Dear Larian Studios,
I’d like to share a few suggestions for Divinity, based on my experience with Divinity: Original Sin 2 and Baldur’s Gate 3. I’ve also played Baldur’s Gate 1 and Baldur’s Gate 2, along with their expansions.
Things I would like to see changed in Divinity
1. Itemization
In Divinity: Original Sin 2, itemization feels outdated. At almost every level, all gear needs to be replaced, and very often the best equipment comes from vendors rather than from drops (sets aside). Gear should still have levels, but the power progression should be smoother and less drastic from one level to the next. Ideally, randomized stats should cover a wider range—perhaps spanning 3+ levels—so that a high-quality item can remain useful for longer.
2. Level scaling
The power gap between levels is very large. A level 2 party usually cannot challenge a level 4 enemy at all (with rare exceptions). I am not suggesting an ARPG-style system, but increasing the total number of levels (for example, beyond 20—perhaps even up to 100) could help smooth scaling and distribute power progression more evenly.
3. Quest system
Between the logbook, diary, and quest journal, it can sometimes be difficult to track progress or understand what the next step should be. A clearer and more unified quest-tracking system would improve readability and player guidance.
4. Freedom and replayability
Despite the apparent freedom, progression often feels linear—largely due to steep level scaling and tightly interconnected quests. Greater freedom through better-scaled encounters, as well as optional random encounters, procedurally generated quests, and autogenerated dungeons, could significantly increase replayability.
5. NPC relationships
Having a visible relationship or approval rating would help players better understand how aligned they are with companions and NPCs in general (similar to the system used in Baldur’s Gate 3). Romance options should be broader and more deeply explored, but also dynamic and breakable—allowing players to change their minds and pursue different relationships over the course of the journey.
6. Puzzles and logical challenges
I hope you will reintroduce puzzles and logical challenges into the game. Having them appear in random locations across the map could significantly increase replayability and encourage exploration.
7. “Minecraft-like” world exploration
I’m not sure how best to implement this, but it would be great to allow players to explore the world more freely, independently of the main quest, and to discover meaningful and unexpected surprises scattered throughout the map.
8. Inventory management
With so many items available, it can sometimes be difficult to organize the inventory or quickly find what you’re looking for. Introducing special containers found during the adventure—such as a key ring for all keys, a scroll case for scrolls, an herb pouch, and similar item-specific storage—would greatly improve usability and reduce clutter.
9. Runes system
The rune system in Divinity: Original Sin 2 was solid for its time, but it now feels quite basic. It could be expanded beyond simple percentage-based damage bonuses. For example, runes could embed spells or abilities, grant powerful effects with limited uses (e.g., five activations), or otherwise introduce more meaningful and interesting gameplay choices.
As a talented studio, I’m sure you are already working on many great ideas, but sometimes suggestions from outside can help bring a different perspective.
Best
Juzan