![]() Vendor Prices, Bartering & Attitude FormulaĪre you referring to the Battle at the Gates encounter at the beginning of Act IV? Level Up: Attribute, Skill & Talent Point Breakdown The Quick Questions and Looking for Group Threads exist for a reason, use them. ![]() >!This is spoilery!< to get This is spoilery ![]() Submissions should relate to Divinity Original Sin or other works of Larian Studios.ĭo not put spoilers in the title of your post and mark your posts. Join up with a friend to play online in co-op and make your own adventures with the powerful RPG toolkit. Gather your party and get ready for a new, back-to-the-roots RPG adventure! Discuss your decisions with companions fight foes in turn-based combat explore an open world and interact with everything and everyone you see. Welcome To The Divinity: Original Sin Subreddit! Blessed ice that can't be melted the same way necrofire can't be extinguished.Looking for a Group to play with? Try this thread || Discussion Overview A global cooling range aeromancy spell that extingushes all fire within the range so more mages can bless then extinguish. I wonder if it couldn't be fixed by adding a few extra source spells - a varient of Rain that costs source but can extinguish Necrofire, for example, would allow us to at least create firebreaks instead of the pointlessness of casting two blesses only for it to turn back instantly. The problem is mainly one of the story - voidwoken casting and bleeding curse makes sense, and it makes sense for you to constantly be fighting voidwoken in the campeign, but this also means a campeign full of necrofire. It escapes me why a pure utility move like it takes so long to reuse.īut no, I really have to agree, my two hydromancers are relegated to support more often then not because they can't even start setting up ice combos with necrofire constantly. Originally posted by Dralek:I honestly think we could possibly make an arguement that Tornado should get a lower cooldownWhy does Tornado even have such a long cooldown in the first place? It doesn't even do damage, and most of the time surfaces are just as dangerous to your enemies as they are to you. It just seems a shame to have 50 effect combinations in the game if you spend 90% of your playtime standing in only one of them. Surely I cant be the only one who feels this way? lol. I mean how cool is holy fire? Looks awesome, is interesting, and you see it all of like once, because every enemy and their mother can cast curse :P I mean there are so many combos in this game, effects like Acid that you almost never see because one is particularly overused. Add into the equation that some enemies BLEED cursed blood, which means even if you bother wasting a source point blessing the damn fire so you can put it out, chances are itll be right back on the ground before your next turn anyways. The problem is when a patch of necrofire touches a patch of regular fire, the curse just floods the whole new section of fire instantly as if it had fluid like properties. For example if you have normal water and you zap it, its electrofied, and then if another puddle comes into contact with it, it also gets zapped which is logical. I think my main problem with it is its water like properties. Add to the fact it will overpower just about every other combination of ground effects and your left with endless seas of Necrofire lol. I feel too many AI controlled enemies in this game have access to curse, and thus its present in every battle. ![]() The effect itself is fine, the problem is it dominates almost every battle versus any enemy. Of all the status effects its the only one I really have a problem with. ![]() Okay so 50 hours into the game in a 3 person co-op group playing on Tactician. ![]()
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