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About gGeorg

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    (2) Evoker
    (2) Evoker
  1. Divinity Original Sin 2, made exactly this horrible mistake. You could play any companion as main character and change it as you like. Or you might recruit it as the actual companion and change as you like. The result is catastrophic, obviously. Noon play that, and sales are missing. LOL.
  2. I play the real time with auto-pause to almost all events. So the the new round base mode is not so innovative. However, the "round order/sequence" panel in the right up corner would be very useful. Is it possible to add togle.able (from menu option) panel of actions also for the real time? sort the actions by the moment of activation/attack, so omit recovery If an enemy is start casting a fireball, I see in the panel how many (mili)seconds left to explosion, so I can counter. Dont realy need closely observing recovery phase. The moment from start of the action to the execution, is the important. Who is faster, who is slower, Such info is hidden in the current real time system, and is one of the reasons why is so messy. Reason is simple, speed of actions and their proper counter actions is hard to guess. Hard to get timing. So counter spell or (rogue) interrupts are usually lucky guess than an intention. With more precise panel in the real time, planing action could be more strategic. I would rather see more readable RTS combat, than a harsh overhaul to a hard round system. Perhaps show two panels, one action(attack/cast) panel, second recovery ( and walking) panel. So player easy recognize threat and timing. Thank you
  3. When they introduced this nonsense, back in beta. I linked an drawing of medieval guide, pointing out that for dual-swords half-swording we have no race with four hands to do it properly. For a moment overlooking a fact that half-swording cant be executed with one handed sword. You need a nice piece of steel to convert (two handed)sword to a short-spear weapon like. But, game designers are obviously number jugglers, dont care reality check. The game contains magic, so what the heck.
  4. I hope its intentional, or at least they dont bother fix it. Al thou I would like to add a mechanic that more people hiding cause more noise, also armor should play role.
  5. Offhand weapon is in your weak arm. So, dual-wielding penalty should focus there. And only there. Also I would like to add a modal for dual-wield, "use the main hand only". So you focus/use just main hand with all the consequences. " two handed weapons should just get a max dmg roll with Full Attacks. I found that pretty interesting. Basically it's a base damage increase for Full Attacks with two handers and makes them very predictable (when it comes to dmg output). I liked that suggestion best so far. It would still not compete with dual wielding - but one could always add a short interrupt on crit or so."' I Like it.
  6. Game is intimidating for new player because it require to even start a game read wall of text. Precisely a wall made of walls of texts. So how do we improve it? ... well, lets create fresh new wall of text. Brilliant!
  7. Although it make sense by world-mechanic or lore-wise. In the player point of view - That system creates a craft whore. A companion which is hired whenever I decide to upgrade. Similar craft mechanic was in the Original Sin 1, silently dropped for DOS2. I agree that improve an magical braest plate in the middle of dungeon corridor and quick as blink of an eye is somewhat wrong, so Perhaps, upgrades could be done only at certain places (NPC crafter?) and take several hours. Perhaps big ships contain a forge so upgrades for wealthy adventurer is easyer/cheaper?
  8. Valve supposedly working how to disable any form of sales statistics. Bought and disabled Steam Spy stats. See also recent quiet disabling another external tool.
  9. Huh, kooky. I can only assume Obs had some telemetrics showing that players were severely abusing Rest spam for the sole purpose of chain summoning all their figurines at once, for approximately 30-45 seconds at a time. [ ] A cap on the amount of figurine summons able to be used active in during a single encounter. 1 Problem solved. or simply says: At any time, its allowed to call ONE figurine summon per party. Calling another one, kills previous. That would be more balancing solution. Currently I could still call up an figurine army to win a fight, which is not balanced.
  10. They are reworked, you are just overleveled for all of them. We'll have to wait for more high-level content from DLCs at this point I think for challenging end-game stuff. There is a check button, "scale up" so you actually cant be overleveled. Or it doesnt work?
  11. All consumables are not scaled with charater levels, that's a big nerf imo. So scalin by PL then Single classes are preferred consumers now? That is weird design. Could we expect a marketing posters in port Maje focused at proper target group ? "Magnificent potion of luck for single class fisherman. Catch your gold fish Now." lol When statue has charges its consumed?
  12. Thanks for boost wizard sub-classes. Now the specialist wizard in multiclass compete with true wizard in chosen area. Nice way differentiate single to multi-class. /////////////////////////////////////////////// +1 PEN for 2handers is great news, although compare PEN of two-handed sword vs blunt light stick (staff) staff should get rather recovery 4s -> 3s and keep PEN as it was staff is very fast and agile weapon, also good for defense. Staff is definitely not an penetration expert. Thanks for consideration
  13. Some one handed weapons types shout get flag, "main hand only", like spear, mace, warhammer, scepter, ....
  14. 2h weapon -> threatening property minimum attack/accuracy roll is 20. e.g. When roll is lower than 20 then is equal to 20. So 2h weapon you get attack rolls in range of 20-100 instead of 1-100 and //////////// add Bonus +1 PEN agree, except staff. Staff should be rather faster. I mean Shorter recovery.
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