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#464160 25/04/13 03:11 AM
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Zeev Offline OP
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Looking at all the alpha footage and stuff, which looks great and really in-depth, I can't help but notice how magic heavy the user skills are at this stage. Anyone else feel the same way?

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The warrior/archer type skills, curses, etc have just not been shown (and some are not finished yet). The elemental skills were done first, and are well suited to show off the types of spell and environmental interactions possible in the game.


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Sounds good, Raze.

I'm an archetype buff myself and even though I know the protagonists are both Source hunters, I'd need my warrior to be magic-less. I suppose he can use items like torches and magical weapons to create effects, but otherwise I wonder how such a character would fare with all those elements mechanics.

Maybe some booming "physical" skills that have "Ignition" or "Strong Wind" as side effects could work, and "Shock" waves. I don't really want to use normal magic with a warrior.

Archers can do a lot with arrows, of course (thinking of Usopp's Arsenal from One Piece), so I don't see a problem there.


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Yeah, like Arhu, I'm now waiting till the moment the devs going to explain the non-magical skills a little bit more smile

And if indeed a burning torch, a bucket with water, etc .. etc ... can influence the elements in battle, that will be great & awesome !



On 7th of february 2015 : I start a new adventure in the Divinity world of Original Sin,
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Agree with OP, but if what Raze is saying is correct, I'm cool. Only makes sense that a Divinity game will include special combat technique for magic as well as melee.

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The demo showed a fire-based bow skill. There are probably techniques to charge your weapons with elemental buffs.

For me, the magic system is so appealing that I'll probably make all my characters hybrids. I just hope that won't cripple them.


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