Divinity 1 skill/stat system was massively better - 08/10/17 02:32 PM
Hate to say it, but I feel like OS 2 rpg system went in the wrong direction. This is not about armor, I'm not a huge fan of hit rng myself, although I don't think armor was the best solution to get rid of it. There are enough armor threads anyway. However, I feel like a number of other things also got redesigned pretty poorly:
-Skills and memory. This feels like a pretty big step back to me. Right now, beyond 5 points invested (and usually a lot less in practice since you get a ton from gear), skills are just another stat to bloat your damage values for the most part. Imo the OS1 approach where skills governed how many abilities of each tier you can use was a lot more elegant and better in every way. Character building feels a lot less strategic.
-Stat viability and hybrids. Stat system for OS1 was imo also a lot better. While one of my gripes with OS1 system would be the viability of hybrids, they are even less viable now (outside of using some abilities that just scale with level). You just pump your main damage stat, memory for the skills you want to use and wits for ini/crit with what's left. Using skills that scale with the stat you're not maxing is a no go. Since offensive ratings are no more, stats also add damage now, which is another reason for damage values bloat. In OS1 most stats would also give at least something to everyone (not saying it was great), while in OS2 finesse does nothing for strength character.
-Stat bloat and shopping. Seriously, I feel like I'm playing a shopping simulator. Because of ridiculous stat bloat you need to update gear at least every other level to keep up, which results in ridiculous runs across current location vendors in search of new items. It gets old pretty fast.
-Skills and memory. This feels like a pretty big step back to me. Right now, beyond 5 points invested (and usually a lot less in practice since you get a ton from gear), skills are just another stat to bloat your damage values for the most part. Imo the OS1 approach where skills governed how many abilities of each tier you can use was a lot more elegant and better in every way. Character building feels a lot less strategic.
-Stat viability and hybrids. Stat system for OS1 was imo also a lot better. While one of my gripes with OS1 system would be the viability of hybrids, they are even less viable now (outside of using some abilities that just scale with level). You just pump your main damage stat, memory for the skills you want to use and wits for ini/crit with what's left. Using skills that scale with the stat you're not maxing is a no go. Since offensive ratings are no more, stats also add damage now, which is another reason for damage values bloat. In OS1 most stats would also give at least something to everyone (not saying it was great), while in OS2 finesse does nothing for strength character.
-Stat bloat and shopping. Seriously, I feel like I'm playing a shopping simulator. Because of ridiculous stat bloat you need to update gear at least every other level to keep up, which results in ridiculous runs across current location vendors in search of new items. It gets old pretty fast.