Divinity: Original Sin 2

Divinity: Original Sin 2

Crafting Overhaul
Balance Suggestions
Having played with your mod for a decent length of time, I thought I'd offer some suggestions for balancing out the difficulty factor of some of the recipes. As I feel that this mod while being great increases the ease of acquiring ingredients and as a result the stats that come with enhancing and crafting gear and coumables.

1. I would really like to see something like a durability on the Scrapper's Pick Axe, Crafter's Hammer, Blessed Cleanser, Magic Cleaner, Magic Ink Pot and Quill, Transmuter, Corpse Harvester. Reason being, after crafting these items you basically have an unlimited ingredient factor in most recipes in the mod which makes crafting many of the recipes that give very big bonuses much easier than would be in the vanilla game.

2. Instead of clearing rings and amulets and belts of stats and allowing just 1 enhancement, allows us to change vanilla ring's stats one time like you do with armor and weapons boosts. Have the relevant category of stats overriden during a "refitting" with jewler's kit. So you could do something like change a +1 strength to +1 finesse or +1 hydrosophist to +1 pyrokinetic. Add additional ingredients to add difficulty in doing this to prevent a player from instantly upgrading all of their gear to be ideal. You could add recipes like Ring with +2 Hydrosophist + HIgh Quality Fire Essence + Ruby + Gold Bar + Jewler's Kit = Ring changed to + 2 Pyrokinetic in place of + 2 Hydrosophist. And you might do something like then flag the ring as "upgraded" so that it can not be upgraded additionally. This gives much greater flexibility to the player in acquiring gear to suit their builds without making it overly easy or taking too few ingredients.

3. Increase the difficulty of creating the specialized armor sets by increasing either the number of ingredients required or the rarity of those ingredients. For instance the Warrior set requires sharp rocks which are very easy to aquire with this mod scrapping crates, where as the shadow set requires shadow essences. This is a bit unbalanced imo.

4. Skill enhancements should all require relevant essences and/or source orbs to upgrade. You might offset the ease of getting source orbs by having a chance on corpse harvest to get a source orb from the body.

5. Create a new tool called philosopher's stone with the proposed durability attributes above for the other tools. Could be something like Large Stone + Ruby + Topaz + Malechite + Emerald or something like that. Have it be an additional ingredient requirement for level scaling gear items. Then allow for it to be used to scale normal gear. These items might have something like a durability of 5, so that you could use it on 5 pieces of gear before having to create another.

6. Like with source orbs, have a small chance of getting body part related items such as skulls and leather from corpse harvester. Ingredients which are currently an extreme pain to gather and significant number of because you either have to find them rarely in containers or from vendors. Leather I find to be a hassle as the only things you can scrap to get are finesse armor or animal hides, both of which I loath because one requires you to give up 500 to 1000 or up to 3000 gold in many cases instead of selling such items or the very limited occurance of animal hides.

I really do appreciate your work on this mod, these are just some ideas for you to consider. Thanks for your time and effort. :)
Last edited by WanderingPenguin; Dec 15, 2017 @ 10:38am
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Showing 1-3 of 3 comments
Elvasat  [developer] Dec 16, 2017 @ 4:19am 
Hello thanks for your suggestions.

I'm really looking forward for balancing feedbacks as i add new mechanics and items to the game i don't know how rare some of them and how powerful the new items are.

1. Unfortunately there is no durability option for crafting items or such. Durability only applies to weapons and armors and it decreases with taking and giving hits. I cannot create a you can use x times this item via recipes. It could be done with scripting but it would require changing all of recipe system to scripts.

2. Again unfortunately there is no replacing or giving - boost via recipe system. Once you give a +something to an item it becomes permanent and you cant take it back or decrease the value. I tried to create some random negative boosts but it didn't work.

3. I will look for what can i do about items and rarities and try to balance them.

4. Added rune of skills to the game for giving skill bonuses.

5. Again no durability sadly.

6. For ingredients i planning to add Crafter's Inn with a warming crafting space, Some traders with unique lore and quests and more importantly you can finally meet with The Scrapper and The Crafter!

Here is the sneak peek, he is looking for new crafters to join his guild!

https://prntscr.com/ho0bmd
WanderingPenguin Dec 16, 2017 @ 6:45am 
Yes you mentioned the Scrapper and Crafter and the Inn. It is cool to see an update on that! I can't wait for these quests and stuff sounds great. Perhaps at some point I will try my hand at the scripting system and see for myself what the limitations are, and possibly give some updated suggestions based on that. It is nice to know you are so active. :)
TreSPassR Jan 2, 2018 @ 7:26am 
Elvasat, I just want you to know that I REALLY truly appreciate this mod. Playing DOS: EE, I loved the crafting in that game, but being on a console, there were no mods to take advantage of. Fast forward after building my first pc. Me and 3 other friends just started playing this game, and after using your mod, I'm back in love with the crafting way more than I ever was before. I sit for HOURS just finding stuff to try to craft, while they go out and do the combat. Thanks a bunch for this mod, and I hope you continue to keep updating it.
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Showing 1-3 of 3 comments
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