Divinity: Original Sin 2

Divinity: Original Sin 2

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All In Tweakage
   
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1.806 MB
Jan 6, 2019 @ 11:32am
Jan 13, 2019 @ 6:30am
7 Change Notes ( view )

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All In Tweakage

In 1 collection by Rolf, The Son Of A Shepherd
Dibnity
9 items
Description
-Necromancy makes more sense (most skills deal magic damage, Black Shroud no longer costs Source)
-Geomancy (rock based) abilities deal physical damage
-Rogue abilities de-toxified, meaning you can use Rogue skills with more builds (most skills only require melee weapons, Throwing Knife and Fan of Knives don't need anything in hand)
-Cooldowns reduced across the board (abilities bumped down by 1 turn on average)
-Reactive Armor ability de-nerfed
-Warfare abilities de-nerfed (damage upped on some abilities, Thick of the Fight, Overpower, Onslaught require no source)
-Underused touch abilities require less AP to cast, touch-range abilities have better cooldowns than ranged on average

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COMPATIBILITY
-As of Jan. 6, 2019, this mod touches basically every skill. I would not recommend using other mods that make broadly sweeping changes to skills.
Popular Discussions View All (1)
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Oct 6, 2022 @ 3:41pm
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Rolf, The Son Of A Shepherd
19 Comments
Pokedestined Aug 25, 2022 @ 8:45pm 
"I got your friggin' tweakage right here if you know what I mean."
Rolf, The Son Of A Shepherd  [author] Jan 22, 2021 @ 10:44pm 
@bidiguilo Sort of abandoned. I am unable to change it even if I wanted to, as I no longer have the original files. It works as intended (mostly).
bidiguilo Oct 6, 2020 @ 6:38am 
does this mod abandoned?
Shiggieb00 Dec 12, 2019 @ 4:41pm 
thanks Carl
Rolf, The Son Of A Shepherd  [author] Jun 1, 2019 @ 3:50pm 
@Chekita I've been looking at ways to address that. Was busy with school shortly after I released this mod, but I think I now have enough free time to try and make some custom replacement statuses that are identical to the original but with flipped resistances.
Chekita Jun 1, 2019 @ 10:50am 
This mod seems pretty insteresting, but Im worried about the changes to Necro and Geo. If you changed them to do different types of damage, did you also change how they are resisted? Because if you didnt it wont make sense at all. Necro spells have physical and are resisted by physical armor, if that was changed to the other way around it would be interesting, otherwise it will be very strange.
Big Laugh Mar 7, 2019 @ 7:57am 
what the ♥♥♥♥ thats the rarest most based carl ive ever friggin seen
Rolf, The Son Of A Shepherd  [author] Jan 12, 2019 @ 3:03pm 
@FlippinFlow I am considering other damage types to replace that. The value in the editor is just called Magic Damage and I assumed it would work like regular physical damage. The workaround to get it working as intended would be to make it poison damage. I am fiddling with it.
FlippinFlow Jan 12, 2019 @ 2:45pm 
This mod is pretty cool only downside is that necro does magic armor damage and thats it.
Family Guy Gaming Jan 12, 2019 @ 2:01pm 
Friggin' fryman over 'ere trying to rebalance the game