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The caps was added because lone wolfs without them become extremely imbalanced in late game... (and trust me, its true)
But if you want to just have some fun, you are free to install mods, this one for example: https://www.nexusmods.com/divinityoriginalsin2definitiveedition/mods/30
In my case the new (no fun allowed) cap forced me to have a bit of const, some leadership and perseverance, its nice, helpfull in a few cases, overall you just deal less dmg than before.
Or you can go hybrid and treat your character like if its two in one, i think its immersion breaking as ♥♥♥♥, but it can work for other ppl.
Yeah I know, it doesn't feel as rewarding to specialize in one class type.
I love my Blood Knight build, it focuses on physical damage via B.Totems and B.Incarnate.
I loved the original game when I fell into the vampire cave and had to survive against a horde of bloodsuckers, and I did, with my own build. It felt good.
Now when I start Chapter 2 it feels like I'm already dipping into Warfare and jack of all trades CC skills a bit too much.
Also I get the immersion breaking, it feels like my magister story doing Kniles esque dude is becoming more and more just a toolbox, and not a characgter in the world.
The only way i could manage after 325 hours in this game, to get the feeling of going "hybrid" is by having 2 lone wolves, 1 is a ranger that can effectively use elemental arrows when needed, and a full int mage that has necromancy to deal with physical dmg, this way i have 2 guys that can deal both types of dmg without breaking immersion, one is Ifan wayfarer (hes actually a wayfarer so.. nice) and the other one is Lohse (she is an enchanter by default but it fits her lore perfectly to use necromancy and even summoning, inner demon is like HER SKILL).
With this party i have a ranger doing absurd physical dmg and moderate magical dmg, and a mage that deals insane elemental damage and moderate physical. It works, its fun, and it feels right.
I would love to play as a battlemage or a spellsword but in this game is just not possible. Sparkling swings isnt enough most of the time and its REALLY boring.
pft. Master of sparks is overpowered af though.
The Changes are GOOD and NECESSARY.... the game is already too easy on tactician... I don't know what "builds" get broken.. but I always make my own builds and it's fun figuring out how to make it all work together.
Currently playing Dwarven Battlemage solo tactican honour.... Dwarves suck TBH... using dwarf has a handicap... and boy is it hard.
Streamed here if you wanna watch me wiping on honour mode... :P
http://twitch.tv/Kaen_SG
This guy knows his stuff.
You probably won't get 100%, but it will be somewhere very close.
Both your characters were able to perfectly deal both types of dmg, its called hybrid, your ranger even had summoning to spice it even more, it doesnt apply to the typical magic dmg dealer or physical damage dealer.
Your builds sound just like the "jack of all trades" classes I was implying.
I'm more of a strict ruleset build type of person. Like making a buiild out of some interesting elements and synergies, but keeping it there.
For example I love the perk Logan's Loophole in Fallout New Vegas, going for lvl50 is fun and all with great ability to extend your character to many places, but I prefer capping at level 30 and being X role and having the feeling being an expert in one area.
So I was just wondering if the school cap of 10 makes it so that investing in a more immersive character is less rewarding than in the original game.
It is, its still enough tho, just not one shot type of crap like before. And now gear is really important to maximize your dmg.