Here I am just going to be comparing Divinity Original Sin 1 to Divinity Original Sin 2.
In Divinity 2, I am concerned about two core progression systems:
- Civil Abilities
- Combat Abilities
CIVIL ABILITIES
At first glance, I like the goal... Separating combat power from everything else. Players innately pick combat power over professions in the majority of situations.
However, the new system feels like it allows you to have pretty much every Civil Ability across 4 characters. You don't have to sacrifice anything. In my opinion, this decision is very weak. If you had 15 different Civil Abilities, I might feel differently.
I realize that with the game releasing in 1 month, making large changes is difficult, so I wonder if there are easier ways to drive up competition between choices... If professions were global, for example, you wouldn't be able to have every character specialize in a different Civil Ability. In addition, it would clarify the fact that all characters indirectly gain the benefits of the other professions through Magic Pockets.
COMBAT ABILITIES
My biggest concern with the changes here is that it seems like the new system is over-rewarding multi-class characters.
From what I can tell, if I put 2 points into Hydrosophist, I have access to all hydrosophist skills. At this point, it is in my best interest to spread my points out into other trees. It doesn't feel very exciting to put lots of points into Hydrosophist because it doesn't provide new skills for me to play with. Maybe this is just a limitation of the beta?
Anyhow, that's pretty much it. I really like a lot of the other design changes, but I hope that some of these issues will be tweaked.
Last edited by ShadeDev; 12/08/17 09:55 PM.