Is there anything more boring than Fire/Ice/Lightning/Earth damage?
I had been playing Fell Seal: Arbiter’s Mark, and it’s a pretty boilerplate Final Fantasy Tactics clone. Which is fine! But what I am getting immensely tired of is how all these RPGs just copy/paste generic Elemental damage into their games. It’s a tad egregious in Fell Seal because the Wizard class actually unlocks different elements as you move down the class tree, as if Thunder 1 did anything different than the Fire 1 you unlocked earlier. It’s literally the same damage. No frills, no multiplier, no nothing. Sure, you will be sad when you face lava zombies or whatever, but there is nothing else special about any of it.
Contrast that with Divinity: Original Sin 2. Fire spells can… light things on fire. Ignite oil slicks, explode poison clouds, inflict targets with a damage over time effect. Ice spells can slow/freeze enemies, create slippery ice on the ground, and so on. You will still have a bad day when your Pyro-centric character encounters lava zombies, but at least that’s a thematic choice that has consequences beyond the different colored numbers. It’s tough fighting indoors with a Pyro, for example.
The other frustrating aspect in copy/paste elements games is that there is a hidden “best choice.” In Fell Seal, all the different elemental weapons I have access to are the same price in the shop. But, on average, how many fire-themed enemies am I going to face versus something else? It’s not even as though I have a particular idea of what’s coming up. “Next stop is big desert theme area… let’s not pick Fire weapons.” That would be lame, but at least it’s something. Nope, just all blind choices.
It’s awful, it’s lazy, and it’s a “choice” that developers keep putting into games that actively reduces the meaningful options a player has. Go bold with your elements or go home.
Know what’s downright quaint? This Time-Poor post from back in March.
Two or three weeks sans gaming isn’t too bad in the scheme of things. Or wouldn’t be, if there was some kind of known endpoint. I’m a planner, a schemer, an optimizer. Meanwhile, my baby is an agent of chaos. Sometimes he’ll go three hours between feedings, and other times I’m feeding him every 30 minutes for an hour and a half. And since you can’t really do much else, the TV is on in the background, and when he finally calms down, you might be interested in the rest of the show.
This whole experience thus far has given me some first-person views of the gaming edifice though.
On Sunday, I actually had a solid 1-2 hour chunk of time to do non-baby, non-household chore things at like 11pm. The whole world felt like my oyster! Unfortunately, I hate oysters, and I found myself browsing Reddit – which I do on my phone anyway – and then playing a few games of Slay the Spire. The thought of diving back into Divinity: Original Sin 2 was, well, unthinkable. What would I do? Walk around, get in one combat, then turn the game off?
It got me thinking about uninterrupted time, and how often some games require it. The traditional expectation of it being required is when a game functions on Waypoint Saving. But if you have a narrative experience that you care about at all, then uninterrupted time is required. But even if a game doesn’t have a narrative, you might still need uninterrupted time in order to progress in the “what was I doing?” fashion. Or perhaps even the mundane “what buttons do what again?” sense.
Games with grinding are also right out. It used to be “ain’t nobody got time for that” was because life is full of so many other, better games you could be playing instead. Nowadays, for me, it’s literal.
Having said all that, I find time for mobile games. Clash Royale is still an hourly diversion. I bought You Must Build A Boat and also downloaded Gems of War, both of which can be played in small chunks. I was looking at Terraria, but was scared away by a review stating the last update was in August 2016. Instead, I (re)bought Stardew Valley. While I haven’t tried it out yet, I’m hopeful that it can also scratch the progression itch in a more nutritive way that gacha games cannot.
We’ll see how it goes.
I have been writing a lot about Divinity: Original Sin 2 lately. Despite my displeasure with its balance decisions, I did want to take a moment to consider them in greater detail. First, because people are still defending the game for some reason. But more importantly, second, because it’s a good reflection on what balance is “supposed” to mean.
One of the biggest changes from the prior title is the introduction of the Armor system. While I do consider it one of the reasons the rest of the game is so imbalanced, I also actually like the system a lot. It’s extremely elegant and intuitive. Physical damage first reduces your Physical Armor before touching your Vitality (HP); same principle with Magic damage. These Armors can be restored with spells and abilities, and are derived from the equipment you choose to wear. You can focus on one or the other or a balance of both.
The secondary mechanic with Armor is its defense against debuffs. You are generally immune to debuffs of the corresponding type as long as you have Armor of that type remaining. If you have Physical Armor, you cannot be Knocked Down or get the Bleeding debuff. If you have Magic Armor, you cannot be Charmed, or Stunned, or Poisoned, etc. Most debuffs come from attacks that deal that type of Armor damage in the first place, so if any damage breaks through, you get the debuff.
In isolation, I like the Armor mechanic, especially compared with other games. I “know” that +5 Defense is better than +3 Defense, but exactly how much better is often opaque and requires math. In this game, you can simply see the numbers go up. Indeed, DOS2’s system reminds me of Final Fantasy Tactics, wherein armor just straight-up added HP to your character. I’d like to see this sort of Armor mechanic in other games.
This is were DOS2 falls off the rails. Hard.
Simply put, losing a turn in a turn-based game is crippling. What’s worse is how easy it has gotten to essentially stunlock a character. Before, you sort of had to combo effects if you wanted to try to CC someone. For example, you needed to hit them an ice attack to give them the Chilled debuff, and then another ice attack to promote that status to Frozen. Or get them Wet before an lightning strike. That still exists in DOS2 as well, but the combo itself is useless if they still have Magic Armor. So the strategy is to get them to zero Armor as quickly as possible so that your abilities actually do something else.
I’ll talk about specific broken abilities in moment, but I just want to emphasize how terrible it is that these effects are so binary. For example, if you are Knocked Down, it takes your entire turn to stand back up. Why? Why not have a gradient of effects? The Shocked debuff gives you -1 AP, whereas Chilled reduces movement speed by -35% (both reduce Dodge by -30%). You hardly ever see these sort of debuffs though, because it’s much easier – and more powerful – to upgrade them to “lose a turn” instead.
Chloroform is one of the most broken skills in the game. It costs 1 AP, has a 13m range, destroys 80+ Magic Armor, and then puts the target to Sleep if they have no Magic Armor. Each turn, your characters will only get 4 AP, and the vast majority of the attacks in the game cost at least 2 AP. So why the hell does Chloroform cost only 1 AP and also deal a significant amount of Magic damage and also inflict Sleep?
Chicken Claw is probably more balanced, but also seems ridiculous. It costs 2 AP, requires melee range, and does nothing if the target has Physical Armor. If they don’t though, it turns them into a chicken for two turns, and runs around aimlessly. This works even on boss characters.
Medusa Head is another straight-broken skill. For 2 AP it gives you a buff for two turns that grants a passive petrifying aura – any enemies without Magic Armor within 3m turn to stone. This can keep them petrified for two turns if you keep them in range. The secondary effect of the skill is to grant another 2 AP skill, Petrifying Visage, which deals a lot of AOE Magic damage and then tries to petrify enemies within a larger range. You know, just in case a petrifying aura wasn’t strong enough.
Some skills are overpowered in combination with Talents. Specifically, the Torturer talent allows certain debuffs to apply despite the existence of Physical/Magic Armor. Making someone bleed or burn is usually not a big deal. Having a 100% chance to apply the Entangled debuff via Worm Tremor on the other hand, effectively CCs everyone in a huge, targeted circle for three turns. Well, mages and archers can still use ranged attacks, but none of them can move or teleport.
The actual stats portion of character building is a huge mess in DOS2 and contributes greatly to all of the problems I have with its game balance.
Abilities are broken down into Combat Abilities and Civil Abilities. Some of them are just completely useless wastes of code. Perseverance lets you regenerate 5% of your Physical or Magical Armor after recovering from CC. As noted earlier though, having your characters get CC’d and otherwise lose entire turns means your whole party will be dead. Retribution reflects 5% of the damage you take back to the attacker. Even if I had 1000 HP and 1000 Armor, that’s… 100 “free” damage. And a dead character.
There are ten Combat Abilities that govern the learning of Skills. For example, you need at least 1 point in Warfare to learn Battle Stomp. Putting that 1 point in Warfare also increases all Physical damage you deal by 5%. This can make for some awkward choices though, considering there are weapon-style Combat Abilities competing for the same points. Single-Handed increases damage and accuracy by 5% when using only a 1H weapon with an empty or shield-wearing offhand.
The important thing to know is most Combat Abilities scale poorly, or not at all. Each point you put into Necromancer increases Life Steal by 10%. That’s not useless, but it also doesn’t cause your Necromancy spells to hit harder – those generally scale by Intelligence, which has its own separate pool of points. Scoundrel increases your critical multiplier and how far you get move per AP. Each point placed in Polymorph grants you 1 free Attribute point to place wherever. The more elemental-sounding Abilities do increase the elemental damage from those spells, but it’s just 5% per point.
Oh, and have I mentioned that you can learn and use skills without investing any points at all, if you have equipment with those bonuses? It may be a waste if you end up replacing a critical piece of equipment later, but there’s nothing stopping you turning anyone into a Pyromancer just because they’re wearing pants with +2 Pyrokinetic.
The bottom line is that the whole design of the game is away from specialization.
At my level, my characters have 15 Ability points to play around with. I could give my warrior character 15 points in Warfare and call it a day. That would give me… 75% more physical damage dealt. Or I could have +65% damage and put one point in both Scoundrel and Polymorph, gaining access to Chloroform and Chicken Claw respectfully. Hell, that one point in Polymorph gives me a free Attribute point I could put in Strength, increasing my damage back up 5%. In which case, I may as well go to Polymorph 2 so I can memorized Medusa Head. Polymorph also has Tentacle Lash, which is real handy for dealing a pile of damage and disarming people at range. Know what else is real handy? Trading another 10% damage to put two points in Aerothurge so I can learn Teleport.
The only real scenario where specialization is encouraged is Summoning. Each point increasing your summons’ HP and damage by 10%, which is whatever, but at Summoning 10 your Summon Incarnate spell summons a real big, beefy minion instead of the normal imp. In all other scenarios, you’re basically just trading 5% damage for entire new ways to CC people.
That seems like a no-brainer choice (i.e. broken) to me.
All Together Now
As you can kinda tell by now, the battle system in DOS2 is broken, but it’s broken in a lot of different ways. If you nerfed the power of Chloroform and similar skills, it’s not entirely clear whether that would be enough to balance anything. Changing the way debuffs work would fundamentally alter combat, but I think people would still be encouraged to go wide on their skill sets. Fixing Ability scaling would probably result in the best change, as specialization nerfs CC in natural ways, e.g. you have less different methods in your back pocket.
At the same time, you don’t necessarily want to lose what makes this game an Original Sin title. Specifically, crazy scenarios with tons of enemies and vast fields of burning poison clouds and electrified blood and slippery ice. From this perspective, I… almost give the designers a pass. DOS2 is probably the closest I have ever felt to playing a digital D&D game, minus a DM who allowed us to overpower everything with spell combos. The whole thing is so out of control it feels like its was intentionally designed to be a sandbox experience.
Unfortunately, there are so many actually broken things and designer traps that remind me that, no, it’s far more likely the designers were just bad at their jobs. That all this chaos is fun is very much unintentional and just blind luck.
It was my mistake for taking Divinity: Original Sin 2 (DOS2) more seriously than the designers. Here I was getting all worked up about a useless crafting system that includes products worse than either of the ingredients, or a Skill system featuring dozens of pointless “gotcha!” choices.
As it turns out, the devs are just morons. Case in point: Thievery.
This is a Civil Skill you need to put points into in order to Lockpick and Pickpocket. At level 1, you can pickpocket up to 300g worth of goods. It then quickly scales out of control:
- 1: 2kg / 300gp
- 2: 4kg / 450gp
- 3: 6kg / 1100gp
- 4: 8kg / 2350gp
- 5: 10kg / 3800gp
- 6: 12kg / 6000gp
It actually scales up even higher than this (224k at level 14?!), but Thievery 6 is where I’m at currently with my gear bonuses. I’m in the first major town in Act 2, and most vendors have ~3500g on them, and selling multiple epics/Legendary items… which is its own thing, but nevermind. So, I purchase the expensive goods, then pickpocket 6000g back. The victim will try and find the thief for about two minutes, but that’s it. The only limitation on this mechanic is that you can only pickpocket a given NPC one time… per character. Respeccing is free though, so it’s no big deal to turn anyone into a master thief long enough to rob entire kingdoms blind.
There is so much wrong with this, that I don’t even know where to start.
So… I won’t. DOS2 is a very pretty game with an interesting combat system submerged in hot, sloppy garbage game design. I wouldn’t expect this level of disregard for balance from Early Access shovelware.
…I mean, do you understand? Crafting being weaksauce (on purpose?) is one thing; that simply means the game is balanced around loot drops. Vendors being able to sell you Epic/Legendaries is whatever, as that simply makes it necessary to collect all the things so you can save gold and buy them. Having a crazy-scaling Thievery skill though, with zero repercussions, that can succeed at any Sneak level by simply creating a smoke cloud, essentially means every single vendor in the game gives you entire dungeons’ worth of loot for nothing. And it’s not just vendors either – I saw a fisherman with 2900g just walking around, so I nabbed that too.
What was this game supposed to be balanced around? Anything?! “Just don’t pickpocket vendors.” Or maybe the professional (?) game designers could change the Pickpocket values to be a tiny bit more consistent or sane. Each step value varies wildly between 40-140%. Go up 300g each time, or increase it by 50% each time, or something. The latter would make level 6 Thievery worth 2278g per vendor, which is still probably game-breaking, but at least not to the same degree.
Know what’s really laughable? One time I stole 5000g from a random non-vendor NPC, but actually got caught. I was given a few dialog options on how to respond, including trying some Persuasion checks or attacking the NPC outright. Or… I could bribe them… with 151g. And, you know, keep the remaining 4849g I just stole from them. So I did.
I could… not do these things. That is a choice that I have. It is also a choice I shouldn’t have to make. I should not have to handicap myself to have fun playing a game. Nevermind the fact that the fun I have playing games usually comes from leveraging my whole mind against the systems in the game, and puzzling out a solution. Optimization is fun. When it’s this brain-dead easy, it’s less fun. When it’s clear that the designers can’t be bothered to care about balance at all, it’s even less fun still.
Everyone has their hang-ups. Maybe it’s cringy dialog, cliche plot, bad graphics, slow leveling, too many random battles, etc, etc etc. For me, it’s when there is evidence the developers stopped caring, didn’t bother to playtest, or never knew what the hell they wanted to do in the first place.
Divinity: Original Sin 2 (DOS2) has a terrible crafting system.
At first, I felt like this was okay. Crafting in the original game was often a bit overpowered, such that most of the time you were better off crafting upgrades than you were trying to loot them. This was a problem in Skyrim too, which I talked about back in 2012:
Short of the sandbox-esque nuclear option of destroying gear and/or permanent durability loss, I do not see a worthy payout for the costs of strong player crafting. I just completed a long questline to reconstruct a 1,000+ year old amulet whose power started a war and led to it being split into three parts and sealed away; the names of amulet keepers were to be forgotten under the pain of death. After finally reforging it, I held it in my hands and… oh, +30 to Health/Mana/Stamina? I created an amulet with +67 to Health and +40% extra Bow damage nearly 50 hours ago.
I am not sure any game has gotten the craft vs loot tension correct. If the best items come from looting, players are incentivized to kill things for loot and ignore crafting. If the best items are crafted, players craft them and don’t care about killing stuff. Sometimes you can make hard enemies drop exclusive crafting material instead of loot, but that’s just loot with extra steps.
The problem is when game designers decide to have a weak crafting system, then seed their game with thousands of random pieces of debris. There is shit everywhere in DOS2: flowers, mushrooms, plates, cups, parchment, individual keys that exist forever for some reason, nails, hammers, and so on and so forth. Well over 90% of it is completely useless, despite it being integral to some crafting recipe or another. The existence of these items and your ability to interact with them is an invitation to their collection. Which, ultimately, just serves to pad game time and make inventory management a chore. It’s all a designer trap, outside maybe 2-3 arrow/scroll recipes.
So why not just get rid of crafting, if it’s going to be nigh-useless? Well… what are they going to do with all these cups and silverware so meticulously seeded on every table? Seems as though if you want interactable widgets, you need a crafting system of some kind to justify it. We’re well past the Metal Gear Solid 2 days when breaking single wine bottles or watching ice melt was an innovation.
Just because it’s an RPG doesn’t mean you have to be able to pick up all the things. But you damn well better have a useful reason to pick stuff up, if you allow it. Which makes crafting required.
I have not had much time for gaming for the past week or so, much to my dismay, and the next few weeks aren’t looking either. And by “time for gaming” I mean uninterrupted time specifically. This uncertainty has changed my usual gaming M.O.
For example, I now float between a number of titles. Divinity: Original Sin 2 is a meaty title that I prefer to digest over time. It’s entirely possible to play it for 20 minutes or whatever, but you often lose the narrative in the process – it becomes much easier to start treating it as just another dungeon crawler than some kind of grand RPG.
Other times I will boot up ARK and collect resources until (in-game) nightfall and then get bored.
I have been actively trying not to play Oxygen Not Included, because while it is still engaging as hell, my base is hopelessly riddled with the equivalent of spaghetti code, and I get caught in priority loops that paralyze my planning. “I really need to get some plastic up and running. But that requires converting crude oil to petroleum. Maybe I could use that Iron Volcano to boil it? That means I need to prep the area to handle the 2000+ degree heat. Definitely need to solve the Polluted Water situation first though. Oh, and some Heavi-Watt Wire…”
This is not, strictly speaking, a very satisfying scenario. Each day, I am playing the game that I want to play in that moment and having fun. But it’s a shallow sort of fun. These sessions do not engage my mind, keeping me thinking at work about what I’m going to do when I get home. I very much prefer games that consume my life and take up residence in my mindspace. I need games that I look forward to playing, to the exclusion of all others.
And I have those games, technically. Just not the means (e.g. time) to satisfyingly play them.
Pebbles are small, but if one finds its way into your shoe and you can’t get it out, it can be enough to ruin your day. Or in this case, your gaming experience.
I started playing Divinity: Original Sin 2 (DOS2) recently, and it’s been fun thus far. There are a lot of interesting new design directions this time around, and I might talk about them in a different post. In this post though, we need to talk about a pebble: inventory management.
…actually, that might not be the root of the issue. This pebble has layers.
DOS2 and the series in general makes a big deal about the autonomy and uniqueness of each character. Characters have origin stories, personal quests, unique special abilities, and their own dialog options. Talk with one distraught woman as Ifan and she shouts “stay away from me you disgusting pig!” Talk with the same woman as Sebille, and you’ll hear her story. It’s immersive… to a point. It’s also awkward, considering you are a player controlling four unique beings, one of which is supposed to be the “main” character.
The awkwardness extends out into the game proper too. Some of the “Civil Abilities” you can put points into are Persuasion and Bartering. The former will let you overcome conversation checks, while also improving your discount with a vendor; the latter improves just the latter. That’s fine, right? It’s typical for CRPGs to essentially encourage specialization, such as you have someone really good at disarming traps, someone running interference for your wizards, and so on.
The problem is when the “main” character isn’t the one with the Persuasion skills. I had been playing for about 5 hours and wanted to offload some goods at a local vendor, only to realize that the person with the biggest discount wasn’t carrying any of the merchandise. And there was zero way to move items around except one at a time. That’s the pebble. There’s a “workaround” where you stash everything inside a backpack that you can then pass around, but that still involves manually moving one item at a time into the backpack. Why isn’t there a “move all items” option?
My characters are like level 3, and the difference between the “main” character I had been controlling and scooping up all the loot with and the guy with the highest discount is 2%. No big deal, yeah? Also, there is apparently a magic mirror in Act 2 or whatever that allows you to freely respec all your characters any number of times, so I’ll be able to solve this Persuasion situation to make my “main” character also be the primary seller.
Like I said, it’s a pebble, not some bottomless chasm.
…at the same time, this little pebble is drawing my attention to the fact I’m walking on a trail full of them. With sandals. I made Ifan a Summoner, who is apparently going to need to be the most Persuasive out of the bunch if I want to be using him to click on treasure chests and dead bodies. Or I could keep the Red Prince as the sell-bot since he’s already the best at it, but that would mean I’ll need to be using him to pick up stuff and talk to people. That would mean I’ll miss out on Ifan’s dialog options though, so I’ll need Ifan to be the sell-bot. But he’s a Summoner, not a warrior, so my carrying capacity is lower. I guess I could move crafting material around to compensate…
By the way, there’s another Civil Ability called Lucky Charm that gives you a chance of finding special loot in every container you check. Originally, this proc’d only if the character who had the skill checked the container. It’s since been patched to be party-wide, which is nice. Because that is otherwise insane. Which is what is kinda feels like for the rest of these abilities.
All of the above because I noticed a 2% discount between characters. But try walking for 80+ hours with a pebble in your shoe and tell me it doesn’t become a big deal over time. And make you question why you can’t just take off your shoe for a second and get it the hell out.