I generally really dislike the first person perspective, especially if you need to move and look in different directions at the same time. In rare cases it can work OK, IMNSHO, or at least be tolerable.

In the Xbox version of D2:ED the camera distance is fixed (holding Target Lock down zooms to an almost over the shoulder view), and you can use the right stick to move the camera freely. In DKS the camera was moved closer, which a couple people said they liked better.


I much prefer there not being micro-managed combat. In addition to simply not liking twitch and timing based combat, it seems pointless to have character stats if the results of combat predominantly depend on your actions. There were a couple debates about this when the game was in development.

I didn't have a problem changing tactics during battle in D2:ED, but playing the Xbox version I also didn't encounter any performance issues.

I rarely used Target Lock, but in the Xbox version of D2:ED frequently cycled through opponents while paused, when required for large groups or tough fights.

So far nobody has applauded the unskippability of the cutscenes. silly


Generally, worthless mindreads don't cost that much (at least in D2:ED), so by the end of the game the 'wasted' experience points are insignificant compared to the amount needed to reach the next level. In D2:ED I sometimes reloaded for poor mindreads, but am not going to bother in DKS.

I talked to everyone, etc and did a fair chunk of Broken Valley before heading to Lovis' tower, and knew the answers to the questions. I don't recall for sure if it was all available in the starting section of the valley, though (it should have been).


The game was originally designed to allow the dragon form to attack ground opponents, but it required too much memory and had too much of a frame rate hit; see Lar's post in the topic Design ideas for Divinity 3 (mostly for Larian).

In Divine Divinity NPCs would react to attempts to steal (or a couple even moving their belongings). For Beyond Divinity (which used some of the same game engine) that was dropped in order to add more enemy AI. I'd assume in Divinity 2 this was one of the features on their list that was a victim of limited resources.
There were differences between classes in Divine Divinity, but the skill system was still open so that any class could learn any skill (which I prefer), though each had one special skill. In Beyond Divinity the choice of class at the start only affected which skills were initially available to you.

What is wrong with skeleton's healing? Potions and spells can heal your character, and at some point if you get beaten down to 1% of your health there has to be a few broken bones involved somewhere.


In Divine Divinity and Beyond Divinity you could attack friendly NPCs, though with a loss of reputation, which could eventually result in non-essential NPCs refusing to talk or trade with you, etc. There could have been a design choice made to change that in Divinity 2, or this may have been a planned feature that just didn't make the cut.



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