Divinity: Original Sin 2

Divinity: Original Sin 2

Double Trouble - DE
10 Comments
Odemay Mar 3, 2019 @ 7:08pm 
That's probably it lmao,download that mod bruh, it's not even game breaking, at least not on honour
Odemay Mar 3, 2019 @ 7:07pm 
OH mind you im also using a mod that lets you have 5 attributes on level up..
Odemay Mar 3, 2019 @ 7:04pm 
Oh I been playing as a necromancer/summoner with a warrior idk what kind of build he's doin, a pure damage rogue (which is kinda op), and a cleric
Akadosh  [author] Feb 27, 2019 @ 5:18pm 
@Odemay
I did a double mage Lone Wolf (yin-yang style where one was full pyro/geo and the other hydro/aero) play-through on hard after I made this mod and nearly every single fight ended with both of them exhausting basically all of their dmg-based CDs in order to get the killing blows. Probably way better with 4 mages though since LW got nerfed so hard in DE, lol.
Odemay Feb 27, 2019 @ 9:25am 
on average i can dish out almost 100 a turn, this is playing with 4 people btw, if only i could use lone wolf... =/
Odemay Feb 27, 2019 @ 9:24am 
im not sure i follow man, i've been doin 60-70 crits at lv4 with 3 turn cd magic, why do people seem to think magic is under powered? 50 or so on the regular with 1 turn cd magic..
Steel Dec 31, 2018 @ 5:57pm 
Man, this is really nice. I'm worried that there's gotta be overpowered combos and being able to perma-stun things could be an issue, but otherwise great work.
Vicky Oct 11, 2018 @ 12:17am 
Just to note on the '2 or 3 source-cost spells are totally useless for duplicates"
Apotheosis would make that useful. Additionally with this mechanic in place you would be able to use Apotheosis a second time right before the duration ran out, giving you four whole turns of essentially unlimited source and +2 to all stats.
Raven Sep 23, 2018 @ 11:06pm 
Without a higher damage output the increase in requirement per spell is a bit ridiculous, in my opinion.
RamRod Sep 23, 2018 @ 3:06am 
I like it.