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Divinity: Original Sin 2's brilliant armor system is one of a kind in RPGs, and I'm bummed we'll apparently never see it again

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I'm mourning a friend today, and what's more, my friend's memory is being slandered. Not only will Divinity not carry forward the unique armor system Larian crafted for Divinity: Original Sin 2, my coworkers keep bashing it. PCG guides writer Rory Norris called it "broken" in giant letters on our front page.

I forget what PCG news writer Morgan Park said to me exactly during our Friday meeting, but it was something like D:OS2's armor system sucks, I'm stupid for liking it, and I'm a stupid moron with an ugly face and a big butt, and my butt smells and I like to kiss my own butt.

There is nothing out there like D:OS2's armor system. It lends the game a combat rhythm that is completely unique among CRPGs, and I was thrilled at the prospect of Larian returning to it with fresh eyes and a Baldur's Gate 3's worth of design experience. The saving grace here is the possibility of something new and even better, but I can't let the moment pass without sticking up for my fav.

Far out, man

Crowd control⁠—stuns, knockdowns, anything that hampers an enemy or player instead of directly damaging them⁠—is a key part of RPG combat, but it's almost always based on a certain amount of random chance, like Dungeons & Dragons' D20 saving throws. It works well enough as a genre default, but D:OS2 is the only CRPG I've played that went back to the drawing board to replace this core assumption with something else entirely.

In D:OS2, every character and enemy has physical and magic armor bars over their health bars. The physical is reduced by weapon damage and abilities centered on those weapons, like the warrior skill tree. The magic armor protects against spell and elemental effects.

Divinity: Original Sin 2

(Image credit: Larian Studios)

Once an armor bar is depleted, the corresponding attacks then affect the base health bar. The curve ball is that crowd control effects do not work until the relevant armor has been depleted, but once a character's armor is gone, those crowd control abilities have a 100% success rate. Take the warrior charge attack Battering Ram: When an enemy's physical armor is up, it's just a way to deal damage and reposition your character, but when that armor is gone, Battering Ram will knock over an enemy every time you use it.

This means that every character, even ones you don't usually associate with battlefield control like rogues and warriors, is an important vector for both damage and crowd control. You have to leave certain assumptions at the door when playing: There's no need for a traditional tank or healer, because enemies can just ignore your tank (especially with all the mobility powers like teleportation), and health just isn't as important as armor. The few armor restoration abilities in the game are part of skill trees with ample offensive options.

Every character has to pull triple duty as a tank, DPS, and controller, with build differences coming in the form of which weapons, armor, and skill trees a given character takes advantage of⁠—you don't want two archers squabbling over the best bows, for example. It all results in a highly aggressive form of turn based tactics where you're racing to strip enemy defenses and lock down priority targets before they can do the same to you.

Bigger and better

Best of the best

Henry engages in bloody warfare with his allies in Kingdom Come: Deliverance 2.

(Image credit: Warhorse Games)

2026 games: Upcoming games
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Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together

Original Sin 2's system has weaknesses, but no more than the genre-standard, random chance-based alternative. I've always felt that D:OS2's few missteps lie elsewhere, like its randomly generated, leveled loot or dearth of non-combat questing. One of Rory's main complaints that I do get regards party composition: You're incentivized to go all elemental or all physical, and the mixed-damage party from my first playthrough struggled in the endgame.

But even this, I'd argue, is less of a weakness and more of a difference. There's a ton of character build variety even within the elemental/physical silos, and D:OS2 is no more restrictive with what constitutes a well-built, viable character than any other RPG, particularly as you go lower in difficulty. On my last playthrough, I ran with an all-physical party consisting of a dual daggers rogue, two hand warrior, archer, and summoner.

When I return to the game for yet another cheeky replay, I was eyeing an elemental party⁠—I'm particularly excited by some builds I've seen for a melee-focused battlemage who pairs elemental staves with warrior abilities. It's a great system, but I'm more broken up by my colleagues' slander than Larian not revisiting it for Divinity. This is a studio I trust to come up with something equally inventive.



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Jagmas
10 hours ago
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Round Rock, Texas
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Elder Scrolls Online details Update 49’s Dragonknight refresh and wealth of quality-of-life features

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The informational hits keep on coming for Elder Scrolls Online’s big ol’ March content patch, and while most of the attention has been centered on its seasons and monetization reshuffling, there’s a variety of things also landing in Update 49, namely a refresh of the Dragonknight class. The tweaks to the Dragonknight primarily focus on […]
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New Fortnite item grants you massive advantage over opponents

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Stick of Truth is a new Mythic item in Fortnite, and by using it, you will gain a massive advantage over your enemies

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Jagmas
17 hours ago
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As Anthem breathes its last, I still find myself mourning just how close it came to being the BioWare game of my dreams

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The end of this week spells the final gasp for BioWare's Anthem. I suspect most people won't think too much about it - that's why, almost seven years after it first launched and five since EA pulled the plug on development, the Anthem servers are due to be shut off on Monday January 12. But I can't help feeling a real pang of sadness; Anthem as it launched wasn't the game it needed to be, and ultimately it never got there. But for me, it was so close that I could taste it - and now all that's left are the bitter memories of my favorite mech RPG that never quite was.

Read the full story on PCGamesN: As Anthem breathes its last, I still find myself mourning just how close it came to being the BioWare game of my dreams



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Jagmas
17 hours ago
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Round Rock, Texas
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Pilot a big ol' fort with steampunky legs in the deserty extraction shooter Sand: Raiders of Sophie when it launches in March

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Hear ye, hear ye, another extraction shooter is almost upon us, this time the smaller but still quite bold in scope Sand: Raiders of Sophie. Last time I personally heard of this game it was just called Sand, which doesn't sound great for that whole search engine thing, though I'm not entirely convinced by the subtitle. Anyway, this extraction shooter is set in an alternate 1910 where you get to roam the desert in a steampunky fortress with legs, and it's got a release month!

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Jagmas
17 hours ago
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Round Rock, Texas
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Video game bosses with two health bars are good, actually

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It’s probably happened to you: After bashing your head against a particularly difficult boss in a video game, you realize you’ve been duped. As you watch that boss’ depleted health bar fill up again, you realize what you thought was a victory was instead an insult. Welcome to phase two of the battle you believed you’ve just won.



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Jagmas
17 hours ago
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Round Rock, Texas
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