Dragon's Dogma

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I reached their location and decided to take a ladder up the building to look for loot, but apparently her "real form" was up there and I "solved a puzzle" and she disappeared without telling me what I needed to know, and the quest didn't update, and I had no way of talking to her even after resting for a few days seeing if she would respawn.
What kind of retarded shit is that? Did the devs seriously not think players would find her "real form" before being told? Do they think everyone needs hand holding so bad that they didn't even consider a player exploring things too early?
I fucking hate golems.
Golems still rape magic users then?
"well, it runs fine for me" while ignoring that what they consider "fine" is considered fucking trash by most standards.
pc-coverx.jpg
Or they'll go "it works on my PC" while having this shit. (pretend the case has top of the line specs). Noticed DD2's players are starting to drop, place your bets on how many people are left within a week.
 
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What kind of retarded shit is that? Did the devs seriously not think players would find her "real form" before being told? Do they think everyone needs hand holding so bad that they didn't even consider a player exploring things too early?
You aren't even told about a "real form" you meet them and they're ghostly but they act otherworldly, the thing I don't get is why the fuck does she disappear and why does she not tell me the shit she needs to tell me when I find the real form too? It's so fucking dumb

Golems still rape magic users then?
The closest thing I get to magic using is magick archer so I have no idea, I just hate climbing them because they ALWAYS have runes on their arms that hide when they aren't doing a ground smash, and it's impossible to hit them.
The stronger golem you can fight later on always has it on both arms, literally waiting over a minute for it to do a slam so I can hit the fucking rune, it's shit.
 
Yes, playing a sorc with a borrowed mage pawn in my party, shit took fucking ages waiting for my main pawn and borrowed theif to kill it.
Probably my least liked enemy, "let's make an enemy that completely invalidates a play style, actually, fuck it do it twice" with the Living Armor for physical fighters. High Exequy go brrrt...eventually.
 
Finished the game and started a NG+ run so here are some of my thoughts on the content (mostly spoilers).

Fuck the sphinx riddle where you have to remember where you picked up your first seeker token. I used the shop mod because I'm senile and I'm not spending time backtracking. If you're on PC and don't want the shop cheese, there's also a mod that just marks the spot where you picked up your first token (no this doesn't reset in NG+ haha...).

Armor and weapons are shit this time around. Everyone basically looks the same in the end game since later equipment is just better. Unless you're a coomer who is putting that string bikini outfit on your female pawn. I toss all hoes into th Brine.

Dragon AIDs is a pretty cool mechanic but it does make me paranoid about hiring pawns, especially as I get to higher levesl. They make it pretty obvious when a pawn is affected but if you're a retard who doesn't read and just ungas their way through the game, it might really fuck up your playthrough (unless you get the eternal wakestone from the Sphinx).

We actually have elves and dwarves this time around but they're also largely ignored. Dwarves don't even have their own home base like the elves do, even though the desert would've been a decent fit. Perhaps we'll get more in the DLC.

The entire intrigue plot with the Queen is completely forgotten up until post game in the Unmoored World. Even then it's just Sven confronting his mom.

Battahl has less than half the side quest content as Vermund. I don't even think it's a case of cut content. As a result, the entire region feels extremely shallow and undeveloped in comparison. The Beastren queen is completely irrelevant and you only very briefly talk to her in the post game while you're evacuating people. Even then, she's not involved and her guard is doing all the work.

Battahl is supposed to be prejudiced towards pawns but their queen is supposed to be trying to reform things. This could've been a good plot point but it's only ever brought up in NPC dialogue. It would've been neat if you could help her fight against pawn racism, or push her to become racist and restart the war with Vermund.

Speaking of Beastren, they never made one a major NPC, other than the mad Vermund king. Every storyline features humans. What's the point of even having furries?


NPCs' dialogue, other than a few important NPCs that have storylines, doesn't change in the Unmoored World. This creates some serious cognitive dissonance when the end of the world is coming and you have people saying shit like "if only every day could be this tranquil".

The Unmoored World is actually pretty cool. The fact that all the water is gone and now an entirely new level of the map can be explored is really neat and helps justifying backtracking to old places.

The true ending lacks the impact of DD1's. While you actually are able to end the cycle in this game, it does make the ending more bittersweet since your pawn just... vanishes along with you? It would've been more kino if they lived on like in DD1.

The dragon is really the end game boss this time around rather than the Senechal. The lore is slightly different in that apparently the dragon is a literal manifestation of oblivion, given a purpose. It just lacks the punch that facing the Senechal had since the final sequence is just you slowly crawling around the dragon's body.

Apparently the potential DLC might have to do with the moon? Would be interesting to see what more they can do with the lore since things seem pretty set in stone this time around.
 
Just finished the game and I genuinely liked it, but my lasting opinion will really depend on how they will handle game updates and potential DLC (if there are any planned at all). I toughed through optimization issues, but they weren't all that bad for me. At least not bad enough to make the game unplayable. I had weirdness and FPS drops in the cities and when I shuffled menus around while also in the cities. I think I had the game freeze due to memory issues like three times because of menus again. Had crashes only when I were messing with settings again, but never after. What's important is that it was smooth and without any problems during fights. Bad port, but I think devs got the message by now. My only real problem with the game is how awful the aiming system is for anything ranged. Mages/sorcs have this lock on system which doesn't let you shuffle through targets you lock onto like how most games let you. Archers are also horrible with a controller. I hadn't tried melee yet, but people say it's better.

I'll probably have better thoughts later on this, since I also wanted to look through DD Online for a few things to see if it affected DD2's direction in any way. What I'm now curious is how much they cut from this game.

Perhaps we'll get more in the DLC.
Were there any news or anything on this or people are just hoping for one? I for one hope it won't be DA2.

Also
The story for me really picked up only by the end of the game. It REALLY feels like they wrote the ending first and latched the build up to it. So I guess not too different from DD1?
 
So the SEKRUT vocation is shit by the way. Instead of either the weapon switch being an innate class skill (meaning your weakness in using this vocation is that you can't dodge/cast faster/ CC bolt/ etc), but is instead a weapon skill.


Oh also all your weapons share the same hotbar.
Also you're weaker than usual.But it's fine, since apparently there's a hardcap on your stats now (your base stats turn yellow and you never get more from it iirc it's like 350 or some shit?

So: Not only do you have LESS buttons for skills, there's also even less than that in endgame where you're expected to have multiple weapons. Meaning it expects you to just use base attacks. In an action rpg game. Swell.
 
The best way for a magic build to fight a golem is to de-equip your weapon, grapple on and punch it. It does respectable damage, a lot more than your magic attacks could do. That's how I've fought every golem I've come across (a little trick I 'membered from DD1).
 
The best way to fight a golem as a sorcerer is maelstorm or seism. Both do physical damage. If you're a mage then just shield up and haste your pawns to kill this thing. I had my fighter pawn reliably kill the thing when I leveled my mage. But as a sorc golems are just a complete joke. You can even kill it with meteors if you want it, although I found maelstorm far more viable.

Actually this makes me want to make a lil rant review for spells so far. I started as a mage which I got to max rank and started playing sorcerer. Both mage and sorcerer are great, but do different roles and have different gameplay. Mage seems to be intended for closer fights and the really powerful shield ability they get reaffirms it. Early game of flamethrower + shield was actually really fun. Fire damage in general sadly really falls off later and picks up suddenly only at the end of the game. Haste is also really interesting, but in the end just a good support skill. I tried to use it more aggressively for myself where I tried buff myself and then spam spells with quickcast, but doesn't pay off as much as having just another spell. The fugger spell or whatever it's called is also great. If you have a ring that increases knocking then it reliably sends shit flying or staggers bigger enemies. It also creates a trampoline for you to use if you want to reach something. Levin is amazing for both sorcerers and mages. A really reliable spell that you can strike most shit with and there aren't a lot of things resistant to lightning. Only enemies that I encountered which are completely resistant are at the very end and are very few in number. You will also be encountering tons of hobgoblins which are weak to lightning. Also a very reliable spell with harpies and everything small and flying. Spellhold seems like a waste of a slot for a mage, but sorcs can use it sometimes. The big light orb spell didn't seem all that impressive since it barely damaged skeletons and zombies I casted it at. Heard it's good vs wight,s but you meet those extemely rarely.

Sorcs have a good arsenal of spells too and they some of offensive mage spells as well. You probably want at least one mage spell since they are faster to cast. Salamander can dish out a lot of damage, but a lot of things you'd love to use it on are resistant to fire or have strong defenses against it later in the game. Hagol is a great frost spell. It can reliably freeze some bosses, especially if you have an aug for debuffs. It doesn't work as great against harpies as one would think since its like a small whirlwind. Hagol doesn't stagger, but it reliably slows. A good combo is Hagol followed by Levin for a good trap. Can also do a salamander if you have the ring to increase your casting speed, but Levin is just far more reliable. Thundermines I genuinely never used since it felt redunant to have two shock spells, seeing how levin barely left my sorcerer. Seism is genuinely good. Physical damage that can stagger and fuck up golems. I ended up using it instead of Frigor since the two sort of serve similar roles of staggering enemies and I already had a frost spell in form of Hagol. Seism is also an 'oh fuck I don't have the element for this fight" type of a spell. Sorc also gets two really good unlockable spells. Maelstrom and Meteors. Meteors I started with out of pure entertainment value, but had to unfortunately replace those with Maelstrom. Meteors can straight up merc a gryphon that just landed, I even had a time when I one shotted one of them. Meteors sadly have two big problems is that sometimes not all meteors can hit and some just completely miss or meteors are obscured by something. It can be a random cliff or the fact that you are inside a cave. For a fight you're planning? Sure. Grab spellhold, cast meteors, galvanize quickly (or use a consumable) then cast meteors again with a spellhold. But for roaming and exploring those can sometimes begin collecting dust. Maelstrom works everywhere and always hits its target. Maelstorm also has a slightly shorter casting time. It is also physical damage and clears groups of enemies real quick.

I skipped a lot of other spells, but it's mostly because I just don't use them. Lot of them are situational or are outperformed by spells I mentioned. Silence is good vs wight bosses, but you can just grab a few of tomes for those encounters. Usually it's easier to kill a caster using Levin. As a mage you will have already too many support spells to take in silence and sorcerer has a lot of other shit to do.
 
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So for sorc you want thundermine for close range things, hagol for far range things, augural flare, then an extra slot for anything/weapon change for warfarer. Also who had the bright idea to have the spells PEOPLE WANT not be affected by quickspell

What you do is quickspell either thundermine or hagol/both if an enemy is weak to either or staggered. Then use flare, then spam basic attack.
Compare this to Dark Arisen's Sooper Bolide spam. Or hell, compare it to spin2win strider. Or even infinite bomb arrow ranger.

For mage, that's a pawns job. Unless you like buffing constantly, which is weird. Turn it into a frontline tank because Crapcom doesn't know how to build a good arpg and somehow tripped on DMC/Dragon's Dogma 1 apparently.

Seriously, DD1 fucking had combos and fuckloads of skills and somehow knew that defending/aiming should be the same button as choosing skills, this is such a fucking step down.

*Also am I getting the plot right? The Rivage Elder is our pawn in DD1 or is speaking about or pawn from then? Cuz if so the fucker made a FUCKING mecha statue what the fuck????
 
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Everyone basically looks the same in the end game since later equipment is just better. Unless you're a coomer who is putting that string bikini outfit on your female pawn.
So endgame is just like it was in DD1/DA, except now we don't have multiple layers and pieces for the upper and lower body. And this was supposed to help prevent everyone looking the same, apparently, based on an interview snippet someone posted talking about the simplified armor system. :story:

Now you actually have less possible sets since you can't mix and match the 2 clothes and 4 separate armor slots. I said before, the armor system is probably the biggest thorn to me about the game so far. The only spot I personally feel is completely worse all around with zero benefits.

Synthetic man got blacked by his kang friend and fucked in the ass. Brant is gonna be the new Fournival calling it now.
Let's hope there's no surprise Symones this time
 
So endgame is just like it was in DD1/DA, except now we don't have multiple layers and pieces for the upper and lower body. And this was supposed to help prevent everyone looking the same, apparently, based on an interview snippet someone posted talking about the simplified armor system. :story:

Now you actually have less possible sets since you can't mix and match the 2 clothes and 4 separate armor slots. I said before, the armor system is probably the biggest thorn to me about the game so far. The only spot I personally feel is completely worse all around with zero benefits.
From what I've seen its even worse. Gear doesn't seem to have as much elemental/ailment resistance as the first game, and in the first game even low level gear when fully upgraded could have good resistance. So you could trade of armor for resistance or switch out your clothing depending on what you were going to fight.

It really looks like this game took one step forward and 2 steps back, it feels like Dragons Dogma 0.85 instead of Dragons Dogma 2. There less of so many things in this game its not even funny.
-less gear slots, less player choice is never a good thing
-less quantity and variety of items to loot, things like the tiered health potions are gone entirely, as well as many consumables. less useful items like stones and skulls are gone.
-no throwing items, no flasks, very few poison/oil jars to throw at enemies
-no notice boards so you have to talk to people to get quests, as a result there arent anywhere near as many quests, even simple kill/collect zyx would be welcome just for the money and exp
-Fewer big monsters, and new big monsters like the medusa and the headless horseman might as well be unique 1 time bosses
- chests don't respawn, making backtracking less worthwhile(I miss rerunning old dungeons)
-A lack of long sprawling dungeons, theres plenty of little caves, but I have yet to come across any dungeons like the water temple, mountain cave, or abandoned mine
-very few destroyable barrels and crates, destroying them yields less items, and there are very few items just laying about in the world, I don't think these items respawn either
-very few destroyable things in the environment, this combined with the above statement makes finding camps and abandoned buildings less rewarding both in monetary gain and fun ungabunga me smash
-storage has a limit of 1000 unique items, and you can't store more than 99 of any item, a weird decision to make that punishes players that hold on to loot instead of selling it
- upgrading gear doesn't feel as impactful as the first game (that might just be me)
-The reduction of usable skills from 6 to 4 is felt by most classes, even if some of the must have skills have been made into core skills
-The lack of variety in small monsters is really felt with how common they are on the roads
-It feels like alot of the little things that made to first game so fun are missing in this one

tl;dr if you haven't played to first game then do it, and don't pick up this one until they release a bitterblack isle style expansion.
 
Now you actually have less possible sets since you can't mix and match the 2 clothes and 4 separate armor slots. I said before, the armor system is probably the biggest thorn to me about the game so far. The only spot I personally feel is completely worse all around with zero benefits.
I'm pissed about the fucking button layouts ESPECIIALLY since Capcom apparently figured out charging spells/bolts/knockingback arrows WHILE holding the bumper buttons could've worked.
Like imagine if we had LB and RB for skills still. Then had two weapons per classs a primary/secondary. Also to improve on DD1 a "class skill" for each one using LB+RB.

So like:
Base Vocations
Strider, Fighter, Mage (Rod/Censer, since it's a cleric by any other name)
Advance Vocations: "Magick Archer"('Magick Bow'/Alchemical Gauntlet, since elves duh), Warrior(2h/Unarmed - I want unarmed scaling goddamit), and Sorceror (Arcane Gauntlet/Summoning Orb)
Hybrid Vocations: Mystick Knight (Staffspear/shieldward - shieldwards have lower 'block' but higher parry windows than shield), Engineer for dwarves and the strider/fighter hybrid, and ACTUAL magick archer with some sort of subweapon similar to thee adv strider one.

Then just let warfarer choose ANY primary/secondary at any point and then have a weapon set switch as it's LB+RB ezpz.
 
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