I keep enveloping our entire party in flames. WHY AM I ALWAYS ON FIRE? AND WHY DOES EVERYONE HATE US NOW? Oh, I clicked on a thing. I just finished act 1 after restarting a couple of times midway through the opening area. I have a massive love-hate relationship with this game. The latitude it gives you in resolving quests and environmental/exploration stuff is refreshing in a world of quest marker RPGs. But that very same latitude presents so many different opportunities for failure that I find I'm constantly walking on eggshells, trying not to trigger X before Y. I've accidentally nuked two or three quest lines already because critical NPCs failed a persuasion check, or because of some esoteric feature or quest flag I hadn't considered before walking beyond the point of no return. My natural impulse in RPGs is to do completionist runs, but it's virtually impossible in DOS2 because many NPCs serve multiple quest roles and it's an unreasonable challenge to keep track of the conditions necessary to manage party members and races and quest flags to see absolutely everything. Which on the one hand is kind of neat, but also frustrating. I'm struggling to get into the mindset of just accepting that whatever happens happens.įurther, while I appreciate the kind of directionless progression and freedom to explore the map and its many flanks at your leisure, there most certainly is an intended combat progression (per enemy levels.higher-level fights can be very punishing) that unfold along a path that is not obvious at all. The way the game thinks you're going to walk is nowhere near the natural terrain path. Even very early in Camp Joy, there are quests with alternative resolutions if you basically avoid the whole camp and beeline to some peripheral NPCs first then circle back through town. Just another facet of the game that's intellectually intriguing but elicits a kind of gut annoyance in practice (like many systems in DOS2).Īnyway, I'm still enjoying myself in between the "what the hell?" moments. I love all the bits in between heavy inventory micromanagement and shopkeeper maintenance. When the combos are just right, the game is delightful. The writing is top notch all the way through. My dudes are now on a haunted boat and I'm unreasonably excited to see what awaits below deck. I had backed this and was waiting on full release to start playing. #Divinity original sin 2 noxious bulb full# Messed up a bunch of quests inadvertently already so I'll probably start over. If the blacksmith offers to take your collar off, don't accept until you're ready to leave the fort. Also she only removes yours, not your party members. Made it out to the wilderness but feel really underpowered and had to leave a bunch of side quests unfinished. Others I think are broken as a side effect of fighting some jerks. Went back to the first game to try and finish it before starting this again. Don't fight in the arena till 100% done with Fort Joy. Once you set the 'escaped fort joy' flag, all the magisters become hostile. You are not expected to be able to do 100% of the quests in one playthrough. You aren't going to be able to resolve all quests in the same way with different party members. Do the quest for the teleportation gloves. I'm very much enjoying the game but yeah, the lack of markers and the ability to kill everyone does put you in interesting positions at times, never mind when your fellow escapees decide they have priorities involving murder of their own! Heh, when I left Fort Joy there wasnt a single magister left to turn hostile Teleportation is basically a must have skill as quite a few of the chests are inaccessible without it. #Divinity original sin 2 noxious bulb full#.
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