Divinity: Original Sin 2

Divinity: Original Sin 2

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Toastmold Jun 12, 2017 @ 12:53pm
Throwing Knife seems a tad strong
I just started playing early access and I'm not the greatest at these Divinity: Original Sin games but Throwing Knife seems busted right now. It can be used every turn and out damages by far your normal attack. Hopefully they are still pretty active balancing stuff like this?
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Showing 1-12 of 12 comments
Longtimer Jun 12, 2017 @ 3:38pm 
Yeah I agree, by the end of the current content my throwing knife was doing a little over 100 damage with backstabs
Batailleuse Jun 13, 2017 @ 12:46am 
Thorwing Knife is indeed a bit too strong, 1 turn CD, throws knife once per Hand.

Can profit from:

Backstab
Heights bonus that still starts at +20% (huntsman gives 5% bonus per point)
Warfare to make it easier to bump armor (10% per point)
Critical

Basically later game you can probably just one shot kill most things. every turn, or more with skin graft.

dont think anything come as close as this skill in term of raw damage.
RubADuck Jun 13, 2017 @ 8:07am 
Originally posted by FRBatailleuse:
Thorwing Knife is indeed a bit too strong, 1 turn CD, throws knife once per Hand.

Can profit from:

Backstab
Heights bonus that still starts at +20% (huntsman gives 5% bonus per point)
Warfare to make it easier to bump armor (10% per point)
Critical

Basically later game you can probably just one shot kill most things. every turn, or more with skin graft.

dont think anything come as close as this skill in term of raw damage.
You can already. The shot version is: We played co-op and a friend could kill TANKS at level 4 in one combo and at level 5-6 he had 300-500dmg plus skin craft and and and.
:steamsad:
Martialis Jun 13, 2017 @ 7:11pm 
Yeah, throwing knives are OP and need to be balanced. I like the idea of having a ranged attack for a rogue, but it should either be less powerful or have a longer cooldown (even once per combat, say, you threw your knives and that's it).
Silames Jun 13, 2017 @ 7:22pm 
Originally posted by Martialis:
Yeah, throwing knives are OP and need to be balanced. I like the idea of having a ranged attack for a rogue, but it should either be less powerful or have a longer cooldown (even once per combat, say, you threw your knives and that's it).
Just give it a longer Cool down if anything imo. I played through as a rogue w/ my friends, and i wasn't hurting for damage considering I thought throwing knife sucked but was still able to kill 1/2 enemies usually on my first turn in any combat past say level, 5?
Note: I never took throwing knife because I thought it would suck, never even read the damage values, but I still did just fine.
Last edited by Silames; Jun 13, 2017 @ 7:23pm
Silames Jun 13, 2017 @ 7:26pm 
But as a note I hope they don't overnerf rogue overall since I love playing as a rogue, and in divinity original sin EE rogues were meh compared to some of the other builds, i.e. crit xbow and hell knight, so I'm glad to see it shining here, hope it finds a good spot in post release
Cieljek Jun 13, 2017 @ 7:33pm 
paired with the teleport backstab ability... use that, then throwing knife... i did a run with my wife and she hardly got to kill anything..
Silames Jun 13, 2017 @ 7:37pm 
Originally posted by Cieljek:
paired with the teleport backstab ability... use that, then throwing knife... i did a run with my wife and she hardly got to kill anything..
I played in a four person party. I usually focused anyone who needed to die ASAP as our rogue, but our 2hander did at least 3/4th as much damage as me while being way tankier, we had a crit crossbow build that did alright, good dps and status effects on command via arrows, and then a hard CC/healer mage. The mage was the only member of the party who "felt useless" even though he saved our lives tons w/ regens, armours of frost, slowing the enemies w/ oil, ect. What I'm saying is that while my rogue build did the hardest dps, if I'm just hoping they don't nerf it too bad and make it just worth like playing a super tanky 2hander build instead of the glass cannon that I had.
RubADuck Jun 14, 2017 @ 5:09am 
Originally posted by Silames:
Originally posted by Cieljek:
paired with the teleport backstab ability... use that, then throwing knife... i did a run with my wife and she hardly got to kill anything..
I played in a four person party. I usually focused anyone who needed to die ASAP as our rogue, but our 2hander did at least 3/4th as much damage as me while being way tankier, we had a crit crossbow build that did alright, good dps and status effects on command via arrows, and then a hard CC/healer mage. The mage was the only member of the party who "felt useless" even though he saved our lives tons w/ regens, armours of frost, slowing the enemies w/ oil, ect. What I'm saying is that while my rogue build did the hardest dps, if I'm just hoping they don't nerf it too bad and make it just worth like playing a super tanky 2hander build instead of the glass cannon that I had.
Not sure if you did anything wrong but a rogue is way more "tankier" than a knight. You can have a tank with let's say 300 armor but that still won't beat a rogue who already has 40-50%dodge chance. Dodge doesn't deplete and is effective against physical and magical. And if you think about it: 50% at level 6 ... + You can delete enemy tanks or boss units like Alexander in 1-2 turns. Alone. Yet to mention the movement of a rogue... and now a knight or even worse a tank fighter who can move 5meter and MAYBE attack once in the first round.
Silames Jun 14, 2017 @ 9:10am 
Originally posted by Silames:
I played in a four person party. I usually focused anyone who needed to die ASAP as our rogue, but our 2hander did at least 3/4th as much damage as me while being way tankier, we had a crit crossbow build that did alright, good dps and status effects on command via arrows, and then a hard CC/healer mage. The mage was the only member of the party who "felt useless" even though he saved our lives tons w/ regens, armours of frost, slowing the enemies w/ oil, ect. What I'm saying is that while my rogue build did the hardest dps, if I'm just hoping they don't nerf it too bad and make it just worth like playing a super tanky 2hander build instead of the glass cannon that I had.
Not sure if you did anything wrong but a rogue is way more "tankier" than a knight. You can have a tank with let's say 300 armor but that still won't beat a rogue who already has 40-50%dodge chance. Dodge doesn't deplete and is effective against physical and magical. And if you think about it: 50% at level 6 ... + You can delete enemy tanks or boss units like Alexander in 1-2 turns. Alone. Yet to mention the movement of a rogue... and now a knight or even worse a tank fighter who can move 5meter and MAYBE attack once in the first round.
How do you get such high dodge? Only way I can see is leadership, which only works within 5 meters of the guy who has it. Otherwise you have 10% from dual wield if you max exclusively it out, and 10% from the talent. Where's the rest from?
Edit: Also one point per finesse. So IF I ONLY ever put points into Dual Wield and picked that talent, I would currently have 42% chance to dodge, woop-dee-doo, as long as they cap dodge at around ~50% later to avoid someone just racing to the 100%'s then I feel like if you devoted your build so hard to this, you should have it.
Last edited by Silames; Jun 14, 2017 @ 9:21am
Nevasith Jun 14, 2017 @ 2:03pm 
Originally posted by Silames:
Not sure if you did anything wrong but a rogue is way more "tankier" than a knight. You can have a tank with let's say 300 armor but that still won't beat a rogue who already has 40-50%dodge chance. Dodge doesn't deplete and is effective against physical and magical. And if you think about it: 50% at level 6 ... + You can delete enemy tanks or boss units like Alexander in 1-2 turns. Alone. Yet to mention the movement of a rogue... and now a knight or even worse a tank fighter who can move 5meter and MAYBE attack once in the first round.
How do you get such high dodge? Only way I can see is leadership, which only works within 5 meters of the guy who has it. Otherwise you have 10% from dual wield if you max exclusively it out, and 10% from the talent. Where's the rest from?
Edit: Also one point per finesse. So IF I ONLY ever put points into Dual Wield and picked that talent, I would currently have 42% chance to dodge, woop-dee-doo, as long as they cap dodge at around ~50% later to avoid someone just racing to the 100%'s then I feel like if you devoted your build so hard to this, you should have it.


At least 75% cap sounds better. All those damn nerf-fests end up with only one viable build for each class and only few viable party composition. I love how in Baldur's Gate you could go below -20 armor class (almost unhitable), combine stoneskin, mirror image improved haste and whatever else you wanted for pretty much unkillable character. It's not mandatory to play such character and the plague of "balancing" rarely powers something up but rather rounds everything down. Keep fun builds for people dedicated to go for them!
RubADuck Jun 15, 2017 @ 7:31am 
Originally posted by Silames:
Not sure if you did anything wrong but a rogue is way more "tankier" than a knight. You can have a tank with let's say 300 armor but that still won't beat a rogue who already has 40-50%dodge chance. Dodge doesn't deplete and is effective against physical and magical. And if you think about it: 50% at level 6 ... + You can delete enemy tanks or boss units like Alexander in 1-2 turns. Alone. Yet to mention the movement of a rogue... and now a knight or even worse a tank fighter who can move 5meter and MAYBE attack once in the first round.
How do you get such high dodge? Only way I can see is leadership, which only works within 5 meters of the guy who has it. Otherwise you have 10% from dual wield if you max exclusively it out, and 10% from the talent. Where's the rest from?
Edit: Also one point per finesse. So IF I ONLY ever put points into Dual Wield and picked that talent, I would currently have 42% chance to dodge, woop-dee-doo, as long as they cap dodge at around ~50% later to avoid someone just racing to the 100%'s then I feel like if you devoted your build so hard to this, you should have it.
I don't know anymore how exactly we skilled his rogue but if you have trouble getting to 50% keep in mind to use bless or look for equipment with dodge rate. And yes the only stat he needed was finesse.
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Date Posted: Jun 12, 2017 @ 12:53pm
Posts: 12