Divinity: Original Sin 2

Divinity: Original Sin 2

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Type: Add-on
Game Mode: Story
File Size
Posted
1.643 KB
Sep 5, 2018 @ 10:54am
1 Change Note ( view )

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Description
Reduces player armor and vitality, and damage by 20%, movement by 1m, and AP max and AP start by 1. Also eliminates the standard skill slot growth of 1 every 2 levels. Primarily intended for a larger party than normal to maintain some semblance of balance. Icon from game-icons.net.
Popular Discussions View All (1)
4
May 3, 2020 @ 9:31am
could you please fix totems?
Caites
12 Comments
maxine64 Jan 22, 2022 @ 8:47pm 
Summoner totems don't seem to work, any fix for this?
CoRonoa Zoro Apr 22, 2020 @ 6:52am 
Could we have a mod without the AP and movement changes or something to control it
Dodge Oct 12, 2018 @ 4:33am 
This mod is great until you get a skill that require 6 ap to use...Can you make a change about this?
Corbloc Sep 7, 2018 @ 12:31pm 
Will there be a lite version that reduces only DMG and HP by 35% or something? Limiting movement and AP effects the strategic aspect of the game, such as positioning and clever use of skills and game mechanics.
eddison414 Sep 6, 2018 @ 7:09pm 
Hello Brother,

I really like the mod but thre is one issue. I think the totems for some reason stop attaking with this mod is active. I'm not sure if this is something that you wanted to do or is an error.

Thank you,
Gaborit Sep 6, 2018 @ 5:47pm 
Summoner totems arent attacking with this mod on
Strifent Sep 6, 2018 @ 2:33am 
Thanks for clarifying. I could've sworn it wasn't functioning as intended then for the AP regen, but maybe it is I guess.

Thanks for the response!
Crimsonblod Sep 5, 2018 @ 7:39pm 
THANK YOU. I spent some time yesterday trying to figure out if I could force tactical mode (This started as a run wiht my wife for a bit so we were only on classic) via save editing because I really liked the dynamic of 5 characters, but didn't like the incredibly low difficulty.
baardvaark  [author] Sep 5, 2018 @ 4:15pm 
@Strifent: This already doesn't reduce AP recovery, just AP start and maximum. It's purpose is exactly to reduce the efficacy of the first-turn instapwn, especially for multiple characters. 3 AP for 6 characters is still 2 more than 4 AP for 4 characters.

Just to clarify, instead of gainong a memory slot every 2 levels, you don't gain any. It's exactly to require characters to invest in memory, reducing their other stats. I'll think about a slot every 3 or 4 levels.
Strifent Sep 5, 2018 @ 3:45pm 
I feel like this would be perfect with just a handful of changes:

Remove the lowered AP for max and start penalty. If you really wanted to keep the AP penalty on in some way, you could just make the start AP be 3AP and leave recovery remaining the same, at 4AP. The 3AP start stops people from the their memorized turn 1 rotations and instead leaves an alternative where they can move for 1AP and think about saving what's left to maximize use out of their next turn. Basically delays most people's easy instawin shenanigans by an entire turn.

For skill slot growth, I would say maybe make it 1 every 3 or even 4 levels. It'll make people have to invest in their memory stat which lowers how much they put into their damage. This in turn makes the game harder in a sense because if they want more diversity in skills or just want more abilities in general, they'll have to pay for it in damage loss or survivability loss. Just my point of view.