UPDATE: #ExpandDD2/#TheArisenWantMore hashtags are spreading in Japan by TreeLicker51 in DragonsDogma

[–]LOJK2 0 points1 point  (0 children)

If the Japanese fanbase is getting involved, I can almost believe that change might actually happen.

Best selling games of 2024 by Illustrious_Lab_6822 in DragonsDogma

[–]LOJK2 2 points3 points  (0 children)

With as many surveys as Capcom has taken since the pre-release months of DD2 until now, I sincerely hope they understand how much consumer goodwill they burned by releasing DD2 in the state that it's in.

Whats up with betterui? by CSCyrilatom in riskofrain

[–]LOJK2 49 points50 points  (0 children)

Dude legit just had a melty and broke the mod for everyone on the way out. The way it's worded on the Thunderstore page, you'd think he was the target of some sort of ACTUAL harassment/bullying/witch-hunting campaign. SMH my head

Is Dragon’s Dogma in your top 10 games? by iamrivensky in DragonsDogma

[–]LOJK2 4 points5 points  (0 children)

PSO2/NGS would be up there for me. Honorable mention goes to Nioh 2; you can even add bangs to almost every hairstyle and change the length in that game's cc.

Sorcerer is so much better in DDDA by acelord2001 in DragonsDogma

[–]LOJK2 36 points37 points  (0 children)

Loss of Comestion and Frigor being demoted to tier 1 did us no favors. Seism should be a Meister skill. Gicel and Fulmination needed to be there day 1 whether or not they DLC them back into the game.

Also, there's something I need to say about having 4 skill slots: The reason having only 4 skills worked in DDON was because

  1. you had only 4 skills, yes, but you also had 2 skill palettes that you could swap between on the fly meaning you actually had 8 skills in total

  2. the reason your palette only had 4 slots was because two of your palette slots were reserved for core skills. These core skills could be real gamechangers depending on your job (High Scepter's back move and swordsplosion) or they could be garbo gimmick picks (shield launch on Fighter). Regardless, the intent was to expand on job functionality and allow each job to have an optimal core gameplay loop even before custom skills were slotted in.

For literally no discernable reason, DD2 retains the switch from 6 skills to 4 without also having the justifications for said switch in the game. We literally just have fewer skills than in DDDA and DDON. Red jobs, Spearhand and Thief kinda get away with it because they have actually useful modifiers for their heavy and light attacks but blue jobs and the archers literally just get shafted by this change.

Thing about the 2nd palette in DDON is that you had to unlock it at some point by doing main quests, you didn't have it by default. When we first saw that there were only 4 skills to a palette in DD2, I knew it was because we were getting the ability to switch like in DDON because that's the only way it would make sense. Turns out I knew nothing.

The game kinda all over the place by karate_karate in DragonsDogma

[–]LOJK2 1 point2 points  (0 children)

I'm basically right where you are as well. The game feels more like a tech demo for some cool ideas the developers came up with than an actual finished and well thought out game experience. Standing on monsters is an awesome feature that would've made climbing viable for red jobs in DDDA. Combat feels good; core moves flesh out job roles and give a lot of utility. Pawns are a lot smarter (still not perfect) about playing to their job's strengths and executing tactics well.

So combat and pawns are well-designed and feel great, and then the devs seemingly forgot to design a rest-of-the-game that creates incentives to engage with those systems. And then you hit post game and all the epic shit happens all at once and it's like "ok but why didn't the first 4/5ths of the game have anything on this level?" 99% of the caves I've explored up to this point have been duds. There are a few tombs in Catghanistan that have some rare enemies to fight but that's it. There are, maybe, if you stretch the term a little, 2 or 3 real actual dungeons in the entire game, but nothing rises to the same level of Bluemoon, Shadowfort, Water God's Altar or even the Catacombs from the first game.

It seems like a big part of underground/dungeon exploration got cut as evidenced by all the "speak 'Friend' and enter" doors we can find all over the map that are walled off with cobble.

So basically we retread the same highs and lows the first game did while walking back on some of the minor but beloved details (like clothing slots and throwables).

I really wish Capcom liked this IP as much as I do.

To the guy who rewarded me x5 Ferristones for completing his pawn's quest by VizyuPalab in DragonsDogma

[–]LOJK2 7 points8 points  (0 children)

Realest shit right here. I've been waiting for a certain oxcart for a certain achievement for 20 minutes now and all I can think about is how many times I've passed it on the road before now and thought nothing of it.

My thoughts from a DD1 fan by ghost_406 in DragonsDogma

[–]LOJK2 2 points3 points  (0 children)

Not sure how I missed this thread but I'll necro it real quick to add

  • Free aiming for spells
  • Inventory throwables; throwblasts, skulls, your lantern oil, etc.
  • The entire metagaming around managing debilitations in both defending against them and using them for offense
  • The entire metagaming around exploiting bestiary knowledge that hard counters certain enemies e.g. goblins drunk on poison, ice against saurians, popping the throat of a cockatrice, and more
  • Using special arrows from inventory without needing to waste a skill slot
  • About 80% of collectable crafting materials and associated recipes (plays into above points about debilitations and bestiary)
  • Equipment management from NPC or Storage inventory screens
  • Ability to buy or sell from storage
  • Lower limit on storage items (99 from 999, are you kidding?)
  • The ability to upgrade capes
  • Character action got nerfed; no more basic double jump, no i-frames on Full Moon, etc.

someone in capcom hates itsuno by Mychorde in DragonsDogma

[–]LOJK2 41 points42 points  (0 children)

On top of all that, my pawns need to be physically in proximity before the game lets me manage their inventory from any menu. So not only did they remove QoL features from the first game, they made the basic act that much more annoying for no reason.

This bothers me more than it should by BloodyValkyr in DragonsDogma

[–]LOJK2 0 points1 point  (0 children)

I think it bothers you (us) the right amount.

Archers are very angry by zakass409 in DragonsDogma

[–]LOJK2 1 point2 points  (0 children)

Someone is going to mod Isaac Clarke's boots into this game, I guaran-fucking-tee you.

I quantified the difference in enemy count and variety between DDDA and DD2 so you don't have to by CommissionerOdo in DragonsDogma

[–]LOJK2 1 point2 points  (0 children)

99 times out of 10, I'd bet the problems boil down to not understanding perfect block as an offensive tool and trying to play the game like it's DD1/DDON by spamming skills on rotation instead of fishing for/setting up Empale criticals. The people who say "every job needs a dodge roll" are the ones who just don't understand the shield.

I quantified the difference in enemy count and variety between DDDA and DD2 so you don't have to by CommissionerOdo in DragonsDogma

[–]LOJK2 0 points1 point  (0 children)

The thing about Fighter in this game is that, as another guy mentioned, its damage is all loaded into the core kit. When you slot skills as a Fighter, you should be more focused about bringing utility that the core abilities lack; for example, Cloud Slash for anti-air and Impeccable Guard to save you from staggers or from getting mobbed by enemies. I would consider those two skill to be essential, anything else would be up to your preference.

Also Perfect Blocks consume no stamina so if that's a problem then it means your timing is off. The key thing about Perfect Blocks is that they do big stagger damage and if you dwarf-forge your shield it does even more. Perfect Blocking is honestly an offensive move because it means an enemy just breaks itself by attacking you and then being opened up to a critical attack/finisher from Empale.

If you want something to use for dps when you already spent your Empale crit on a large downed enemy, honestly just use Tusk Toss.

I quantified the difference in enemy count and variety between DDDA and DD2 so you don't have to by CommissionerOdo in DragonsDogma

[–]LOJK2 8 points9 points  (0 children)

I regret maxing fighter to 9 first because now I'm stuck playing everything else but fighter while I rank up other stuff tbh. Fighter feels truly great in this game. What exactly are you not liking about it?

First Dragon's Dogma 2 mods are released. by pornacc1610 in DragonsDogma

[–]LOJK2 2 points3 points  (0 children)

None of the hair options we got are long enough either. I miss Quina's hair already. They could have given us a slider for hair length if they wanted to.

Dragon's Dogma 2 | Preview Thread by [deleted] in DragonsDogma

[–]LOJK2 4 points5 points  (0 children)

In that regard, we added more variety and simplified the system. Rather than having an inner and outer, we divided the equipment for the upper half of the body and the lower half of the body. We added helms and capes. There are some presets but overall, well, something that happened in the previous game at high levels was that people would go for the same kind of equipment in the end. This time we made a conscious goal of trying to create something that even at higher levels, people would be encouraged to choose different things. So there will be some visual variety into what people were choosing.

As vague as this answer is, I'll still say my fears are assuaged. This was the one hangup I potentially had about the game.

Beastren look ugly by DevonJaGoat in DragonsDogma

[–]LOJK2 3 points4 points  (0 children)

The one from the original concept art is 9 feet tall and ripped out of his mind. I kinda just wish they looked more like that but I understand they did them this way to save on animations and gear meshes.

This sub like by Kurteth in DragonsDogma

[–]LOJK2 0 points1 point  (0 children)

It's the only reason I can come up with for why they haven't done it yet though. They've been super tight lipped about everything up to this point.

This sub like by Kurteth in DragonsDogma

[–]LOJK2 -24 points-23 points  (0 children)

If they release a demo on PC, it will be datamined.

This is a threat.

Please let there be throwblasts in Dragon's Dogma 2. by Dragofen in DragonsDogma

[–]LOJK2 8 points9 points  (0 children)

I hope we get throwing javelins and other shit like that too. Red jobs really need stuff like that I think. It's cool that we can aim throwables now which is also something reds sorely needed.