Divinity: Original Sin 2

Divinity: Original Sin 2

36 ratings
Peach's Skill Rebalance
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
1.730 MB
Oct 28, 2017 @ 6:48pm
Nov 29, 2017 @ 6:28pm
25 Change Notes ( view )

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Peach's Skill Rebalance

Description
A "modest" rebalancing of DOS2's Skills.

This is a mod I made for my personal use during my third playthrough of DOS2. It rebalances and improves a lot of the more lackluster skills in the game with simple tweaks to damage, range, AP costs, and cooldowns with a few big mechanical changes here and there. Feedback is appreciated.

A full list of the changes made can be found in this spreadsheet[docs.google.com].


Nexus Link: https://www.nexusmods.com/divinityoriginalsin2/mods/222/?

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Update: I am also in the process of developing a new skill addon for DOS2 with a strong focus on hybrid abilities between ability trees. If you want to see a preview of the 25+ skills I plan on adding, check out this bolded link[docs.google.com].
43 Comments
Iceberg May 2, 2018 @ 10:12pm 
I'm sorry to hear about your computer, but glad to know that work has resumed. Thanks for letting us know that the project hasn't been abandoned. Take as long as you need.
Mei May 2, 2018 @ 11:00am 
Also, can you reduce the reactive amor radius? It's a skill that hits you party members too... 5 should be enough.
Mei May 2, 2018 @ 9:48am 
I like most of the changes, but I'm a little worried about a few skills that looks overpowered.

I suggest rollback the "aura" skills SP cost and increase the duration in one turn, because they extends an individual ability to the party members. The AP cost should be the same as the "non-aura" counter part. E.g. Evasive Aura - 1 AP - 1 SP - 2 turns.
Peaches  [author] Apr 4, 2018 @ 10:45pm 
@Whiskeyjoel @Das Ray Cis @RickGrimes74

Regarding the hybrid skills mod, I apologize for not providing an update earlier. I lost all my progress on the mod a few months ago when my computer fried and i had to get a new one. I left the project for a while after that, but I've started working on it again reecently. I don't have a timetable on its release, however.
Peaches  [author] Apr 4, 2018 @ 10:45pm 
@MEaglestoner, venomous aura should be working correctly, that's just a quirk with how corrosive damage is presented in tooltips. It's hard coded to present as "X physical armor" which you can see with how some of the other corrosive damage spell tooltips read ("Corrosive spray destroys X physical armor").

Also Chameleon cloak has 2 turns of invisibility: the buff is active both on the turn you cast it and the subsequent turn, which is hardly useless. With the reduced cooldown, this means you could spend 2 out of 3 turns invisible, if you'd like.

@Whiskeyjoel I didn't make any changes to Shackles of pain because I couldn't figure out how to implement any of the buffs I thought were necessary to make it useful. I am looking into some other ideas.

@Darkness I don't really understand what happened. Could you give me a bit more detail? What skill did the Silent Watcher use that killed you? Silencing Stare?
AZL4N Apr 4, 2018 @ 7:26pm 
I love the changes, but I think I've found a problem: The Venomous Aura ability adds "Physical Armour" to the attacks, instead of corrosive damage.

Also, Chameleon Cloak is now useless both as a utility and as a combat ability. 1 turn of invisability isn't long enough to achieve anything.
Whiskeyjoel Apr 4, 2018 @ 1:56am 
Hi, so I noticed that Shackles of Pain is still at the default 5 turn cd, and was not listed in your spreadsheet. Just wondering if that was a deliberate choice or not, as 5 turns is very long.
Whiskeyjoel Apr 3, 2018 @ 4:37pm 
Any ETA for the hybrid skills mod? It looks fantastic
Zoey Mar 14, 2018 @ 6:22pm 
fantastic mod.

do have one problem. this started once we got this mod but could be a compatibility issue. all in is RIDICULOUS. it just one hit me at level 9 used by a silent watcher in the driftwood square (where caryl attacks ifan)
Iceberg Jan 13, 2018 @ 11:14pm 
Thank you for uploading this. It's the best on the workshop. Looking forward to your hybrid skills mod, looks excellent. I consider hybrid skills to be among the most interesting features of the game. Personally, I'd be content with mechanically-functional skills with reused animations and FX, at least until you find the time to make your own.