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Krake
@Krake

LONG Dragon's Dogma 2 Sorcerer opinions below. I do not have Meteoron yet, so this is with the perspective of someone who has tried every other Sorc skill.


Kinda not happy with what they did to my favorite class. Seriously wondering if the dev team even got what Sorcerer gameplay was all about in DragDog. Mainly upset about the lack of access to holy, dark, and status effect spells. The 4 weapon skill limit majorly bums me out too.

Well, something I really like though: they nailed Levitate. It is SO fun to fly. I love seeing a place and being like "ohoho, you thought I couldn't make it? You see I can FLYYY!" flies over It's just fun. Flying up a sheer drop or across a broken bridge is so fun, peak video gaming.

More critically, quick cast (as is) was a big mistake. Yes magic is faster now, but they made each spell weaker to compensate. The fun of Sorcerer in the first game was juggling your positioning, timing, picking which spell to use, predicting the enemy, considering your team, and intelligently choosing what risks to take. The payoff was a killer show stopping blockbuster attack spell when you had an opening for one. Now Sorcerer's not that different from playing a slow Archer. Well, a slow Archer who stops to hold triangle every now and then.

The new spells are real misses too. Thundermine is incredibly weak, Hagol is weak, Decanter is straight up shit, Salamander is good but it just makes me miss Comestion. Like, I'm gonna be honest I would never pick any of these over Miasma. Not a single one. Prescient flare is the neutral magic kind of replacement to miasma in my mind, and it's both annoying to use and overtuned. Either you use it in a chill way and it's 50/50 if your char will even hit the monster part you targeted with it, or you use a long lasting multihit spell before it and the damage output eclipses everything else.

Oh I forgot Spellsave. With quick cast and only 4 slots I cannot afford to consider Spellsave for anything but incredibly boring Maelstrom cheese strats. Which sucks. If you got 8 slots, more options, and restrictions on quickcast it would be an AMAZING tool in the Sorcerer's arsenal. Speaking of, if they gave you more slots and spell options and only let you quick cast low~mid levels spells quick cast would be an awesome gameplay addition too!

There's also a lack of elemental options. Where tf did Gicel go? Where are my worthwhile holy and dark options? Is Maelstrom physical now? Seism is. How am I supposed to be a master of elemental attack magic when most of the elemental spells I actually use are just base Mage ones!? It removes a big element (ha) of choice when picking my skills. Why weigh some elements higher than others when I'll use neutral spells regardless of my foe? In DD1 I always had to consider carefully, based on what I was doing. I had to decide if I wanted more elemental coverage, or nicher option like Exequy, or if I wanted to double up on different spells of one element, say Comestion + Bolide.

The targetting changes are also a BIG problem. Before I could lock onto a body part or just manually target the ground and it made precision aiming so valuable, especially for magic like Gicel that you want to aim carefully. Wiggling the stick and hoping I get the right target before I finish casting just sucks.

I really hope as the game is updated they change some of these issues because DragDog Sorcerer gameplay is my favorite magic user gameplay of all time. It so perfectly nailed the class fantasy, and I do still like this game, but it's dissappointing that they did what mainstream sequels ALWAYS DO and streamlined the fuck out of a unique nuanced experience.

Anyways, still a great game, like all sequels it's a mix of improvements and declinations (I don't know the word for the opposite of improvement) and I'm having a blast regardless. I would like to end this long ass post in the immortal words of now deleted reddit user Furby_of_Death, which should resonate with all lovers of sorcery:

Grand Maelstrom to succ, Grand Seism to fucc


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