Originally Posted by Taril
What do you mean endgame reveal?
This was directly told to you the very moment you unlocked source capabilities. As well as reiterated many, many, many, many times throughout various dialogue encounters with spirits. Potentially even causing companions to get angry with you and leave due to the nature of it.

All I can recall was a one-off notion from Siva I think it was? (probably misremembering) About a vaguely moral implication to it. It probably doesn't help that my first playthrough of DOS2 likely ended up aligning story-wise with characters who seemed to have no issues with it. Those being Red Prince & Beast.

Originally Posted by Taril
Ehh? You quite literally have a class that gets a heal skill at level 1. With how ridiculously easy multi-class is, you can equip your entire party with heal + both armour restoration skills to heal up.

Starting out the gate, and again a first time playthrough so I was still learning everything and describing the first time player experience, my girlfriend & I were a fighter and a necromancer. As we found Beast & Red Prince we had no real grasp on what all the options would be for how the characters would work out or classes they should be doing. We ultimately ended up with Beast as our tank on an Aerothurge focus and Prince as our magic damage dealer/healer combo with fire focus, though by the end of the game basically everyone had at least one healing ability from either an item or a spell.

Originally Posted by Taril
Honestly, I never encountered such a thing. In fact, I ended up using a mod that causes enemies to scale UPWARDS (Including scaling them several levels higher than me) as a result, because naturally it's easy to end up outleveling everything you encounter. Especially when just following quests you encounter (Even without companion quests, as I originally played Lone Wolf as just me and my wife Lohse)

Keep in mind, that I only ever played on the hardest difficulty.

Yeah, cool. Modded playthroughs heavily alter the gameplay. I don't have any way of knowing you don't have other mods which could radically change the gameplay from the vanilla experience that made you feel the need to make the game even harder.


Originally Posted by Taril
It's more the opposite really. The game HEAVILY rewards multiclassing.
...
This is reinforced with literally every companion starting class innately being dual class. It's the game outright telling you "Hey, you should be multiclassing"

Multiclassing from how it felt for me & my girlfriend on our first time playthrough felt extremely limiting until much deeper into the game when we had the room to sacrifice a couple points into something else. My girlfriend in particular was heavily trying to multiclass for most of the game but it basically never worked out for the entirety of Act I-II. She ended up having to abandon necromancer basis pretty early on & just went full ranger so she was actually capable of doing something besides getting out-dps'ed by the enemies constantly.


Originally Posted by Taril
I'll take everything being on fire (Which I can Bless to turn into Blessed Fire) over "Here's a ridiculously easy way to get a 2x damage amplification"

Hard disagree, especially because of the lack of availability of Source points if you're not going to be using vampirism. Every single time we attempted this strategy the enemy would just immediately re-curse the fire. It really doesn't help it effectively requires two source points to be expended (Cursed -> regular -> blessed) to do this, and if there's any enemies between turns for a chain bless it's basically a guarantee to not work. Couple this with the consideration of AP usage, a lot of the time it might be better to just not bother trying and get in some good damage instead.

Originally Posted by Taril
BG3 also suffers from the same issue as DOS2 when it comes to surfaces. Which is EVERYTHING CREATES ONE.

True, but most of them are very much a moot point. Acid especially is just "oh no, -1 ac; anyways..." The AI don't seem to be smart enough to consider surfaces in BG3 ever in my many playthroughs. I've never seen an AI ignite a wine/oil/powder surface with intent. I have seen them attack a smokepowder bag before, but often not even with an igniting ability/weapon/ammo. They also regularly waltz through tangling vines, lava, ice, etc. DOS2 AI actively navigated around all of these kinds of things & other dangerous surfaces, but seemingly not the BG3 AI.

Originally Posted by Taril
To be fair, a lot of the changes in BG3 is due to having to be based around the D&D ruleset.

I am aware of this, but I was reading some posts online about how it seems like Divinity 3 is going to be taking notes from Baldur's Gate 3's action economy & armour which is why I was so heavily making notes about what I don't like from it or found more enjoyable in DOS2 in here.