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divinity: original sin 2

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Game's looking great so far, though I'm not a fan of the physical/magical split and class balance could use some work. Anyone else play the early access?
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fuck rpg codex
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>>384825293
?
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>>384825129
I like the magic/physical split in theory because it adds a little bit more strategy, but it's annoying that having a mixed party or a hybrid character means you'll be chewing through two sets of armor in order to be most effective, so it's much more efficient to either go all-physical or all-magical and just ignore the other half.

You can still sort of be a hybrid character, but it's rather limited. For example, a fighter/necromancer type can be very powerful focusing on physical damage, while a fighter/mage can focus on magical damage IF he uses a staff as his main weapon. Other hybrid setups can still work but they're definitely less effective due to the dual damage thing. Like how the default battlemage setup uses axes and air magic, which just sucks unless you focus on one of the other. And the default inquisitor setup uses a staff and necromancy which is bad for the exact opposite reason.

Also, the elf and polymorpher action point exploits should probably be nerfed before release because that shit is crazy.
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>>384826975
yeah the split is annoying. I found magic to be terrible in my run, because I only had one mage who could deal magic damage, and even then not well. The weird thing about spells is that their CC effects don't take place if the target has magic armor, but there's no way to break magic armor without using spells since attack damage sucks. It's a Catch-22.

Elves and Scoundrels are so OP. Flesh Sacrifice and Adrenaline Rush need to be toned down.

I also dislike how everyone has a TP skill, makes movement pretty worthless. No point in walking anywhere
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