Divinity: Original Sin 2

Divinity: Original Sin 2

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MCAlexiy's Improved Balance [DE, v1.2]
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
2.418 MB
Oct 10, 2022 @ 10:07am
Apr 23, 2023 @ 1:20am
3 Change Notes ( view )

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MCAlexiy's Improved Balance [DE, v1.2]

Description
Consider this mod as an “unofficial patch for a balance” without reworking core game mechanics, just changing and balancing a lot of current stuff.

I fixed broken tricks and balanced ONLY two last modes, making them harder and more interesting (cause there is no difficulty in vanilla). If you are going to submit and try “Improved Balance” you should start a new game choosing Tactician or Honour mode. Although you can use current save files without any serious issues.

I’ve united a couple of small balancing mods into this one. Here are some changes:
- Skills
All non-Source level-9 skills require 3 points of combat abilities (except Apportation)
All Source level-9 skills require 4 points of combat abilities
All Source level-13 skills and non-Source level-16 skills require 5 points of combat abilities (except Polymorph)
All Source level-16 skills require 7 points of combat abilities (except Polymorph)
All Skills, that summon creatures, requires Summoning (despite they may be not by Summoning school)
Buffed weak and useless skills (maybe you will finally use them, or not). Nerfed overpowered and broken skills. Reworked some other skills.
Added 6 new skills for strengthening some schools and builds.
- Weapons
Reworked spears: they deal less Physical Damage, but have additional Piercing Damage and own unique skill.
Some other minor changes.
- Gear. Added new various bonuses for colorful stuff. Like “Greed – Treasure Overhaul” or “Expanded Random Item Generation” mods.
- Uniques. Like the “Interesting Uniques” mod, but I made my own tweaks.
- Attributes, Abilities, Talents, Food/Potions and other. Just a small changes. Maybe.
- Enemies.
Some enemies gain fat, immunity to statuses and Physical Resistance; so physical builds might not be superior compared to magic builds. Like “Stronger Enemies” mod.

Full list of changes[docs.google.com]

Patch Notes[docs.google.com]

Incompatible mods:
Any mod that changes current skills, gear, uniques, attributes, abilities, talents, statuses and enemies.


If you find some issues (bugs or broken/garbage stuff), report to the comments or discussions.
Popular Discussions View All (2)
0
Oct 10, 2022 @ 10:22am
Let's make balance more improved together!
MCAlexiy
0
Oct 10, 2022 @ 10:17am
Bugs
MCAlexiy
7 Comments
Sir Nipplelickerofjustice Jan 2, 2023 @ 7:45am 
2) Warrior doesn't suffers the same problem as scoundrel base damage-wise but the most efficient way to play one is to invest in warfare first (with this rebalance even more so, cause otherwise you don't gain access to advanced skills) so it's quite significant to have a +5% crit multiplier increase per point invested in two-handed, especially if you decide to split your attribute point between strength and wits rather than fully investing into str, you're sacrificing base damage in this way, the trade off must worth your while and with the multiplier nerf it's just not.
I advise leaving critcal multiplier as it is, even on a ranger build with high crit chance but no multiplier bonus it's kind relevant to have a base 150%, less than that and enemies won't even feel it.
Those are my main concerns, you're free to agree or disagree and I'm not expecting you to change the mod just because I said so, but give it a thought at least.
Sir Nipplelickerofjustice Jan 2, 2023 @ 7:45am 
1) Scoundrel has a very low base damage with daggers, the build essentially rlies on the crit multiplier, taking it away relegates it to a mid tier damage build with little to no utility (anyone can invest points in pickpocketing since it's a civil skill) so it would become almost useless having a rogue in the party, you' just end up investing 1 point in scounderl in order to give access to adrenaline to all party member but not much besides that.
Sir Nipplelickerofjustice Jan 2, 2023 @ 7:44am 
Never said "unfairly", if you read what I typed I simply said that nerfing viable builds to make other more relvant lower the overall vibaility is not the best of answer to a balance issue, thta's all, you're free to take my comment into account or not.
Can't agree with crit progression tho.
Crit chance is MUCH MUCH more valuable than crit multiplier since it's essentially the condition behind which the multiplier lies, that's why all crit chances increase are of 1% at a time. As for the reason why lower crit multiplier progression from +5% to 2 or 3 just kills both scoundrel and warrior, they are diffrent:
(have to split my response in 3 part because of lenght)
MCAlexiy  [author] Jan 2, 2023 @ 3:26am 
@Sir Nipplelickerofjustice
1) Which certain skills did I unfairly nerf and why? And which certain builds were be "killed" by my decisions?
I tested the next builds: 2H-Melee Knight; Archer; Mage (Fire + Earth & Water + Air); Necromancer (still strong lol); Battlemage (with two single-handed weapons and staff); Summoner (I tested elemental summoner: it's strong, even in Arx); Spearman; Cleric (but as a support build for DD-builds like 2H-Knight or Archer). All of these build was quite useful.
2) Almost all builds lead to 50-100% crit. chance and deal much more damage. 150% base itself is perfectly fine, I agree with you; but crit cap with 150% base is so high that you destroy enemies in 1-2 turns during late-game. Maybe I should nerf unique items (with +two-handed, crit. chance and +scoundrel bonuses), but revert 150% base crit. OR nerf +crit bonus from Scoundrel or Two-Handed skill (from +3% to 2% for example).
Sir Nipplelickerofjustice Jan 1, 2023 @ 4:41pm 
Can't really agree with nerfing the most useful skills, it's basically lowering the overall viability of many builds to incourage using different abilities, but that's not a great solution since those will not be as viable adn overall it doesn't improve the game, it simply impoverishes the experience. Also crit at 150 it's perfectly fine, considering in TTRPGs like D&D it's 200% of base damage you can say it's already neferd, lowering it even more makes pursuing crit builds entirely useless.
MCAlexiy  [author] Oct 26, 2022 @ 7:30am 
Pigeon, to make archer builds less powerful in start (and to make melee builds a bit less); to add more random into battles and forcing players to keep their survivability; to make "bless" and "farsight" skills and Dodging useful
Pigeon Oct 26, 2022 @ 5:35am 
why would reduced accuracy ever be a good idea