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!

Each Reward suggestion will be marked with a status:

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MOVED – Moved to another forum. Example: “Reward Ideas” → “Game Ideas”

WILL DO – This is a great suggestion, and we’re working to implement it (Voting is now closed on this idea)
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For more information on Divinity Original Sin 2, see Larian.com and follow our Facebook/Twitter channels.

How can we improve Divinity: Original Sin 2?

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  1. make the combat much harder

    the hard level of original was not hard enough.... can there be an even harder level?

    4 votes
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      1 comment  ·  Admin →
    • Make stealing have more consequences

      I found that in the original game it was too easy to steal. You could sell the items you stole back to the owner without any consequences. Most of the things you stole didn't require any sneaking involved and it seemed like you could make all the movement (Noise) you want and not draw any attention.

      I think it could be a good idea to make it so that selling stolen goods back to its owner gets you into trouble. A nice additional change could be that without a certain sneaking level, moving around too much will cause the "owner"…

      6 votes
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      • Void Grenade Idea (pulls nearby enemies toward it)

        A push/pull system is already coming in, how bout adding a grenade that does it as well?

        Grenade effect: Pulls all characters in blast radius toward the point of explosion/implosion.

        14 votes
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        • Weapon Variety! Those who like warrior classes have the ability to pick from all these exotic weapons.

          During my first play through of Divinity Original Sin I focused my character as a two handed warrior. I wanted nothing more than to fight a big Warhammer and go swining! I think having more weapon types would give flare to melee classes. Casters have lots of vancy spells, why not expand the warriors choice from sword to various types of swords, Hammers, polearms, exotic weapons..ect!

          16 votes
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          • Undumbing Down! Go against the trend set by the big studios of dumbing down RPGs to appease casual players.

            Do a complete 180 on this trend and instead of streamlining, add complexity. Add 10 more specialization (or maybe epic specialization a la DnD advanced classes), more skills/spells in each class and more tiers, more complex stat building, more equipped items, more everything then thumb your nose at the big guys.

            8 votes
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              1 comment  ·  Admin →
            • Make money matter

              In most RPGs that contain money, that money very quickly becomes irrelevant because it's easy to obtain so much that you can simply buy everything you want.

              I would propose that the selling of items have a pretty unfavorable price compared to the cost of buying items and that particularly useful items be very expensive to obtain.

              Or you could offer the purchase certain gaming elements at a high price. For example, in Dragon Age: Inquisition, you could spend a considerable amount of money purchasing influence points. Or in games like Risen, money is actually required to learn core skills.

              8 votes
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              • Allow multiple selection in inventory // Renaming of containers

                Allow to select several items from the inventory and move them together to another character or to a box/pack..
                Allow to rename containers (backpacks and chests) and possibly change their colour.

                (I decided to change companions... the one I replaced was my crafter, I had to spend half an hour moving junk... I now use multiple backpacks per character, but constantly need to open them to check which backpack I selected, which is a waste of time and can be annoying)

                17 votes
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                  1 comment  ·  Admin →
                • Don't allow characters to be re-spec'd

                  I like RPGs that have a well thought-out leveling skill that requires thought and care on behalf of the player to use. I like having the tension of trying to decide what to do when I level up but it seems to take away some of that tension if I know I can just change my mind later and re-allocate all of my points.

                  I actually appreciate dealing with the consequences of bad choices or of a high learning curve. It also increase the replay-ability of a game as I know I can do better next time.

                  3 votes
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                  • Please change the Trait mechanic

                    Please change how Traits will work in DOS2.

                    I really liked how certain conversation or behaviour options turned you "heartless", "vindictive", or "altruistic".

                    What I disliked to no end, is the game immersion breaking need to save before conversations and then reloading if you got a trait bonus that you really didn't want, especially with 2 different characters - and on top of that then actually doing in game what you want to do in the first place while both characters get different bonuses.

                    (It only got better in late game, if you had enough points on a specific trait…

                    10 votes
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                      1 comment  ·  Admin →
                    • Additional Kickstarter funded Stretch Goal

                      Tons of people are keen to see additional stretch goals in game, and would be willing to use their wallet to make it happen!

                      Why not try for an additional stretch goal that is community/Kickstarter funded?

                      Would be an added incentive for the late comers :D

                      1 vote
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                      • Choice of fixed map orientation

                        In all the footage seen so far, the map has been rotating as the player(s) move about. Could be also please have a fixed (oriented North?) option for those of us who find a constantly spinning map confusing.

                        112 votes
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                        • Hidden powerful Bosses!

                          In D:OS i missed them very much! I think the game would much profit by adding very powerful !HIDDEN! bosses who are really a pain in the ass to fight. They should protect some good items or even information about...(your ideas here). The Items you'll get should not be overpowered, just a little bit better than the stuff you can find in the game and maybe with cool effects. Have you ever played Darksouls II and fought against the Dragon? Then you'll know what I'm talkin' about. ;-)

                          91 votes
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                          • Weak electric shock status

                            like warm -> burning

                            weak electric shock status -> shocked status(stun)

                            with weak electric shock, your attack success chance will be lower, because your nerve control is disturbed by shocked status.

                            10 votes
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                            • Easy to Obtain Dyes

                              In the original Divinity Original Sin, dyes were so hard to obtain that you usually ended up never using them... even in the early game of "Impossibly ugly armor" where dyes would have been a saving grace.

                              I would prefer Dyes be easier to obtain either by
                              a) Making Dyes of many color easy to buy
                              b) Making Dyes easier to craft
                              c) Making "Dye" one item and when used it should just let you chose a color

                              or any combination of the above or other solutions.

                              If you want "rare dyes" then have them either be "Metal Dyes" that…

                              10 votes
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                                1 comment  ·  Admin →
                              • Improved character customization

                                It would be nice that you could choose a full spectrum of skin color for all races. Also able to change facial and body features. You should be able to recreate yourself in the game.

                                80 votes
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                                • Little tweaks to make the world feel more alive

                                  TL;DR:
                                  -Random people stopping you in the street to comment on something
                                  -Enemies have some degree of concern for their lives
                                  -Enemies don't just sit around staring at each others awkwardly
                                  -Enemies may try to get the drop on you
                                  -Stuff that should reappear, reappears, even if only once or twice

                                  If DOS 2 wants to feel as close as possible as a tabletop experience, it would be a shame if everything looked static, aimless without the player's interaction. Here's a couple of relatively easy-to-implement tweaks that would improve the game's feel:

                                  -Random people may stop you in the street,…

                                  5 votes
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                                    1 comment  ·  Admin →
                                  • Monster Compendium

                                    Give us a Monster Compendium like in "The Witcher". You'll find Books around the world give you information about, (or maybe NPC's will tell you), different strengths and weaknesses of the Monsters. Also the books can give us a beautiful background story where the Monsters come from and why they're here.

                                    54 votes
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                                    • Quick Swap Talent (AKA: Making Hybrids slightly more viable)

                                      So even Divinity: Original Sin doesn't exactly handle hybrid classes too well... and even among the hybrids they almost always Physical + Magical.

                                      Yet builds that combine Man-at-arms and Ranger don't mesh almost at all and Scoundrel and Ranger work "ok" together.

                                      This Talent when you take it allows you to swap weapons without a AP cost either at the start of your turn, or only once at any part of your turn.

                                      It could have a obvious requirement of having two (non-magical) disciplines at level 2.

                                      Yet even this talent, on its own, doesn't exactly "fix" this issue but…

                                      5 votes
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                                      • Please not just monster encounters in the wild

                                        Maybe it's already on the plate of Larian designers, but just in case.

                                        Please add more variety to encounters and not just hostile encounters.
                                        If a game world should feel alive there should be more to just running into hostile creatures.

                                        The main problem I have with most encounters in RPG in the wilderness games are:

                                        - enemies fight almost always to the bitter end.

                                        Most intelligent beings tend to run or beg for mercy when the tide turns against them until they have good reason to belive the players don't spare them thanks to a bad reputation.
                                        An ememy…

                                        51 votes
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                                        • Traits : Clearer system

                                          As we are playing to D:OS EE, we feel that the traits system is a little messy. There's no clear idea of what's gonna change during interaction, and how, and even when.

                                          The big idea would be to put an information of how a trait is gonna change during an interaction.

                                          The second issue is the "number" of traits and how little they change over a game. I went through a complete gameplay having only one or two point for a specific trait. So either reduce the number of traits or rationalize them all together.

                                          4 votes
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                                          Divinity: Original Sin 2 Game Ideas

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