In the realm of role-playing games, a distinct combat mechanic often sparks debate and differing opinions. Today, we delve into the unique armor system of Divinity: Original Sin 2, a feature that has garnered both ardent supporters and vocal critics. While some of my colleagues have dismissed it as 'broken,' I aim to shed light on why this innovative approach stands out in the crowded RPG landscape and why its potential absence in future titles is a regrettable prospect.
The traditional RPG combat relies heavily on random chance, often manifested through dice rolls or percentage-based saving throws for crowd control effects. This conventional design, while familiar, can sometimes lead to unpredictable and frustrating encounters. Divinity: Original Sin 2, however, courageously veered away from this norm, introducing an armor system that fundamentally reshapes tactical engagements.
In Divinity: Original Sin 2, every character and enemy possesses two distinct armor bars: physical and magical. These serve as a protective layer over the core health bar. Physical armor mitigates damage from weapon-based attacks and physical abilities, while magical armor deflects spells and elemental effects. The crucial innovation lies in how crowd control abilities interact with these defenses. Unlike many RPGs where status effects might land based on a random chance, in D:OS2, such effects are guaranteed to land once the corresponding armor type has been completely depleted.
This design choice transforms combat into a strategic dance of attrition. Players are incentivized to focus damage of a specific type to strip an enemy's armor, thereby opening them up to powerful crowd control. For instance, a warrior's charge attack, typically used for damage and repositioning, becomes a guaranteed knockdown once an enemy's physical armor is gone. This ensures that every character, regardless of their primary role, contributes significantly to both damage output and battlefield control, fostering a highly aggressive and dynamic turn-based experience.
While some argue that this system can lead to party composition limitations, favoring either all-physical or all-elemental teams, this can also be viewed as a design choice that encourages specialized strategies. The game still offers immense build variety within these archetypes, allowing for diverse and viable character development. The author's personal experience with an all-physical party, comprising a dual-dagger rogue, a two-handed warrior, an archer, and a summoner, exemplifies the system's flexibility. Moreover, the anticipation of exploring an elemental party in a future playthrough, featuring a melee-focused battlemage, highlights the depth and replayability offered by this unique mechanic.
Ultimately, while Divinity: Original Sin 2's armor system may have its nuances, it represents a bold and refreshing departure from conventional RPG combat. It prioritizes strategic planning and coordinated attacks, offering a distinct and engaging experience that many, including myself, have come to appreciate. The potential for Larian Studios to evolve this inventive design further, or to create something equally groundbreaking, remains an exciting prospect for the future of RPGs.