I have seen some discourse concerning the potential of the party being locked after Act 1, that every other companion will be locked out of the game and you have to commit to your party...
Dont
Simply that
Dont
It is not as clever as you think it is Larian, it is not as "true to life" as you would want it to be
The party you have set up in this game has a very good reason to be unified in their goals and actions (the removal of the tadpole), going there seperate ways makes no sense because the only other people any of our characters can trust is each other. As for everyone dying, you already dug the hole for why that cant work by having Talking Skelly Boy be a way to bring everyone back.
I hear Yall did this in Divinity Original Sin 2... all the more reason to not do it again. If you just repeat your old tricks, you are going to become a one-trick pony.
And the biggest problem of all? We who have been watching closely know that Minsc & Boo have been datamined as companions. When you are dealing with iconic characters like that, they become a "companion tax" meaning... they pretty much take up one character slot in your companion party composition.
Also it doesnt mesh at all with the multiplayer in this game.
Also different party comps would be used for different situations (Stealthy characters on stealth missions, muscle on muscle missions, intellectuals on intellectual missions)
Also... lets say im playing A Wizard, I am rarely going to bring Gale along with me because of party comp... right? But he is going to be a really good friend of mine, because both of the characters mesh and have a lot to talk about. If party composition didnt matter, I would bring along Gale every time... but it does.
Locking out party members after act 1 worked in divinity original sin 2... do not do that here, it will not work.
Last edited by urktheturtle; 23/07/21 06:09 PM.