Originally Posted by GM4Him
Anyway. I liked the silver dragon, but I hated the witch part associated with it. She was nasty, and what I didn't like was that I wasn't given very good dialogue options. Also, none of my companions came to my rescue to stop her from kissing me and spewing insects or whatever into me. So, I didn't have a choice but to be weirdly and creepily messed with, and no one thought to come to my aid. I did NOT Like that scene at all. I was pretty mad that I didn't even have the option to just plain attack her (unless, of course, I triggered the attack without talking to her at all).
They evolved companions in BG3, but I think that in D:OS2 you shouldn't think of them as "companions" - rather recruitable NPCs with some unique content. What I mean by that is that can interfere precisely in the way you describe - you can switch to other party member during conversation and attack the witch - that is something that could happen in COOP, but as a solo player you are by yourself - companions aren't robust enough to fill for lack of players.

I must say, this lack of ability to attack through dialogue does feel off to me, too. I can't decide if it's my expectation (years of RPGs restricting player choice mostly to pre-written conversation trees) or if it is something in Larian design that is off. Afterall, if I remember correctly Fallout1&2 has for the most part worked similarly - a lot of paths were behind mechanical interactions rather then layed out conversation options. There is something about D:OS2 and BG3 where I feel like I am breaking a quest when I do this stuff - it feels to me like I forfit game content, rather then make a choice.

Last edited by Wormerine; 15/08/22 09:49 PM.