Divinty: Original Sin 2 – Armour System Could Be Improved

Divinity: Original Sin 2 changed the way status effects work. In the first game, applying status effects are applied on a percent basis and this changed depending on the level of Bodybuilding/Willpower and primary stat. This was mostly a good system of rewarding players when they for example, have high Intelligence and are able to Freeze an enemy with a somewhat high Body Building skill. Obviously you’re still at the mercy of RNG, but it worked and I mostly like it.

Now, Larian Studios have scrapped that and went for an Armour system. Deal enough damage to either the physical or magic armours and status effects are applied.


It’s Either Applied or it’s Not

While I don’t dislike this system as a whole, I feel that there’s a problem with how status effects are applied. You either get stunned or you don’t. There are some skills that ignore Armour, but largely, you’ll have to get through them.

If you want to CC (crowd control) a ranger, you have to get down their physical or magic armour first, which actually seems counterproductive. Why would you have to focus an enemy to CC them so you can deal with other enemies?

I feel that the percentage based chance could have been kept in the game with the Armour system. Perhaps if the lower the armour, the higher chance of applying a status effect would be a better system.

I don’t think I’m alone on this as I’ve seen many discussions on the topic among a few forums. Divinity: Original Sin 2 is still a great game regardless!

What do you think of the Armour system in Divinity: Original Sin 2?

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