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Author Topic: Divinity - Original Sin Release  (Read 15308 times)

Jimmy

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Re: Divinity - Original Sin Release
« Reply #120 on: July 21, 2014, 06:53:51 am »

The fact is that the game has no hard cap on level. However since the monsters don't respawn it has a soft cap, around level 20. You can certainly milk more exp out if it if you wanted, especially if you decide that once you're done with a town you'll murder everyone.
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Reverie

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Re: Divinity - Original Sin Release
« Reply #121 on: July 21, 2014, 07:45:26 am »

When my partner and I finished the game yesterday our party was all level 21, so I concur.
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Jimmy

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Re: Divinity - Original Sin Release
« Reply #122 on: July 22, 2014, 02:49:43 am »

Tip: If you're looking to squeak a few extra exp, don't forget you can kill off the friendly dungeon rats.
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Neonivek

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Re: Divinity - Original Sin Release
« Reply #123 on: July 22, 2014, 03:05:15 am »

Tip: If you're looking to squeak a few extra exp, don't forget you can kill off the friendly dungeon rats.

BOO!
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Zangi

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Re: Divinity - Original Sin Release
« Reply #124 on: July 22, 2014, 09:55:56 am »

Tip: If you're looking to squeak a few extra exp, don't forget you can kill off the friendly dungeon rats.

BOO!
Tip: If you're looking to squeak a few extra exp, don't forget you can kill off the friendly legionnaires.
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All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

Neonivek

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Re: Divinity - Original Sin Release
« Reply #125 on: August 04, 2014, 12:17:34 am »

Ok been playing this for a while and at this point I just have to give my props to this game.

It is excellent and no skill, outside a regular attack, exists solely for damage. Even the lowliest spell or attack has some other function allowing it to remain relevant from level 1 to level 20 (In fact they are often MORE useful later on as their sub-abilities become stronger). Even skills where the special ability IS to do extra damage, it has an alternative special ability (bleeding for example... actually makes the opponent bleed, great if you are going to electrocute their blood).

The combat is strategic and while enemies are often incredibly stupid, too stupid in some cases, it isn't unusual for the enemies to be, on paper, far superior to you with you needing to outmaneuver or strategize your opponent. Every element and every skill feels alive with the number of uses you can get out of it.

Is the game flawless? Not really... Enemies with elemental attacks but physical visuals feel cheap (they should deal physical damage with an elemental boost)... The crafting system often feels like you either cheese it or you ignore it (as well, you can outright ignore it if you get lucky enough. Items and personality alone can get you 4 loremaster...) as you will never have enough points. You really do feel like you must be a thief or be destitute for the first hurdle of the game... and some of the puzzles can be outright ridiculous. Yet these are really a drop in the bucket. As well some skills don't show what they do until you buy them and test them out.

As well  have no idea how you check an enemies' debuffs and buffs (as in what they do).

STORY WISE... the game is pretty much outright aimless for most of it. You get a few missions but you don't have a strong megaplot... making you feel more like just some adventurer.

---

This is oddly one of the few games where I never felt like the game was missing anything... and yet I INSTANTLY wanted an expansion.
« Last Edit: August 04, 2014, 04:10:05 am by Neonivek »
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Drakale

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Re: Divinity - Original Sin Release
« Reply #126 on: August 04, 2014, 09:07:49 am »

Yeah I agree with you, I like the game mechanics and combat system, but the story felt really bland and uninteresting. It's like they tried to make it a parody of a cheesy plot, but missed the mark and made it just bad. Still a good game, nice difficulty curve and didn't feel to be on rails. It's especially nice that they allow you to take on foes way above your level, something I have not seen in many RPG lately.
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guessingo

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Re: Divinity - Original Sin Release
« Reply #127 on: November 09, 2014, 02:05:41 pm »

game mechanics are alot of fun. I don't care about the story. I do find it annoying to have to read everything. If I don't care about the story, I want to fight stuff and figure out the mechanics, but if i get bored I can google spoilers.

They have a mod kit and I hope its powerful enough(and a big enough community) for modders to clean up the inventory. Icon stuff is a pain. They need a skyUI overhaul or atleast a way to tab to different item types. A group inventory for trading, an easier way to move gold (you cant type in how much you want to trade, you have to use a bar and if its alot you have to drop and move out smaller amounts). Plus a crafting screen. I dont want to have to remember recipes. Once I get one .I want to be able to click on a crafting screen. Even Cataclysm DDA has this...

The mechanics are fun to figure out. I like being able to distract people. I just hope the game sells well enough that we get a robust modding community.
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