Anyone played Divinity: Original Sin?

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BloatedGuppy

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What did you think of it? How's the writing? How's the content? Is it worth a purchase at $39? How plonky is the UI? Is it SUPER plonky, or only a little bit plonky?

Bonus points if you've also played Wasteland 2 and can compare the two games.

PS - I'm sorry I couldn't work in any references to infamous Social Justice White Knight Zoe Sarkeesian. Maybe next thread.
 

BloatedGuppy

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TheKasp said:
What did you think of it?

- Great and engaging combat system. I build a party with several synnergies (some of which are explained during the tutorial). Visually beautifull. The fact that the two main characters argue between another and may follow different ways to solve quests adds depth to roleplaying.

How's the writing?

- I... don't know. I am literally the wrong person to ask that since in most cases I simply don't care. The different ways to solve quests are fine I guess. And I liked the murder solving quest due to many ways to accuse wrong people where I had to investigate a lot.

How plonky is the UI?

- The UI is good. A few things annoy me a bit, like the micromanagement that is involved with the inventories (all the unidentified items need to swith inventories to my identifyer and then back to the guy they are intended for). I miss a feature that lets me confirm my planned movement, so I'd be really carefull with the clicking. Otherwise it works well.

- Is it worth a purchase at $39?

From the combat mechanics alone it is worth it. Aside from friendly fire you have interaction between certain elements, there were fights where my Pyromancer was just the buffer because all her fire spells would only benefit the enemies (fire elementals are healed by fire damage, her [secondary profession] poison spells explode on contact with fire dealing fire damage...). I had to restart many battles until I figured out a proper fighting style for my party.

I haven't played Wasteland. I have played Neverwinter Nights and Baldurs Gate 2. In comparison Divinity: Original Sin is a really well made entry to this genre of games.
Thanks! I've read that the tactical combat is pretty beefy and that the game is LONG. In terms of difficulty and depth, how would you say the combat stacks up against more dedicated combat games, like XCOM or Jagged Alliance? How does it compare with other tactical RPGs, like TOEE?
 

leberkaese

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I'm playing it right now, I put already ~25hours in it and I'm far away from finishing it. So my opinion goes only until this point in the game.

It has a very good combat system focused on using elements. Very often you'll need to use the environments combined with elemental magic and the environments' elements to defeat the enemy. I love the combat system, best one in a RPG in years, in my opinion. At the beginning, the fights will be somewhat difficult, getting easier after a while. You'll need strategy: combine elements and magic spells, consider your moves, think about positioning your characters etc.

The writing is... above average. There are some really funny quests and not a single boring kill & fetch quest. They put a lot of detail in each and every task, each one has its own little story.
But the overall mainquest isn't very jaw-dropping. It's good but nothing special.

If you like turn-based RPGs you gonna love this game. One premise: you need patience. The battles take their time, even fights against normal enemies can take several minutes. Also the game needs some hours to actually start. The first 2-3 hours you'll run around in the first big town solving small quests without much fighting.

I have no regrets that I paid full price for this game (in Europe it's even more expensive than $40). And I pay very rarely full price for a game. The developers tried something new far from big publishers' mainstream and succeeded. I gladly support them by paying them this much.

Also: Try to find someone that wants to play this game with you in coop (but hasn't palyed the game already)

TheKasp said:
I am only in the second chapter atm, beginning (24h played, did nearly all sidequests I could find and found all hidden treasures, there are three chapters total)
Heh, guess we're at the exact same point in game now with similar time needed. Already feared, I was too slow.
 

BloatedGuppy

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TheKasp said:
You have disables, buffs, status effects etc. I am only in the second chapter atm, beginning (24h played, did nearly all sidequests I could find and found all hidden treasures, there are three chapters total), and each encounter against same level enemies has me combining spell effects, buffing my melee characters to increase their movement, cutting off pathways for the enemies through tar-field (that by the way are explosive and leave burning ground that really hurts, one of my tactics is just expanding it to keep the enemies confined in it).
leberkaese said:
It has a very good combat system focused on using elements. Very often you'll need to use the environments combined with elemental magic and the environments' elements to defeat the enemy. I love the combat system, best one in a RPG years, in my opinion. At the beginning, the fights will be somewhat difficult, getting easier after a while. You need strategy: combine elements and magic spells, consider your moves, think about positioning your characters etc.
You guys are very close to selling me a copy of Divinity, but I'd like a little clarification on what you're saying here...is the game entirely magic focused in terms of its tactical meat? If I opted to make a caster-less party, would I still have all kinds of beefy options like the ones described? Or is it very magic heavy?
 

leberkaese

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You gonna need mages in your group. There are some quests that require for you to have certain spells of certain elements. So you need every spell-type in your group (there are 4 in total: earth, fire, water, air).

But you'll also have melee or marksman-classes in your group.

For example, this is my group:
Warrior with two handed weapon.
Hunter that solely uses his bow.
Mage with fire and earth spells.
Some sort of cleric using water spells for healing, air spells for stunning but also fights with sword and shield.

You can customize your group pretty well, but you'll need spells. I'm not too shure if you can make it without any spells in fights.

Edit: I'm gonna withdraw that. I guess, fights are managable without magic, even though they get harder. You probably won't even miss some quests, because Hunter/Archers can use elemental arrows, so there goes your magic.
 

Qitz

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I've been having a pretty decent time with it. It can get a bit hard at places (you WILL be fighting 4v8+ at times but that's also it's main attraction; You want a challenge? That's what this is for.

As far as team loadouts, my main guys are a Knight and a Cleric, Knights got a two-hander and the cleric is sword + board, I've got two companions following me around, another melee and a Mage so it can get a bit nuts if the enemy has a lot of archers / priests / mages. A good way to help get around though is to utilize the environment to your advantage. For example, one of the fights took place with a river between it and you could Teleport one of the rangers into it, knock him down for next turn and then hit the water with lightning to get a stun going for free ranged damage.

A lot of the writing is done with the idea that you can kind of change the way you go about things, for example, your job as a Source Hunter is to keep people who are Sorcerers in check but at the same time you can run into someone with sorcerer blood and choose to spare her or kill her. The character dialog is great as well, from the Bar Keeper whose yelling back at patrons "Please, do keep yelling, in my ear," which hasn't gotten old yet, to the dog who you can talk to who does give some sad moments in his responses about his master.

Do note, it does have sillyness to it too though, things like wearing a bucket or pot on your head as a helmet and getting actual armor from it to Sneak Mode being putting a Barrel, Rock or Bush over yourself. That or deciding, literal, life and death with a game of Rock, Paper, Scissors should the two of you disagree.

The UI isn't that plonky, it does take a bit of digging around to find things, I can't remember if you can find out what you're characters dialog stats are, like Pragmatic or Obedient and your inventory can get a bit messy but you can auto-arrange things based on type or gold value if you want to see something specific. Everything else is just drag+drop to use, like crafting or enhancing and you can find recipes in books which are automatically added into your journal.

One thing I do wish is that there was an "Un-Do" option since I do find myself screwing up and moving when I wanted to attack.

Is it worth $40? So far, for me, yes. I got it for $35 since it was on the last day of the Steam Summer Sale but I've been having a blast just doing random events and quests, like helping sailors find work, exploring the town and talking to random animals to find secrets. The Elemental interactions are a blast and being able to multi-class yourself (being a Knight and a Geomancer for example) adds a lot of customization to it.

Plus you can make a Fish Pie. Where you shove a whole fish into pie dough and cook it. Who doesn't like Fish Pie?
 

shrekfan246

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BloatedGuppy said:
TheKasp said:
You have disables, buffs, status effects etc. I am only in the second chapter atm, beginning (24h played, did nearly all sidequests I could find and found all hidden treasures, there are three chapters total), and each encounter against same level enemies has me combining spell effects, buffing my melee characters to increase their movement, cutting off pathways for the enemies through tar-field (that by the way are explosive and leave burning ground that really hurts, one of my tactics is just expanding it to keep the enemies confined in it).
leberkaese said:
It has a very good combat system focused on using elements. Very often you'll need to use the environments combined with elemental magic and the environments' elements to defeat the enemy. I love the combat system, best one in a RPG years, in my opinion. At the beginning, the fights will be somewhat difficult, getting easier after a while. You need strategy: combine elements and magic spells, consider your moves, think about positioning your characters etc.
You guys are very close to selling me a copy of Divinity, but I'd like a little clarification on what you're saying here...is the game entirely magic focused in terms of its tactical meat? If I opted to make a caster-less party, would I still have all kinds of beefy options like the ones described? Or is it very magic heavy?
I'd say it's more element-heavy than straight magic-heavy.

There are other items and abilities which non-casters can use to interact with the environment and elements, it's just that having spell-casters makes everything a bit more convenient (though there may indeed be places and things you can't access if you happen to not have at least one party member who can do specific things).

All of the classes have their fair amount of diversity and tactical use, though.

As far as the writing goes, it's... well, I mean, have you played any of the other Divinity games ever? Because it's a lot like that. It's silly in a very blunt way, and some people just don't dig that style. And the "serious" stuff skirts real close to being melodramatic. Also, NPCs have an unfortunate tendency to repeat their lines over and over and over and over and over again while you're in ear-shot (that could've been changed in a patch since the last time I played, but it's a relatively small thing when you're not around town merchants so I doubt it).

I certainly wouldn't call the writing "good", but I find it to be enjoyable just as I have with the rest of the Divinity franchise, because it has a sense of heart and charm to it that I just can't help but admire. I mean, also because I made peace with the fact that video game writing is largely crap-to-mediocre a long time ago, so I can forgive a great many things when it comes to poor game stories. The inter-party roleplaying is pretty cool though, as it's not a mechanic I've really seen before and you can do it even if you're playing solo (or you can set the personality AI of either/both of the main party members at creation and let them do it for themselves).
 

hazabaza1

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Early game combat is... I dunno, something about it is putting me off. It feels like it's hard, but it's hard for all the wrong reasons. One mistake when building your character and you're fucked. My two-hander melee can dash in with a knockdown skill, hit 5 enemies, deal anywhere from 20-100 damage against any of them and despite having an apparently massive % chance to knock them down I often find that nobody does fall over. Once she gets into close range her attack consistently have 80+% chance to hit but miss repeatedly (as in, 5 times in a row.) When she does hit, she'll either do 30 damage, all of which is negated by enemy armour that I can't tell they have, or 90 damage, none of which is ignored by armour.

And again, maybe it's because I'm early and haven't explored the game fully yet but it seems the game wants you to use a variety of AoE skils but I'm 10 hours in and have 1 that deals any amount of damage, but takes 9 turns to charge and has piddly range (excluding the rain/shock combo which either means I waste a turn waiting or more than likely create puddles where nobody is by the start of next turn). My rogue can shoot some arrows with special effects which takes precisely forever and does nothing of much effect, whilst the enemy has anything from 4-9 enemies of equivalent or higher strength able to spam attacks all day err day (what's that, after spending only one turn saving AP you want to run double the distance my fighter can and attack eight times with your poison rapier? I mean sure, why not?

The writing doesn't seem too great so far but it's not offensively bad. Tries to be funny and kooky but results in some massive tonal inconsistencies and repeating dialogue. Discworld it is not.

I might read up on the combat quirks and tricks and spend some time making a dedicated mage so I don't have to rely on the sodding useless companion character, but from the posts I've seen you make it seems like something you might enjoy.
 

Jason Rayes

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I've solved it, it took me about 114 hours, but I did every quest, including all sidequests (Except for a few I accidentally locked off.

I actually like the writing, but its a matter of taste. The Divinity games have always been very quirky with a lot of weird stuff going on and an often surreal sense of humour at times. That[s not to say the game is a comedy at all, just that Larian has a very distinct style. I should be absolutely clear that you should in no way expect Planescape Torment here, not at all. But for the most part the story is fairly standard High Fantasy fare. Nothing terrible, but nothing exceptional here. It kept me engaged the whole way through.

The UI is good for the most part though selecting the right enemy in a congested battle can be tough, in that case I suggest pushing B, which takes you to a tactical overhead view. Also the inventory can be a bit messy to handle, but its no deal breaker.

As for content, well it too me 114 hours. The game mainly consists of 4 large hub areas but they are densely packed with things to do and there are lots of nooks and crannies to explore as well as the main plot dungeons that lead off these areas.

I love the tactical combat and the way you can use the environment against your foes, just be careful though, as they can do the same to you.
 

Jason Rayes

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hazabaza1 said:
Early game combat is... I dunno, something about it is putting me off. It feels like it's hard, but it's hard for all the wrong reasons. One mistake when building your character and you're fucked. My two-hander melee can dash in with a knockdown skill, hit 5 enemies, deal anywhere from 20-100 damage against any of them and despite having an apparently massive % chance to knock them down I often find that nobody does fall over. Once she gets into close range her attack consistently have 80+% chance to hit but miss repeatedly (as in, 5 times in a row.) When she does hit, she'll either do 30 damage, all of which is negated by enemy armour that I can't tell they have, or 90 damage, none of which is ignored by armour.
Ok, it sounds to me as though you are fighting enemies of a higher level than you. It doesn't show it in the to hit chance that displays on screen but for every one level above you an enemy is, you at about a -50% chance to hit. So for a group of enemies one level above you are going to be in for an extremely difficult battle. Anymore than one level above and you are looking at a total party wipe.

Another tip is to specialize in your skills. Dont try and jack of all trades. Man at arms, weapon and armour skills for your melee guys etc.

Use your arrows well, break poison barrels then poison the use a flame arrow on them. Hold control to target the ground.
Use teleport to pick up enemies and drop them close to each other to damage all of the nearby ones. Even drop them on poison barrels. Another tactic later is to drop them on lava, this will kill them insantly, even boss type foes.

Behind the close general store in town there are an anvil and a grindstone. Select Jahan as your active character and use metal armour on the anvil to remove movement penalties and even give a slight movement bonus. Use bladed weapons on the grindstone to give them damage bonuses. Do this with every new weapon and armour set you get. (To use weapons or armour on the anvil/grindstone, just drag them on to it)

To make healing potions get empty potion vials. Pick pennybun mushrooms. Drag the pennybun mushrooms onto the empty potion flask.

Spilt piles of minor healing potions in half. Drag the two piles back together to mix them and create medium healing potions.

Make sure you exhaust every quest in town before venturing out. You should be about level 3 at least. Head out the west gate towards the lighthouse first.

Ok. Those tips should help out with the early game a bit, but if you are stuck definitely look up a guide


(Drag nails onto boots to make boots that will stop you slipping on ice)
 

hazabaza1

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Jason Rayes said:
hazabaza1 said:
Early game combat is... I dunno, something about it is putting me off. It feels like it's hard, but it's hard for all the wrong reasons. One mistake when building your character and you're fucked. My two-hander melee can dash in with a knockdown skill, hit 5 enemies, deal anywhere from 20-100 damage against any of them and despite having an apparently massive % chance to knock them down I often find that nobody does fall over. Once she gets into close range her attack consistently have 80+% chance to hit but miss repeatedly (as in, 5 times in a row.) When she does hit, she'll either do 30 damage, all of which is negated by enemy armour that I can't tell they have, or 90 damage, none of which is ignored by armour.
Ok, it sounds to me as though you are fighting enemies of a higher level than you. It doesn't show it in the to hit chance that displays on screen but for every one level above you an enemy is, you at about a -50% chance to hit. So for a group of enemies one level above you are going to be in for an extremely difficult battle. Anymore than one level above and you are looking at a total party wipe.

Another tip is to specialize in your skills. Dont try and jack of all trades. Man at arms, weapon and armour skills for your melee guys etc.

Use your arrows well, break poison barrels then poison the use a flame arrow on them. Hold control to target the ground.
Use teleport to pick up enemies and drop them close to each other to damage all of the nearby ones. Even drop them on poison barrels. Another tactic later is to drop them on lava, this will kill them insantly, even boss type foes.

Behind the close general store in town there are an anvil and a grindstone. Select Jahan as your active character and use metal armour on the anvil to remove movement penalties and even give a slight movement bonus. Use bladed weapons on the grindstone to give them damage bonuses. Do this with every new weapon and armour set you get. (To use weapons or armour on the anvil/grindstone, just drag them on to it)

To make healing potions get empty potion vials. Pick pennybun mushrooms. Drag the pennybun mushrooms onto the empty potion flask.

Spilt piles of minor healing potions in half. Drag the two piles back together to mix them and create medium healing potions.

Make sure you exhaust every quest in town before venturing out. You should be about level 3 at least. Head out the west gate towards the lighthouse first.

Ok. Those tips should help out with the early game a bit, but if you are stuck definitely look up a guide


(Drag nails onto boots to make boots that will stop you slipping on ice)
Same level in most cases. But that other stuff... ugh this game. So many hidden little things that are really neat but at the same time make me want to fucking choke somebody. Thanks. I'm at level 6 by now and I'm on the quest to confront the real murderer, but this should help.
 
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BloatedGuppy said:
What did you think of it? How's the writing? How's the content? Is it worth a purchase at $39? How plonky is the UI? Is it SUPER plonky, or only a little bit plonky?

Bonus points if you've also played Wasteland 2 and can compare the two games.

PS - I'm sorry I couldn't work in any references to infamous Social Justice White Knight Zoe Sarkeesian. Maybe next thread.
I've put in ~50 hours (that is including time I left the game paused to get food, take a shit, or quickload a shit ton because a few bosses were ROLLING ME,) and I'm not done yet, but I'm pretty sure I'm getting close to the end and I've done probably 95% of the sidequests along the way.

"what did you think of it"

as many have said, the combat is...fucking deep, man. the first chunk of the game (until you're roughly level 8-9 or so) will be tough because anything 1 level above you will roll you just because of that fact, so you have to play areas in the right order at first. Also, you won't have many abilities and you kind of do need to rely on mages a bit for healing...not being able to pause/heal like in some rpg's inbetween battles makes it difficult to be other classes when you have to constantly spend your hard earned gold on potions, when mana is infinitely replenishable.

party walks out of big dungeon into jungle area, my ranger with good sight can see a few baddies in the far corner of the map patrollin, but they are one higher level than I am so I know it will be tough unless I set the stage right.So I sneak my ranger around their cones of visions, setup an oil barrel in front of them, and then I set my mage into sneak mode, get close enough, and oil slick the floor up real nice. Then I switch back to my ranger and get some good range between myself and the barrel, and let a fire arrow rip on the oil barrel. Boom goes the barrel, which sends flaming oil onto the map, which triggers the campfire they were sitting around (the environment is VERY fluid in reacting to the elements, so be aware of your surroundings) to make a giant flame, which sparks the oil my mage had cast earlier, engulfing all of them in a HUGE burning oil pit that takes them more than one turn to run out of to get to me. (each turn most baddies can move 8-9 spaces worth, and each time they move in the fire they get burning damage). So by the time they reached my party across the map, my guys had been taking pot shots at them the whole time and it made the battle easy peasy.

Now, that was a bit of a mouthful, but that battle could've played out about 1,000,000,000 different ways, depending on the items you have, which magic you use, and what environment you are in. There have been plenty of times where I stupidly used some sort of lightning magic and a trail of moisture on the ground ended up shocking my own warriors who were going in for the zerg rush, or used a fire arrow/ball that set fire to some poison pools on the ground, which unfortunately for me my guys didn't have good fire resistance but had great poison resistance.



"How's the writing?"

I played neverwinter nights 1 and 2, and I really liked 2's writing, that's what got me through that game. I've highly enjoyed both kotors, the first dragon age, and both witchers. *references for taste*

after consuming all that, I have to say D:OS isn't TOO bad in the writing department...it's not a strong start, and until you've completed the first "town" you really won't have much info on the main plotline and will mostly be playing the sidequests and not really caring much about the characters/world. As the game progresses, it gets a bit tighter on the main story, but I would definitely put the gameplay as its strength and not buildup its writing too much...it gets a bit comical at times, you can tell some heart went into it, but I would put it at being better than bethesda but not much else.

"How's the content?"

As mentioned, I have put in ~50 hours and haven't gotten done yet. (including breaks and getting stuck on quests, it's realistically 40 hours) There are tons of side quests, and many of them you don't just RUN into like in many modern rpg's, so you will definitely have to do some searching and perhaps read a guide on a town after you've gotten to know it a bit to make sure you aren't missing anything. There are definitely some fun little mysteries and puzzles to solve, and there is some DEFINITE SEARCHING for random fucking switches in corners that you can't see, or finding clues that you weren't given hints about at all....*urgh* such a pain in the ass sometimes, they'll give you hints about them from a random character that isn't involved in the scenario at all, so you just "press A to continue" through them thinking they don't matter and were just filler.

"Is it worth a purchase at $39?"
I didn't pay 39, I got it cheap for like 28-29 bucks, but knowing what I do now, I would definitely say it is worth it compared to many of the shallow games that are out there now a days, this is one of the few kickstarters that will probably really shine. (yes yes it wasn't a full kickstarter, fuck off people)

" How plonky is the UI?"

plonky.as.shit. Actually it isn't too bad, but pro tip: "r" and "f" key scrolls up and down between your skills, because if your guys are anything like mine, by the end of the game you will have 3-4 bars worth of skills built up or items hotkeyed to them, and it was such a pain in the first half of the game having to go to the bottom of the screen anytime I wanted to switch which bar I was on. Also, watch out for putting your guys on top of enemies by accident or knocking enemies into foliage, as they sometimes become unselectable for a turn when you try to attack them, as your cursor can't highlight them. Otherwise it's not too bad and doesn't take long at all to learn it like crusader kings II or some shit.
 

Jason Rayes

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gmaverick019 said:
as many have said, the combat is...fucking deep, man. the first chunk of the game (until you're roughly level 8-9 or so) will be tough because anything 1 level above you will roll you just because of that fact, so you have to play areas in the right order at first. Also, you won't have many abilities and you kind of do need to rely on mages a bit for healing...not being able to pause/heal like in some rpg's inbetween battles makes it difficult to be other classes when you have to constantly spend your hard earned gold on potions, when mana is infinitely replenishable.
You can actually heal outside combat. Just use the heal skill from your task bar as you would in combat then select the target. Between combats I heal everyone with all available healers, then wait for all powers to recharge before heading out again. Also see my post to hazabaza above about how to craft your own healing potions and thus save a fortune.
 
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Jason Rayes said:
gmaverick019 said:
as many have said, the combat is...fucking deep, man. the first chunk of the game (until you're roughly level 8-9 or so) will be tough because anything 1 level above you will roll you just because of that fact, so you have to play areas in the right order at first. Also, you won't have many abilities and you kind of do need to rely on mages a bit for healing...not being able to pause/heal like in some rpg's inbetween battles makes it difficult to be other classes when you have to constantly spend your hard earned gold on potions, when mana is infinitely replenishable.
You can actually heal outside combat. Just use the heal skill from your task bar as you would in combat then select the target. Between combats I heal everyone with all available healers, then wait for all powers to recharge before heading out again. Also see my post to hazabaza above about how to craft your own healing potions and thus save a fortune.
oh I know that, believe me that was the first thing I did after my first battle, I meant along the lines of modern rpg's where out of battle you can either "sleep" or just wait and your health auto-heals for you out of combat/in cities, which is why it is important to have a healer and not just throw mages out like I do in most rpg's I play (I typically don't care for mages, but in this game, rogues are fucking garbage for damage and mages are absolutely amazing with their summons and element spells)
 

Jason Rayes

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gmaverick019 said:
Jason Rayes said:
gmaverick019 said:
as many have said, the combat is...fucking deep, man. the first chunk of the game (until you're roughly level 8-9 or so) will be tough because anything 1 level above you will roll you just because of that fact, so you have to play areas in the right order at first. Also, you won't have many abilities and you kind of do need to rely on mages a bit for healing...not being able to pause/heal like in some rpg's inbetween battles makes it difficult to be other classes when you have to constantly spend your hard earned gold on potions, when mana is infinitely replenishable.
You can actually heal outside combat. Just use the heal skill from your task bar as you would in combat then select the target. Between combats I heal everyone with all available healers, then wait for all powers to recharge before heading out again. Also see my post to hazabaza above about how to craft your own healing potions and thus save a fortune.
oh I know that, believe me that was the first thing I did after my first battle, I meant along the lines of modern rpg's where out of battle you can either "sleep" or just wait and your health auto-heals for you out of combat/in cities, which is why it is important to have a healer and not just throw mages out like I do in most rpg's I play (I typically don't care for mages, but in this game, rogues are fucking garbage for damage and mages are absolutely amazing with their summons and element spells)
Ah sorry, misunderstood. And yeah, mages are essential. I eventually had Jahan with the Glass Cannon talent and man did that turn him into a powerhouse. You have to make sure he is protected but he can get off two powerful spells a round so its totally worth it. My female main PC was a Cleric which was also a great help.
 
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BloatedGuppy said:
What did you think of it? How's the writing? How's the content? Is it worth a purchase at $39? How plonky is the UI? Is it SUPER plonky, or only a little bit plonky?
In one word. Fantastic. To elaborate, I finished it, once and it clocked 126 hours. It's an expansive game, very challenging for at least the first 2/3rds and has everything an RPG should, in droves.

It's a beautiful game in its isometric way. Everything is 3D for one thing, it has a simple but effective art style that really sets the mood, from sunny market to dank cave, from abandoned temple to frosty tundra. The story unfolds slowly and in time with progress through the game. There is a great sense of humour to the game that is serious when it needs to be, but gives laughs aplenty and some very funny characters.

Yes, there's a lot of writing to read, though sometimes you'll intuit when some things can be glossed over. The random loot with some few set items makes finding new gear fun. Levelling has a tangible effect...I genuinely don't know at what point my character just changed from being less effective to being more so, but it happened, gradually. I chose an archer/cleric combo and am not sure it was the best choice. The cleric was fine, but the wayfarer was a really, really late bloomer. His best use early on was with the CC arrows you pick up, but at later levels (particularly with Quickdraw) he became a killing machine.

I can't say about Project Eternity until it's out, and hope it's as good as it looks. But Eternity aside, Divinity: Original Sin is a phenomenal RPG, a great game and thoroughly, thoroughly enjoyable. It's well worth $40 or even $60, if you're a fan of classic RPGs with levelling, gear, stats, party members and strategic combat.

If you've played previous Divinity titles, you'll also like the references to Rivellon's past and lore, as well as the return of things like the pyramids, Death Knights, soul forging and so many other things from the previous games.
 

LostCrusader

Lurker in the shadows
Feb 3, 2011
498
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BloatedGuppy said:
TheKasp said:
You have disables, buffs, status effects etc. I am only in the second chapter atm, beginning (24h played, did nearly all sidequests I could find and found all hidden treasures, there are three chapters total), and each encounter against same level enemies has me combining spell effects, buffing my melee characters to increase their movement, cutting off pathways for the enemies through tar-field (that by the way are explosive and leave burning ground that really hurts, one of my tactics is just expanding it to keep the enemies confined in it).
leberkaese said:
It has a very good combat system focused on using elements. Very often you'll need to use the environments combined with elemental magic and the environments' elements to defeat the enemy. I love the combat system, best one in a RPG years, in my opinion. At the beginning, the fights will be somewhat difficult, getting easier after a while. You need strategy: combine elements and magic spells, consider your moves, think about positioning your characters etc.
You guys are very close to selling me a copy of Divinity, but I'd like a little clarification on what you're saying here...is the game entirely magic focused in terms of its tactical meat? If I opted to make a caster-less party, would I still have all kinds of beefy options like the ones described? Or is it very magic heavy?
I haven't tried a caster-less group but it does seem like most of the complexity and synergies in the combat come from casters interacting with or creating terrain. 90% of the fights for my party (2 melee, 2 casters) has been the melees just standing in place as a front line while the casters do all the work.

However it looks like archers will get the same fun synergies as mages because they get special effect arrow heads that can have the same effects as most of the spells.

I would highly recommend getting the game, though waiting for a sale would be worth the wait imo.