Divinity: Original Sin 2

Divinity: Original Sin 2

32 ratings
Fivs' Skill Balance (Definitive Edition)
   
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Type: Add-on
Game Mode: Story, GM
File Size
Posted
Updated
41.394 KB
Sep 8, 2018 @ 2:31am
Oct 19, 2018 @ 8:15pm
2 Change Notes ( view )

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Fivs' Skill Balance (Definitive Edition)

Description
This mod alters the majority of hybrid source skills and raises the requirements for some of the higher level skills.

For a full list of changes please go to:
https://docs.google.com/spreadsheets/d/13UlejpWhmMNWJaa3SBUPi7rgSCESzBWH7kqw28MJI2I
10 Comments
Fivs  [author] Mar 14, 2021 @ 9:37pm 
It's most likely not compatible if that mod also has balance changed to the base skills.
⎝Trillium Starbreeze⎠ Mar 13, 2021 @ 3:29am 
Is this compatible with Odinblade's overhauls?
atletikus Nov 20, 2018 @ 6:22am 
Thanks for an interesting mod. A few suggestions:
* Farsight is still among the worst skills in the game. Extra range is pretty much wasted on an archer that has pretty much all the range he needs from high ground. Needs a buff to accuracy to be even remotely viable.
* Fan of Knives. I have never gotten any use of it. Prefer standard auto attacks.
* Thick of the Fight. Would prefer paying source for twice the duration than a skill that require 10 combatants in AoE just to break even for a normal 4 AP budget.
FreyaMaluk Oct 23, 2018 @ 5:48am 
dust blast has the source point and extra ap? the sheet says no source points, black shroud has source and no necro dmg... I think you need to look at the mod cuz almost all changes arent as in the sheet
FreyaMaluk Oct 23, 2018 @ 5:35am 
also corrosive spray was bad with source points anyways.. maybe buff it a bit to 2 ap or more range pls... or more dmg..
FreyaMaluk Oct 23, 2018 @ 5:32am 
@Fivs I was looking at farsight too... maybe from 1ap tp to 2ap? since it doesn't require source might be more balanced like that and I don't get the mass traps change at all.. at that range you blow yourself up xD. Pls change to original range.
Fivs  [author] Oct 20, 2018 @ 6:12am 
It's only 2 requirments higher. The skill is overpowered enough as is.
FreyaMaluk Oct 20, 2018 @ 3:23am 
@Fivs nice.. only problem with lv 5 poly is that is only gonna be possible in late act 3 for most builds... hmmm
Fivs  [author] Oct 19, 2018 @ 8:18pm 
Changed the skill back to it's original state but kept the requirements at 5 poly.
FreyaMaluk Oct 19, 2018 @ 7:23am 
@Fivs wow really gj dude! Nice balancing here. I pretty much love all the changes except for skin graft... I think the idea behind it is making polymorph pretty much worth working back to back with apothesis but, BUT this change affects significantly current builds cuz it's pretty much the only resource for cycling abilities that are otherwise absolutely imposible to see in normal combat conditions due to 2 big problems in DoS2: low ap pool and kinda broken source management. So pls, can u consider change it back to the original, creating a new version, or at least tell me how to manually change it for myself pls?