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Tinkering with the DS2 demo
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dteowner
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Joined: 21 Mar 2002
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Tinkering with the DS2 demo
   

Wow, not our most helpful forum, eh?

Anyway, I've been goofing around with the demo trying to decide whether to plunk down some money. The game is looking decent so far, but I'm a little curious about character builds.

Seems to me that the game favors a melee approach, but I've been noticing that a ranged character might be able to do some damage using the longest sight lines. I've never been much for magic, so a combat mage is pretty much out for me, although I'll probably try to pick up a little nature magic for healing. My current demo party is my half-giant tank and that dingbat elf with ranged and nature skills. Seems to be going well enough so far, but I do wonder how the game would play out switching the roles--hiring a tank and keeping the range and healing for myself.

What say ye, folks?
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Post Mon Dec 26, 2005 4:08 pm
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Val
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Joined: 18 Feb 2002
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Well, if DS2 is anything like the original, then you'll find far better spells later in the game. If magic isn't your thing, then you can probably just go as melee with a little nature magic for healing, but it is useful to have a combat mage and nature mage around. In the original, I gave all of my characters the Healing Hands spell, so if I ran out of potions, I could just switch a few characters to that spell and continue.
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Post Mon Dec 26, 2005 6:01 pm
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Wulf
The Shepherd
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Joined: 20 Sep 2003
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Location: North/West.England
   

I've got to agree with Vals strategy,

Better spells come later, i split role's with the nature mage and was glad i did.
Towards the end of the game when the 'heat is on' the nature mage kept me (a high statted knight) alive (only just!) against the dark wizards. But you also learn more of what you could have been about mid-way, was tempted to switch to an assassin with the twin blade set, but then would have been better knowing this sooner.
The nature mage with good spells can hold out very strongly against the dark wizards, yet the combat mage however strong and powerful (can really dish out some damage) and is a great attribute to the group, is all to often seen as the weak link and is the main attraction target to vile creatures - Valdis will be very attracted to the combat mage!
It was having the nature mage less specialised but with equal combat/magic skills (sword and shield) that helped me through, changing often to suit the foe, the definate 'must' being autocast of strong healing type spells.
The least specialised the group member, the less abled within that class, a well balanced group is surely the answer.

(dte, more info's in a PM)
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Post Mon Dec 26, 2005 8:29 pm
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dteowner
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I've read in a couple different places that the demo lacks a certain something that makes the actual game more fun. Anyone able to expand on this?

I tried a ranged character but didn't like it as much as I anticipated, so I'm back to a tank.
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Post Sun Jan 01, 2006 5:18 pm
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dteowner
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quote:
Originally posted by dteowner
I've read in a couple different places that the demo lacks a certain something that makes the actual game more fun. Anyone able to expand on this?
Still curious about this, if anyone has an idea.

I finished the demo at 4am. Been a long time since I've stayed up that late gaming, which I figure is a good sign. I ended up splitting my tank up a bit, giving him a fair bit of combat magic. Based on the results, I might swallow hard and attempt a combat magic character. One of the game designers mentioned running the game with a nature mage and a mule. That has a certain amount of appeal to it, but I don't know that I'll be able to stay alive with that weak of a crew.
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Post Tue Jan 03, 2006 1:34 am
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Wulf
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Joined: 20 Sep 2003
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Location: North/West.England
   

Didn't try the demo so can't comment, but as i see it most demo's are offered as "tasters" with many final game release function ommissions (for obvious reasons) yet still containing enough goodies to whet the appetite.
...................
Although pack-mules seem to stay just beyond the combat zone (to stay alive) they don't indulge in combat, to logically advance past this and have an alternative, a kind of "pack mule that bites" the game makes several kinds of "pets" available with some great specific attributes. The "dire wolf" quest is the first in-game introduction to pets, the better type pets costing more.

The different combinations of party members - pets - summoned creatures is very variable and is the great unkown element for a 'newbie' to the game and experimenting is the way forward.

(see some info on party set-up's) http://www.gaspowered.com/ds2/parties.php?&skipLoad=1

Yet - making the specific choices and sticking with them from start to finish pays dividends, diverting in mid-game dilutes the maximum qualities and amazing effects that otherwise would be achieved.

The most subtle attribute i found was in the speed of the combat weapons, i swapped from "faster attack speed" types to slower two-handed types - and while the power difference was awesome the approach to oncoming enemies was weird, the main tank hero would often "slowly" engage a faster opponent in the position of where the opponent had been but had moved on!

So it becomes obvious that playing the game for a second time puts the player in a more avantageous position. Ensure you keep a saved-game at the final scenario as this can then be used to begin another game at the second stage new game....there's even a third level........awesome speed and effects.

This game interface is smooth and fluid and although this is a hack-and-slash game as such, there are some noticed classic rpg type elements introduced (following on from DS1) - i would love to see interface this used in a true classic rpg type game.
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Post Tue Jan 03, 2006 12:10 pm
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