Divinity: Original Sin 2

Divinity: Original Sin 2

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Edstyles Feb 24, 2021 @ 2:43am
Traps
Would be great if the disarming toolkit didnt disappear everytime its used. Makes it a chore to disarm them . Usually its just better to trigger them/walk on them.

Also I would add a small exp boost for disarming them to give some incentive to disarm
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Showing 1-6 of 6 comments
LukanGamer Feb 24, 2021 @ 3:15am 
ya xp boost would be nice, but there really no difficulty in getting more then enough of them + as you point out even walking on them doesn't matter.

Imo the most important thing on what they should have done, is make traps Way more damaging
(and the xp boost) or ability to pick them up (even just dismantle if it would be to hard for them to have them usable some reason like as parts and $).
Last edited by LukanGamer; Feb 24, 2021 @ 4:08am
Chaoslink Feb 24, 2021 @ 5:27am 
Reality is that you could never have enough disarm kits for every trap and if they were reusable traps would be even more useless than that already are. The bedroll kinda defeats the point of them.
Yojo0o Feb 24, 2021 @ 1:04pm 
Yeah, the implementation of traps in this game is one of the weaker aspects of it. Most traps can simply be ignored or tanked. I think I've bothered to disarm one trap, ever.
Senki Feb 24, 2021 @ 1:15pm 
Tbh the bedroll kinda ruined a lot of potential for stuff to be useful/threatening. Food could've at least been useful for healing outside of combat, it's useless after like the first 4-5 levels anyway.

It should've been an explorer/story mode exclusive item like the infinite revive spell.
Raul Pateides Feb 24, 2021 @ 1:38pm 
I use the black cat as an unlimited use disarming tool. It's very effective.
Aldain Feb 24, 2021 @ 5:50pm 
Honestly my trap disarming kit is just Battle Stomp for anything that explodes and random pots/crates for anything that needs plugging.

I've only had to actually use disarming kits on a handful of things so far.
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Showing 1-6 of 6 comments
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Date Posted: Feb 24, 2021 @ 2:43am
Posts: 6