Divinity: Original Sin 2

Divinity: Original Sin 2

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Divine Rebalance
   
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122.977 KB
Sep 30, 2018 @ 7:54pm
Dec 10, 2018 @ 11:33pm
3 Change Notes ( view )

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Divine Rebalance

Description
This mod modifies skills, surfaces/clouds, items, character stats, game difficulties, and level scaling to improve the player experience by granting more build freedom. This mod is not intented to make the game more challenging in any way, but grant more freedom to the player by making underpowered things, such as magic damage, more viable.

Full Detailed Changelog: https://docs.google.com/document/d/14phEiZyJQ2kzEtyxyGXzHp01wiWwNmFPo7iVm0nRWEo/edit?usp=sharing

Q:
Can I use this mod on an existing save?
A:
Because this mod adjusts vitality scaling, if loaded mid-game, enemies could have less than their max health. Starting a new game is reccomended.
Q:
Didn't you just make everything do more damage?
A:
Yes, damage is king.
21 Comments
Manithro  [author] Oct 24, 2020 @ 9:55pm 
@alperAga The reason I created the mod is that the severe imbalance of magic damage creates a less than desirable experience for players. Game developers have the tendency to nerf things in order to create a more balanced and pleasing experience. Typically that doesn't work, especially for non-competitive games. Just look at Definitive Edition. They focused on nerfing and the only result we got was that Necromancers are stronger and Mages are even weaker. Main reason for abandoning it are lack of time (I work 50+ hours/wk and would rather spend time streaming or doing something else) and my lack of modding skill paired with a broken/dysfunctional game engine. A lot of the things I want to do, including universal Savage Sortilege, while simple in theory, are an absolute pain to mod without good coding knowledge and troubleshooting of the engine.
AlperAga Oct 24, 2020 @ 8:37pm 
@Manithro thanks for your fast response.
As I'm also watching currently your videos, can I ask about the reasons you've created this mod and the reasons you've abandoned it ?
Also, as you have stated, as universal savage sortilege is only applied to NPCs, I should say you've left this mod on a pretty unfair state :D

Thanks
Manithro  [author] Oct 23, 2020 @ 6:36pm 
@AlperAga I'm not working further on this mod. If you want a more enjoyable/powerful mage experience, this can still be worth using, but there are certainly things left undone, such as universal Savage Sortilege.
AlperAga Oct 23, 2020 @ 12:57am 
Hi, been watching your streams on yt recently, did you give up on this mod or do you still recommend installing it ?
On the changelog you have things planned but feels like you won't update it anymore, so I'm asking here.
Thanks
Zamow Oct 5, 2019 @ 10:09am 
I like the changes, but this mod seems to break the "five star diner" talent for me, without this mod potions give me double effects, with this mod they only give to standard amounts
Manithro  [author] Aug 15, 2019 @ 4:01pm 
@ShadowErrant Those mods shouldn't cause any conflicts.
ShadowErrant Aug 13, 2019 @ 2:39pm 
Can this mob work with the mods that add more monsters and increases difficulty from other modders ?
Manithro  [author] May 15, 2019 @ 7:09pm 
@abaoabao2010 Honestly, that's barely an issue. 1. surfaces do basically no damage 2. friendly fire should be incredibly easy to avoid since it's a turn based game and you have infinite time to line up your AoE spells. also Nether Swap exists for that.
abaoabao2010 May 14, 2019 @ 6:17pm 
@Manithro True, but iirc most of the trouble people have with mages is the surface/status, friendly fire and resistance.
Manithro  [author] May 1, 2019 @ 10:09pm 
@abaoabao2010 I'm well aware Necromancer is the strongest class in vanilla. That's why necro spells were not touched much. For min maxers, you won't notice the difference between 100% and 150% when grouping enemies, but newbies will.