That's the essence of Divinity: Original Sin 2. First it surprises you, and probably kicks your ass. The second time you break it wide open, and damn does it ever feel good.
The first time I died, it was because I didn't think crocodiles could fly. In Divinity: Original Sin 2, that's a big mistake. Any enemy you underestimate is probably going to be the next enemy to kill you, or sap your magic armor, brainwash you, and make you watch helplessly as your character drinks the potions you've been hoarding and uses your best scrolls.
Or would've been, if Divinity: Original Sin 2 wasn't a game built for save scumming. It's a ludicrously open-ended RPG, letting you play—and screw up—in so many different ways. We saved and reloaded often, to sneak our way past an obstacle we blundered into, to deal with bugs that got us stuck in annoying situations, to undo turning a crank that says"doomsday device" to avoid murdering an entire city .
The key to saving Lohse from Adramahlikh's possession was to make sure she was dead already. He couldn't target her if she wasn't in battle. But it was a tough fight, so we wanted Lohse's damage output for the first couple turns. Instead of killing her, we did the next best thing: we beat her up, then buffed the shit out of her.
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