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You could also get weapons that had chance to stun, light people on fire, bleed, and more - sometimes chances to do several of these things.
I agree, nothing is quite as cool as a the Talking Sword in Baldur's Gate 2, or a Sword of Sharpness, but I could usually find a weapon I was happy to have.
For the kind of game this was, I was fine with the item design.
Basically, you’re more likely to get excited at an item’s randomized stats lining up with your build or an item of high level than actually how “rare” it is. Many games get you excited when that shiny “purple” drops. This one... not so much. About 80% of that tier and higher are trash drops.
Another is that most to all of those games also have respawns, so they can afford to have lower chances for good stuff because you can repeat the drop chance over and over, this game doesn't have that luxury. Once you get the drops from an enemy or chest, you can never get their drops again, so if rare and legendary drop rates were like other games you would be running pretty bad equipment for pretty much the entire game unless you got super lucky, creating a pretty high power disparity that could be a pain to try to balance.
Diablo = arpg (hack n slash)
Divinity 2 = crpg ( old-school model mostly)
The game is actually too focused on gear for many tastes in that you need to keep up with it (particularly weapon damage) readily.
The challenge is relatively consistent until mid-late game. Another pro of no I-win armor, such that tactics and build matter.
To increase your hit chance, or counter enemy dodge, you want to use slow effects from oil or frost, roots like entangle or spider legs or accuracy buffs like that from peace of mind.
Weapon based skills should also have a chance to miss, spells however, do not. Though wand or staff attacks can miss as they’re still considered weapon attacks.
divinity 2 isnt a lootbox grind game where you farm bosses and pray to RNGjesus for a perfect roll on a drop. The real challenge is using the set list of Unique items in the game and trying to create a build around them.
idk man, id rather have set uniques than grind for loot. But if thats your playstyle Id recommend you spec into Lucky Charm. Lots of RNG loot that way. And dont forget to get the drunk buff before opening chests to get the +2 Luck boost. Cheers.
Visiting traders is so frustrating, as you can't find something good there. Yet, you have to do this chore every level. Game options generator is as dumb as merciless
I'm currently on level 15, and I cannot find a replacement stick for my 9 lvl wand. It's a joke. My DMG stat is 21, while there are wands now that hit at 47. But I can't afford them, they all suck in options! And the same with my shield, belt, and boots.
As for reward items, they're no better. It seems like I'm destined to wear this low-level things till the end of the game.
It's sad that such a beautiful game has to be so boring in this respect. Why there are no items sets? I'm aware of just two: one for a fighter (the Devourer Set) and another one for a earth-mage (the Contamination Set).
I think I would even have preferred to wear some auto-scaling modest but appropriate set for my character, than this unsatisfying running around.
Why are you looking at wand damage at level 15? If you're using your wand to attack at any point past like level 4-6, something has gone terribly wrong.
I've never really had this problem. There are so many vendors, and they refresh their stock so often. As long as you're using your civil skills to earn money, you should be able to afford to replace old gear when it's no longer doing the trick.
And there's five armor sets in the game: Tyrant and Captain sets in act 1, Vulture in act 2, and eventually you can complete the Devourer and Contamination sets by act 4.