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#623927 30/09/17 06:59 AM
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Hawke Offline OP
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I love Divinity Original Sin 2 but I absolutely think the combat has a lot of problems.
The biggest one for me is that enemies are either too weak to be challenging or they are too powerful and the fight against them becomes a game of waiting who dies first.
The difference between these two extremes is the player level.
Enemies which are more than 2 level higher than you are so much stronger than you that fighting them is pointless, it is not even impossible but it is boring since they take so many hits before dying.
Also the inflation is insane I once found a piece of armour that had the double amount of protection and was only one level above my current armor.
Also I would say that combat now feels slower than in Original Sin, but I am not sure that´s because of the armour system (which I like) or not but I am absolutely sure combat feels less rewarding to me now.
I really hope that Larian fixes these issues in order to make the combat as good as the story and dialogue.

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The number bloat thing aside (yeah it seems crazy) I really wish they had an option you could check (or a slider) so that all mobs would scale up to your level (or your level minus 1). So if you overlevel an area instead of being 3 levels over them, you could have them either scale to your level or maybe just 1 level below.

I had the same problem when I played D:OS EE - I vastly out leveled areas and the combat stopped being fun.

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old hand
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I think these are very good ideas for mods, but I also don't think anyone has enough play testing to know how it plays from start to finish. Would love to start seeing feedback there. We need a way to test throughout different levels.

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This also takes out all the fun from exploring - what's the point in finding a secret passage earlier than expected if the first enemies I encounter are mathematically impossible to beat due to a 2 level difference?

There seems to be a minor problem with the reduced number bloat mod (magic damage gets reduced slightly more than physical damage), but I hope that the issue gets fixed very soon - the mod author seems to know what he does.

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Originally Posted by Tomice
This also takes out all the fun from exploring - what's the point in finding a secret passage earlier than expected if the first enemies I encounter are mathematically impossible to beat due to a 2 level difference?

There seems to be a minor problem with the reduced number bloat mod (magic damage gets reduced slightly more than physical damage), but I hope that the issue gets fixed very soon - the mod author seems to know what he does.


Expecting to have a means to go anywhere from the word go in the world, through means of a sword or a key, is very silly if you think about the long reaching consequences of such a thing. Sure you may not be able to go through the secret cave because of tough monsters, but that just gives you something to look forward too. As well as making it all the more sweet when you claim whatever gold and treasures lay beyond.


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