So, I finally got my friend to start a real playthrough after our attempts to play as groups of three or even four failed.
We loved the first game and played through it, we even started to play the EE campaign on Tactician, but stopped halfway through it, because it got pretty boring. Playing the EA of DOS2 for several dozens ours kind of left us burned up and disappointed. For some people I'm probably pretty infamous, because I mentioned those facts quite often during the time. But how ever... I finally got him convinced to make a play through with me, in the end I supported this game with buying a four pack during the kickstarter campaign. Though I feel quite some buyers remorse, I want at list some return out of my investment and shared suffering makes it less painful or something like that.
I have no idea if someone will read this, but I will write down some of my experiences and findings doing our playthrough. Though I won't report every spelling error in the german translation, even though I met some, because I don't feel like doing this effort.
So, I started with Fane as a rogue, because of the free lockpicking and the Timeloop and also because I'm kind of interested in his story. He started with a human hydro-enchantress, though he now thinks he probably should have taken Lohse, because he is interested in her story. He also has taken Sebille as archer and I have taken Ifan as warrior/tank because he looked like one of the 'better' guys and because I love wolves.
We now arrived at Driftwood and close to level 10.Fane
turned into a Jack of all trades, though he remained a dual-wield backstabber. His main purpose is going in, doing burst damage and to disappear. Later on he supports with additional physical CC.
plays with wand and shield, because the AI loves to beat her up. Main purpose healing and offering magical armor, occasionally dealing damage.Ifan
is a summoner-tank. Main purpose distracting enemies with pets and taunt, letting himself get beaten up, supporting with physical armor and hard CC as soon physical armors are down.Sebille
is pretty much pure archer and the heavy hitter in team. She shredds enemies with over 100 damage per shot currently.Combat
We are playing on Tactician and so far there were only a few fights, that required more effort from us and forced us to reload (My friend does not like to waste resurrections scrolls, so we reload when more than one of us dies):
- Fighting turtles on the beach with only our main characters.
- Fighting frogs at level 2 with full team, the crocodiles afterwards hardly gave a challenge in comparison.
- Fighting those two kidnappers. We were only level 3 I think and still had pretty lacking equippment, so taking their armors down was hell a lot of work without getting steamrolled.
- Fighting Kniles. I think we were level 4 and Kniles pretty much was able to one shot a teammate if we did not CC him before he was able to act. Also the amount of silencing during that fight was pretty troublesome.
- The second set of skeletons with three mages in Withermoore's vault. Our stood no chance in a 1 vs 1 against the huge amount of damage and magic armor those mages had.
- Deepdweller ambush. Here we had to come back later, because his mobility and damage was so insane, he killed one of our guys in one turn. One level later this changed.
Some other fights gave us hard times, though mostly because those fights were tedious and not challenging. Also a reason why we don't like the armor system. It makes the start even harder, but does not really keep the challenge that much on after. Though many of those fights were much easier, because of how erratic/stupid the AI sometimes act. Like instead of delivering the killing blow, the AI changes target and attacks an other hero. Or one turn she attacks the Mage, next turn she run through the field to attack the rogue, wasting AP for movement and sometimes even receiving one or more opportunity attacks that way. The deepdweller really loved to change its target and jump all over the place for example.Skill trees
- Offensive Skills are pretty much untouched except for Distance on our archer.
- Same goes for defensive skills, their usefullness is far to limited.
- For my Fane I currently are often unsure what to level next, so I tend to keep points unskilled until I really need them. There is anyway hardly any incentive to level beyond 5 in most skill trees.
- Skill improvement through level and weapons is so big, that you hardly bother about the little improvement through skill tree itself anyway. And for skills with CC, buffs or debuffs damage hardly matters anyway.
- We like that they changed is, that you can use social skills from your other characters for yourself, though this still does not work between players, which is annoying for playing coop.Skills
- Teleport: Still the probably most usefull and strongest skill. Enemies has a strong buff aura? Just sent him for a walk.
- Battlestop: This is kind of a must have, though the targeting is often flawed when enemies are higher/lower than you. You often hit enemies which were not shown as hitable.
- Cripple: The AoE range got nerfed so hard, that it hardly ever works. Also why does it friendly fire while Whirlwind for example does not?
- Dome of Protection: Stronger than expected from race description.
- Elemental Totem: Felt pretty disappointing regarding cost and damage, I don't use them anymore.
- Ifans Wolf: Pretty cool, also now only summon with taunt?
- Rallying Cry: Nice heal skill, but that is only 'restores' magic armor is quite a drawback.
- Shield throw: Feels kind of to strong, regarding damage and cooldown. Though sometimes it does not jump even though you are sure it should.
- Chameleon Cloak: Very essential for rogue, though still disappointing, that scoundrel and air both lost their version of invis.
- Spread your wings: Flying is obviously cool, though it outclasses pretty much every other of those movement skills by far.
Just to mention a few I just had in mind.Graphics
In general we enjoy the graphics and the details pretty much. My friend loved the frogs and loves the look of blessed fire, though there are still some odd design choices like Sebille showing more skin while getting better armor. And also Elves design in general or that clothing of female skeletons has specific shapes
Also there are some hickups from time to time like Fane having an huge belly
in this armor, but I guess that is hard to avoid.Story
The main story is decent so far, but we really don't like that we are being forced to compete with each other by the story. That you can't share found clues is also undermining the coop-play-experience.
Interactions with your origin companion are quite fun on the other hand.
Though there are still some story holes:
- Amadia telling Fane, that she blessed the waters to help him, even though that blessed waters kills him as an undead.
- Dallis telling her minions to kill Maladie to prevent her chant, though she herself does nothing at all and therefore lets the escape happen.
- Excutioner sitting close to Meistr Siva and not caring at all about the huge talk, until Meistr Siva got freed and just walks off.
To mention the biggest I remember at the moment.Oddities, Spelling & Translation
- Paladin Cork addresses Ifan as an Elf, after he got saved by us.
- At least once ice mages are spelled beginning with "Kyro" instead of "Kryo", at lest in the german version. (Withermoore)
is missing for Firedamage translation
- The riddle from the Statue of Illusion those not really make sense after translation, at least the second part
- When you bless blinded Magister Loke he gets angry at you.
- If you befriended the source hounds, they still turn hostile after you escaped.
- There is a little girl with Kniles that asks you to help her escape, but you can't help her or at least tell her, that the way is clear?
- When you finally got the Bracchus set collected, the set is so outdate, that it is hardly of any use anyway. (Even more because it supports two-handed actively.)
- The weapon Ifan gets from Zaleskar it pretty much broken
. Sadly the only unique weapon, that feels worthy enough to keep for the rest of the Act.
- Poison potions heal undead only for half of they value.
To be continued (probably).