Originally Posted by Raze
No. That doesn't really fit with turn based combat, and is a horrible idea anyway.


Originally Posted by Stabbey
I'm not even sure what you're talking about, but I think that a series of button-presses with a time limit to cast does not fit the style of this game in any way at all. This game is about careful positioning and thoughtful tactics, not rapid-fire button mashing.


Originally Posted by rupuka
QTE don't fit very well in a turn based combat game (or most games imo) [...]

I think I clearly explained what I meant by QTE, example which I took because it's one of the simpliest operation to implement, within reach of the average human aptitudes.
I guess you extended the concept to the whole system, which I actually carefully limited to the special moves (i.e the most powerful skills), because it makes perfect sense that the strongest attacks should require something else than pure mana management.
It's certainly not just "rapid-fire button-mashing", it's also about managing your time, which is already a ressource in itself because of the limit per turn, hence the idea of the QTE.
Thus, a QTE (or whatever you can think of which would induce another kind of ressource management) strictly limited to the special moves is not only in adequacy with the game mechanics but also add another aspect to the time management.
It doesn't break the rhythm of the fights at all.

Originally Posted by Stabbey
I'm not sure that fits with the way you learn skills. The other Divinity games had all available skills on a list and you spent skill points on them. I'm not sure concealing skills by forcing them to be learned in a specific way will be that helpful.

It's supposed to work in conjunction with the regular way of learning, no matter its form in D:OS, in no way should it force you to choose between both. It'd only be a requirement for "special attacks", which we could consider as a side hunt.

Originally Posted by Stabbey
Elemental power booster spells sound okay, although it doesn't need to be flashy. For example, the trail of fire is also problematic. If it's only a visual effect, it could be confusing or visual clutter. If it's an actual trail of fire, it will be annoying for allies who will get injured and have to work around the trail.

The visual alteration affect the character's appearance to reflect the change, but the "trail of fire" idea would not just be visual, it'd have actual effects, but in the end it's just another kind of environmental effect, it wouldn't break the balance.
Allies, should the trail not be retained, would have to deal with these kind of mechanics anyway.
I forgot to mention it should be cast only once per fights, else it'd make some fights way too easy against certain enemies, should they be specialized in fire spells for instance.

Originally Posted by Stabbey
Not THAT far, certainly. There's only so much stuff that is reasonable to put into an RPG, and that's beyond the scope.

I don't think they're reasoning in term of what's reasonable and what's not but rather what can be implemented, its usefulness and what ressources would it require to implement it.
As long as environmental modification is taken into account, any idea can be risen. It's up to Larian to decide whether or not it'd require too much ressources to be implemented.
Digging could have other utilities, such as infiltrating, hiding or unearthing treasures.
Moreover it was a question more than an idea, I just want to know how far does the system allow us to influence on the environment, to get a better overview of the possibilities offered to the player.