Divinity: Original Sin 2 Game Ideas

Welcome to our Kickstarter Suggestion Page! This is a space where you, and other fans, can come together to help us provide the Kickstarter Campaign that you want.

We’re collecting your ideas for Divinity: Original Sin 2.

For ideas about Kickstarter Pledge Rewards please refer to this forum:
https://larian.uservoice.com/forums/313815-kickstarter-pledge-rewards

This is a community project, so please remember to discuss other people’s ideas, and vote for the ones you like!

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How can we improve Divinity: Original Sin 2?

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  1. Feedback from a lone wolf player

    First of all, this game is already awesome. That being said :
    - My friend and i didn't want to pick up any companions and while we managed to complete the alpha version of the game, we believe that a little bit of rebalance on stuns in the game would be appropriate or at least at the begining of the game. And could you add some easy fights on the beach before crocodiles and frogs it can help when you are close to reach the level up.
    - Maybe we missed something ( we are french ) but the way…

    1 vote
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      1 comment  ·  Admin →
    • Visualize "dice rolls"/background mechanics

      Chance to apply effects or miss, and other calculated and somewhat hidden mechanics would be much more satisfying if they were transparent to the user. If you visualize what is happening for the calculations is easy to accept that spell didn't stun or that point blank attack missed.

      I'd suggest something similar to Pokemon Duel, where an easy to see and understand "spinner" that shows the proportional split of chances. You can easily understand that there is a small chance to miss, but it landed there.

      This could be extended easily for more complicated systems with saving throws, showing separate…

      1 vote
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      • Staying in character RP/Cutting into conversations.

        I don't know to much of what you are planning to introduce later on or not, and I don't really mind there not being Lone Wolfs (though it is cool). That being said, I would really like it if there was a way to play the "Strong, Silent 'keeping to himself/herself" type and still get partymember/without having to break character to progress. Atleast to me, this games RPG elements are very important, I like to play within Character, but if I have to show alot of affection through words or dig for information alot, I feel like I break the…

        1 vote
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        • Give us back Lone Wolves

          I have spent over a thousand hours playing the Original game and Ive had by far the most fun playing co-op with dual Lone Wolves. It was amazingly fun trying to figure out some hybrid builds, and in General playing Co-op controlling just 1 avatar character each. I never could connect with any companions and in general feel like I have stranger in my party when I try. The new perk sorta allows you to do it, but without the added ability points and action points it feels very weak and not worth it. Worse yet, Its not even available…

          5 votes
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            1 comment  ·  Admin →
          • Crafting and selling items from bags suggestion

            Not sure if this has changed in DOS2 but in EE I always ran into the issue of not being able to sell gear easily when using bags to organise and segment my inventory.

            I kept all crafting objects in one bag and the problem I ran into was say I wanted to craft a superior axe, I would turn a steel bar into an axe and this axe would then be placed in the bag once created. When I go to sell said axe, it is stuck inside the bag and I only have the option to sell the…

            3 votes
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            • Is it possible to get less puzzles? choose an adventure mode?

              Is it possible to get less puzzles than i the first Divinity. Maybe to choose adventuremode in start?

              1 vote
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              • Make skill school independent from attributes

                I loved the first D:OS and, most importantly, the freedom of choosing your characters skills. I did not like however, the fact that skill trees were dependent on your attribute. Since leveling was so scarce, you could only really level up two main attributes. That really limits someone who say, want to make a man at arms and scoundrel hybrid because the attribute he doesn't level makes its corresponding skills weaker. Therefore, I propose to allow a greater freedom of customization, that you make the skill strength dependent solely on the level of the skill school. The attributes would then…

                1 vote
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                • Dialogue Reading Progress for Co-Op

                  Since it's hard to tell where each player is at in reading along with dialogue text in Co-op, would it be possible to add a little "ready to go to the next block of text" option in the UI? That way whoever initated the dialogue could tell if all attending players have read it.

                  This was taken care of neatly in DOS:EE due to the narration, but with DOS2 it'll be harder to tell who in the party has finished reading. You could maybe even make it a shortcut key that a player can press when they're okay to proceed.

                  3 votes
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                  • start new difficulty with same character

                    it would be rly cool if you can explore a harder difficulty after youve finished tactical mode. BUT! you shouldnt start new. You should play the same characters with the lvl and items from the last campagne. That requires ofc a higher max lvl, and the npcs have to be (idk maybe 30) lvl higher too.
                    a big pro is that there will be a bigger playerbase because everybody keeps playing much longer.
                    ----> less empty pvp lobbys
                    ----> less empty coop lobbys
                    ----> more ppl who may buy some upcoming dlcs

                    4 votes
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                    • More Versions Of Scythes Please

                      scythes in dos 1 were too rare

                      3 votes
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                      • Regarding the Memory attribute and it's shortcomings

                        As the title says, my comment is directed towards the Memory attribute. Speaking in my name, it seems very limiting when it comes to gameplay. Don't know if leveling up happens more frequent compared to the last game to compensate for this inconvinience, but it's still a problem as I see it. I know that the game is probably tailored with it in mind, but hear me out.

                        The entire combat system is about finding multiple different combinations of abilities that are better suited for a certain encounter. I fear that limiting the number of abilities you can use by…

                        1 vote
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                        • Deep dungeon : an end game dungeon randomly generated

                          the reward will be somme weapon but the main reward are ability : exemple : on floor 10 you unlock the ability to lvl up from 30 to 35.... and on the deepest part some vicious monster/boss

                          7 votes
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                          • All clothing should be craftable with equal or better than those found.

                            In the original game not all items of clothing could be created or enhanced. At the end of the game no matter the skills you could never create better item than those found / purchased.

                            Examples:
                            - Footwear could not have magical properties.
                            - Create rings was useless very into the game, could only be created with low characteristics.
                            - Some magical convinations only worked with some clothes.

                            Please give us better options and more creativity.

                            5 votes
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                            • The ability to craft barrels in the environment so I can name myself The Barrel Breaker.

                              I want to be able to craft environmental barrels. Name my character The Barrel Breaker. And lay waste to my enemies with barrels. I'm totally serious.

                              If it helps. You can change the context to crafting environmental hazards.

                              4 votes
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                                1 comment  ·  Admin →
                              • New Food balance vs Potions

                                Food crafting is a great idea, but at the middle of the original game was no useful, or you directly buy it or use only potions.

                                We will like that the food balance with potions is more related, food must matter more.

                                3 votes
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                                • Set join Player limit

                                  Obviously it shouldn't be a big number, but why wouldn't you want players play as a follower/henchman?

                                  Also you should be able to join as a observer of the game, and if you are able to join (to play) you get a message promt.

                                  Could be useful for streamers.

                                  2 votes
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                                  • Temperature scales and more temperature variations

                                    Of course a desert is hot and a tundra is cold, but what about locations in between? There should be a more extensive variation of weather and the average temperature.

                                    Temperature scales, like an Icon, displayed around the minimap would also be a neat Feature to see the Variation of temperature caused by weather or even spells.

                                    3 votes
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                                      1 comment  ·  Admin →
                                    • Increase maximun level

                                      Just what it says, i would like that the last level was 30 or just a few more, giving more posibilitys to the game in fact

                                      8 votes
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                                        1 comment  ·  Admin →
                                      • Option to speed up / slow down the game via hotkey

                                        For the long walks from point A to B, outside of combat.

                                        In battle versus many opponents, which have a really slow animation, like undead for instance, press the key and speed up the pace of combat.

                                        2 votes
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                                        • Position Uncertainty(Activated Spell)

                                          Position Uncertainty( Activated Spell ): This beneficial spell can be cast on anyone. When this spell connects with a target, the target's location becomes uncertain. As a result, nine identical images of the recipient appear. Any action performed on either of the images has a 10% ( 100% / iImages; iImages = 10 ) chance to connect.

                                          The spell's effect lasts until a given number of turns, or until the recipient of the spell performs any actions. When the effect ends, all but one of the images disappear. The remaining image is the recipient's new certain position, which may not…

                                          1 vote
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                                          Divinity: Original Sin 2 Game Ideas

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