of oppertunity but you get the same once they walk away. seems stupid that its a perk but its fine, had to waste one level to get it but it works most of the time. just dont understand why it doesnt always work. i get it that it can only trigger once in every round. but it doesnt even always trigger when it should.

kind of annoying when your tank is positioned right but the attack of oppertunity just doesnt happen causing party members to take dmg that would have been prevented otherwise
xanraal Sep 3, 2018 @ 7:06pm 
Originally posted by King Dickus:
as someone who plays DnD with friends every week its quiet bothersome that i need to have a perk for something that should be there for everyone.

as in dnd once you walk away from an enemy they will get the attack of oppertunity but you get the same once they walk away. seems stupid that its a perk but its fine, had to waste one level to get it but it works most of the time. just dont understand why it doesnt always work. i get it that it can only trigger once in every round. but it doesnt even always trigger when it should.

kind of annoying when your tank is positioned right but the attack of oppertunity just doesnt happen causing party members to take dmg that would have been prevented otherwise

Man i miss pen and paper. Sooo good and yes from memory in AD&D 2nd edition rules and third too i seem to remember, you knew if you tried to move off w/e would get an attack of opportunity. You and stabbey are right of course. This should be standard and not a talent. It's just common sense, you turn to move off ofc your opponent is going to take a swipe or two at you.

I'm pretty sure it was the same in rolemaster rules as well. Trying to think of other systems i used but i'm going back over 20 years here lol. It would have been the same in all the AD&D 'puter games i'm sure. They are pretty faithful to w/e edition rules.
Matthew Sep 3, 2018 @ 8:16pm 
It only triggers if enemies walk within your attack range and then leave
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Date Posted: Sep 2, 2018 @ 5:22pm
Posts: 12