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	<title>Comments on: Thoughts: Divinity &#8211; Original Sin</title>
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		<title>By: Dajuro</title>
		<link>https://scientificgamer.com/thoughts-divinity-original-sin/#comment-36991</link>
		<dc:creator><![CDATA[Dajuro]]></dc:creator>
		<pubDate>Wed, 14 Jun 2017 14:28:07 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4119#comment-36991</guid>
		<description><![CDATA[Oh bullsht
I&#039;m level 9 and  level 12 monsters can kill my whole party in one turn, before I even get a chance to respond]]></description>
		<content:encoded><![CDATA[<p>Oh bullsht<br />
I&#8217;m level 9 and  level 12 monsters can kill my whole party in one turn, before I even get a chance to respond</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-divinity-original-sin/#comment-18328</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Tue, 29 Jul 2014 19:14:11 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4119#comment-18328</guid>
		<description><![CDATA[It&#039;s been an issue ever since Baldur&#039;s Gate that fighters have been fairly useless and the heavy lifting has been done by mages. Maybe it was foolish of me to expect Divinity to fix the problem, but the heavily armoured knight is second only to the necromancer on my list of Favourite RPG Classes and in a system as &quot;flexible&quot; as Divinity&#039;s appeared to be I tried to build towards what I wanted to play. 

Yeah, in hindsight I probably dug my own grave there.]]></description>
		<content:encoded><![CDATA[<p>It&#8217;s been an issue ever since Baldur&#8217;s Gate that fighters have been fairly useless and the heavy lifting has been done by mages. Maybe it was foolish of me to expect Divinity to fix the problem, but the heavily armoured knight is second only to the necromancer on my list of Favourite RPG Classes and in a system as &#8220;flexible&#8221; as Divinity&#8217;s appeared to be I tried to build towards what I wanted to play. </p>
<p>Yeah, in hindsight I probably dug my own grave there.</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-divinity-original-sin/#comment-18327</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Tue, 29 Jul 2014 19:09:39 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4119#comment-18327</guid>
		<description><![CDATA[Seeing a lot of recommendations for Glass Cannon here - from the description, it didn&#039;t seem like the benefit outweighed the drawback. Like a lot about Divinity&#039;s character system, it appears I was totally wrong.]]></description>
		<content:encoded><![CDATA[<p>Seeing a lot of recommendations for Glass Cannon here &#8211; from the description, it didn&#8217;t seem like the benefit outweighed the drawback. Like a lot about Divinity&#8217;s character system, it appears I was totally wrong.</p>
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		<title>By: Zenicetus</title>
		<link>https://scientificgamer.com/thoughts-divinity-original-sin/#comment-18200</link>
		<dc:creator><![CDATA[Zenicetus]]></dc:creator>
		<pubDate>Tue, 22 Jul 2014 18:36:56 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4119#comment-18200</guid>
		<description><![CDATA[Agreeing here about how the game is more unforgiving of &quot;loose&quot; character builds than it probably should be. 

I&#039;m doing okay (so far) with main character 1 as an Archer, main 2 a Pyro/Earth mage, then Madora as tank and Jahan as Water/Air mage, crafter, and party healer. 

Archers benefit hugely from crafted and found magic arrows. They can serve the jack-of-all elemental effects role with special arrows, and let your two mages specialize more heavily in their respective areas. At first I thought not having a Rogue type would be a problem, but I haven&#039;t missed it.

Bottom line, right now this is a very magic-intensive game. Steel is useful, but more than one fighter in the party (not counting a Ranger as a fighter)  seems sub-optimal. 

I&#039;ve run into pathing and missed clicks too, but I&#039;m learning my way around it. Setting waypoints helps, and I always cancel a selected spell (like when finding I&#039;m out of range) with a right mouse click, instead of choosing another spell. Watching for the red highlight outline on an enemy before clicking to target is important, and that&#039;s hard to do at the max zoom-out God view. So I always try to remember to zoom in more for battles. 

All that said, I&#039;m still early in the game, have just barely left the first act, so there may be a ragequit in my future if the later battles just get too ridiculous.]]></description>
		<content:encoded><![CDATA[<p>Agreeing here about how the game is more unforgiving of &#8220;loose&#8221; character builds than it probably should be. </p>
<p>I&#8217;m doing okay (so far) with main character 1 as an Archer, main 2 a Pyro/Earth mage, then Madora as tank and Jahan as Water/Air mage, crafter, and party healer. </p>
<p>Archers benefit hugely from crafted and found magic arrows. They can serve the jack-of-all elemental effects role with special arrows, and let your two mages specialize more heavily in their respective areas. At first I thought not having a Rogue type would be a problem, but I haven&#8217;t missed it.</p>
<p>Bottom line, right now this is a very magic-intensive game. Steel is useful, but more than one fighter in the party (not counting a Ranger as a fighter)  seems sub-optimal. </p>
<p>I&#8217;ve run into pathing and missed clicks too, but I&#8217;m learning my way around it. Setting waypoints helps, and I always cancel a selected spell (like when finding I&#8217;m out of range) with a right mouse click, instead of choosing another spell. Watching for the red highlight outline on an enemy before clicking to target is important, and that&#8217;s hard to do at the max zoom-out God view. So I always try to remember to zoom in more for battles. </p>
<p>All that said, I&#8217;m still early in the game, have just barely left the first act, so there may be a ragequit in my future if the later battles just get too ridiculous.</p>
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		<title>By: innokenti</title>
		<link>https://scientificgamer.com/thoughts-divinity-original-sin/#comment-18195</link>
		<dc:creator><![CDATA[innokenti]]></dc:creator>
		<pubDate>Tue, 22 Jul 2014 16:57:27 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4119#comment-18195</guid>
		<description><![CDATA[&quot;For reference I went with Rogue/Archer/Talkyman, Fire/Earth Battlemage, then Jahan and Madora as standard Air/Water Mage and Fighter.&quot;

Heh, exactly what I&#039;m going through with now. :D]]></description>
		<content:encoded><![CDATA[<p>&#8220;For reference I went with Rogue/Archer/Talkyman, Fire/Earth Battlemage, then Jahan and Madora as standard Air/Water Mage and Fighter.&#8221;</p>
<p>Heh, exactly what I&#8217;m going through with now. <img src='https://scientificgamer.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>By: jeebzh</title>
		<link>https://scientificgamer.com/thoughts-divinity-original-sin/#comment-18192</link>
		<dc:creator><![CDATA[jeebzh]]></dc:creator>
		<pubDate>Tue, 22 Jul 2014 12:17:30 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4119#comment-18192</guid>
		<description><![CDATA[In the first half of the game, i had to use the fleeing mechanic a few times in order to soften the fight (kill one, flee, kill another, flee again), which obviously isn&#039;t fun in itself, but it made the tougher fights managable, However, when i got glass cannon for both my mages, i never used it again. Perhaps that says something about the importance of that trait. Also, witchcraft was probably the most crucial skill in my playthrough. Blind, curse, mass weakness, summon undead, oath of desecration etc.

I made the same mistake as you, not following the &quot;intended&quot; questline with the white witch, and consequently, that section became an easy grind when i finally figured out how to remove the barrier.

The button clicking puzzles were googled in a heartbeat. Perhaps i would have tried harder if the interface made them more pleasant to solve, but searching around the walls for a tiny button, then dragging my party around, waiting for them to reach the button and so on felt really grating.]]></description>
		<content:encoded><![CDATA[<p>In the first half of the game, i had to use the fleeing mechanic a few times in order to soften the fight (kill one, flee, kill another, flee again), which obviously isn&#8217;t fun in itself, but it made the tougher fights managable, However, when i got glass cannon for both my mages, i never used it again. Perhaps that says something about the importance of that trait. Also, witchcraft was probably the most crucial skill in my playthrough. Blind, curse, mass weakness, summon undead, oath of desecration etc.</p>
<p>I made the same mistake as you, not following the &#8220;intended&#8221; questline with the white witch, and consequently, that section became an easy grind when i finally figured out how to remove the barrier.</p>
<p>The button clicking puzzles were googled in a heartbeat. Perhaps i would have tried harder if the interface made them more pleasant to solve, but searching around the walls for a tiny button, then dragging my party around, waiting for them to reach the button and so on felt really grating.</p>
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		<title>By: Ninja Foodstuff</title>
		<link>https://scientificgamer.com/thoughts-divinity-original-sin/#comment-18190</link>
		<dc:creator><![CDATA[Ninja Foodstuff]]></dc:creator>
		<pubDate>Tue, 22 Jul 2014 11:22:22 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4119#comment-18190</guid>
		<description><![CDATA[It sounds like the game is very unbalanced then. Pure mages are extremely powerful (like I said, with the glass cannon perk), you can have them summon creatures just to act as blockers (most of the summon spells can be used every turn or two), and then just mix up spells to maximize damage, depending on what you&#039;re fighting. I relied on a combination of oil (which creates a flammable puddle _and_ slows enemies) and fire for much of the game (or you can just position the puddle so it ignites as soon as you cast it) and then the other mage was debuffs and buffs; except for those occasions where the monsters had immunity to something.

I thought I was going to really need a rogue when I was about an hour in, so I got one from the hall of heroes, but it was just too fiddly and the damage and skills weren&#039;t great. Plus I had all those wicked-looking arrows going to waste, so I swapped with a ranger, who was rather weak to begin with, but came into his own once he could shoot more than once per turn and got some useful skills.

In general, I found fighters to be comparatively useless, except for the sole purpose of keeping enemies&#039; attention away from the weaker characters or dealing killing blows.

The only character type I didn&#039;t dabble with was the Witch.]]></description>
		<content:encoded><![CDATA[<p>It sounds like the game is very unbalanced then. Pure mages are extremely powerful (like I said, with the glass cannon perk), you can have them summon creatures just to act as blockers (most of the summon spells can be used every turn or two), and then just mix up spells to maximize damage, depending on what you&#8217;re fighting. I relied on a combination of oil (which creates a flammable puddle _and_ slows enemies) and fire for much of the game (or you can just position the puddle so it ignites as soon as you cast it) and then the other mage was debuffs and buffs; except for those occasions where the monsters had immunity to something.</p>
<p>I thought I was going to really need a rogue when I was about an hour in, so I got one from the hall of heroes, but it was just too fiddly and the damage and skills weren&#8217;t great. Plus I had all those wicked-looking arrows going to waste, so I swapped with a ranger, who was rather weak to begin with, but came into his own once he could shoot more than once per turn and got some useful skills.</p>
<p>In general, I found fighters to be comparatively useless, except for the sole purpose of keeping enemies&#8217; attention away from the weaker characters or dealing killing blows.</p>
<p>The only character type I didn&#8217;t dabble with was the Witch.</p>
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		<title>By: Ninja Foodstuff</title>
		<link>https://scientificgamer.com/thoughts-divinity-original-sin/#comment-18188</link>
		<dc:creator><![CDATA[Ninja Foodstuff]]></dc:creator>
		<pubDate>Tue, 22 Jul 2014 10:48:19 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4119#comment-18188</guid>
		<description><![CDATA[I&#039;m very much reminded of your assessment of Might &amp; Magic X: there are no trash mobs in the game, no way to just farm experience, and so you have to follow an optimal route through the game in order for it to feel balanced. 

But I will say that I had a drastically different experience in terms of difficulty and I suspect this was down to the party composition, it probably helped a lot that I co-oped a bit with someone who spent 100 hours with the beta and gave me a lot of tips.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m very much reminded of your assessment of Might &amp; Magic X: there are no trash mobs in the game, no way to just farm experience, and so you have to follow an optimal route through the game in order for it to feel balanced. </p>
<p>But I will say that I had a drastically different experience in terms of difficulty and I suspect this was down to the party composition, it probably helped a lot that I co-oped a bit with someone who spent 100 hours with the beta and gave me a lot of tips.</p>
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		<title>By: Janek</title>
		<link>https://scientificgamer.com/thoughts-divinity-original-sin/#comment-18187</link>
		<dc:creator><![CDATA[Janek]]></dc:creator>
		<pubDate>Tue, 22 Jul 2014 09:30:55 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4119#comment-18187</guid>
		<description><![CDATA[I had an enemy teleport me onto lava in a fight yesterday. I was simultaneously annoyed and really impressed.

I&#039;ve found the difficulty curve to be mostly about right, with the exception of some encounters (particularly bosses) where it can be a bit spikey. Mostly where they have immunities or insane saving throws so it&#039;s difficult to do crowd control.

For reference I went with Rogue/Archer/Talkyman, Fire/Earth Battlemage, then Jahan and Madora as standard Air/Water Mage and Fighter.

Wasn&#039;t actually going to bother with the archery, but the flexibility of special arrows is super useful.

I think you&#039;re not a million miles away from being able to re-do character stats/skills, though I&#039;m not sure what penalties that comes with.]]></description>
		<content:encoded><![CDATA[<p>I had an enemy teleport me onto lava in a fight yesterday. I was simultaneously annoyed and really impressed.</p>
<p>I&#8217;ve found the difficulty curve to be mostly about right, with the exception of some encounters (particularly bosses) where it can be a bit spikey. Mostly where they have immunities or insane saving throws so it&#8217;s difficult to do crowd control.</p>
<p>For reference I went with Rogue/Archer/Talkyman, Fire/Earth Battlemage, then Jahan and Madora as standard Air/Water Mage and Fighter.</p>
<p>Wasn&#8217;t actually going to bother with the archery, but the flexibility of special arrows is super useful.</p>
<p>I think you&#8217;re not a million miles away from being able to re-do character stats/skills, though I&#8217;m not sure what penalties that comes with.</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-divinity-original-sin/#comment-18186</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Tue, 22 Jul 2014 09:15:38 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4119#comment-18186</guid>
		<description><![CDATA[I think there&#039;s a reasonable chance, yes. I have a strong suspicion that the reason Act 1 is so good is because it&#039;s the portion of the game that was extensively beta-tested during the Kickstarter and benefited from a great deal of player feedback. Hopefully Larian will do the same with the rest of the game.]]></description>
		<content:encoded><![CDATA[<p>I think there&#8217;s a reasonable chance, yes. I have a strong suspicion that the reason Act 1 is so good is because it&#8217;s the portion of the game that was extensively beta-tested during the Kickstarter and benefited from a great deal of player feedback. Hopefully Larian will do the same with the rest of the game.</p>
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