Divinity: Original Sin 2

Divinity: Original Sin 2

Odinblade's Pyrokinetic Class Overhaul
 Toto téma bylo přilepeno, takže je nejspíš důležité
Odinblade  [vývojář] 31. srp. 2018 v 17.15
Suggestions and Balance Improvements
Got any improvements or tweaks to make this overhaul even better? Suggest away!
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Zobrazeno 3145 z 51 komentářů
Mangekyox původně napsal:
Have you considered making a 2h variant of Pyro and 1h Variant of Hydro ?
Would love to make a character the utilises both mods and can specialize in two handed and still be able to run either element to suit the situation

Also any plans on changing the Str on the swords to Int to match the weapon scaling?

This is something that i really wish for.
Odinblade  [vývojář] 16. říj. 2018 v 1.34 
Lokoarms původně napsal:
Mangekyox původně napsal:
Have you considered making a 2h variant of Pyro and 1h Variant of Hydro ?
Would love to make a character the utilises both mods and can specialize in two handed and still be able to run either element to suit the situation

Also any plans on changing the Str on the swords to Int to match the weapon scaling?

This is something that i really wish for.
On my todo list. Both of these improvements are on the way!
Odinblade původně napsal:
Lokoarms původně napsal:

This is something that i really wish for.
On my todo list. Both of these improvements are on the way!
Thanks for the quick response and for the great mods.Im looking forward to play with those changes.
You mind looking at Scorching Ignition again? I feel like making it cost 2 AP made it hard to be worth considering after the start of the game. It just does too little damage for the cost, but I don't feel like it should be a hard hitting move either. Maybe make it 1 AP again but increase the cooldown?
@Odinblade I wanted to ask if it would still be possible to add a blessed fire ability?.
Wanted to ask because it would be really nice to be able to throw down a pile of blessed fire in a specific area instead of having to use source for bless for the fore beneath me/ally.

Ether way thanks for the mod mate grade A job love it just wanted to suggest that was all gj mate and gl with future projects.
@STabbage Merchant: Hey mate just wanted to say just use elemental affinity Legit makes it cost 1 and also lowers all other pyro skills ap cost,
I can't play this mod without that talent too useful.

So ya just use that talent and stay in fire and you should be good, Also since you are likely pyromancer for this then you should have lot's of fire res.

Anyway gl mate hope i helped.
@Odinblade: Hi i wanted to add something if you could somehow maybe make it so that torturer also extends the duration on scorch that would be awesome.

Idk if you can do this with coding but if possible would be awesome.

Anyway thanks for the mod mate its fantastic and the best overhaul out of them all honestly great job and can't wait to see just how good the geo overhaul will be hope i see some rock golems :D.
Ragnarok sure could use some rebalancing.

We're playing on hardest and was doing the fight with the Advocate and were struggling a bit. Turns out all we needed was to tap Ragnarok once and it was pretty much GG in one go.

I get that it's a 2 sauce spell, but it deals so much damage and spawns necrofire and set the targets as decaying on top of that.

It is by far the most overpowered spell in our game, so much so we just stopped using it afterwards.

I'd say decrease the damage a bit. And if possible maybe decrease the amount of necrofire surfaces created as it pretty much covers the entire battlefield in necrofire.
Do you think you could revert the AP cost of Throw Explosive Trap and its source skill counterpart? I can't imagine using these spells anymore, because I could just use better damage spells and the "snare" status is not affected by the "torturer" talent - which makes these spells feel underpowered to me. Or perhaps instead of reverting the AP cost, you could make "torturer" include snares just like it does entanglement? Either way, the nerf seems a little harsh.
Do the elemental weapons drop from normal loot? i have only ever seen them from a vendor but think it would be cool to find them in the "wild". by using this mod you give up on alot of the weapon loot that is dropped it would be nice to find a cool FlameBlade in the loot from time to time.
I personally dont mind the cost of skills so long as they are balanced. in the base game not every spell was good, but that was because they were built for flavor. in my opinion i think the spells that require multiclassing should be stronger but only because it requires additional point investments. I'm not saying make the spell better, I only want the spells to be balanced how the owner feels the balancing needs to be. If one spell outshines all of the other spells then the difficulty suffers when the enemies dont have the spell. players tend to gravitate to the path of least resistance when it comes to playing games, if i have a gun that does 25 damage and a gun the does 25 damage but costs less ap, then i would use the cheaper spell. theres a LOT that goes into the balance of the game when the creator is balancing the numbers. so as long as the balance feels good, i would say leave the spell alone.

you keep doing you odin. i love your mods
I love your schools overhauls! They bring a lot more diversity and depth and add great value to the game :)

I'd just have one main suggestion about the elemental weapons - the "random boosts" they can roll still include bonus elemental damage, which is normally not possible for elemental damage weapons such as staves and wands.

You can thus have a flame sword with a flame elemental damage bonus, putting it above the normal damage for a sword of its level.

This causes a balance issue, because then any elemental weapon without such a boost will very likely be inferior to any other that has the boost - it's like having a second non-framed rune slot.

In the physical damage weapons' case, having an elemental boost is hard to properly exploit because it'll damage another armor - you're very likely to go through the physical armor before you go through the magic armor with your elemental boost.
In the elemental weapons' case, the elemental boost applies to the same armor as the main damage - so it's like a pure damage boost.

My suggestion would thus be to take the elemental boosts out of the pool of boosts than can be rolled on elemental weapons, to be aligned with the balance of staves in that regard.
dobo 24. čvn. 2020 v 11.56 
All of the "Melee but scales off of intelligence" builds for all of your mods have been very confusing to me for the reason of armor str requirements. If I am building intel then I do not have the str requirement to wear armor suitable for a melee character.

Is there/my suggestion is for there to be a way to make armor requirements scale differently or add a vendor which sells armor with different requirements, like a plate armor that has an intel requirement.

If you have any suggestions please do tell.
Naposledy upravil dobo; 24. čvn. 2020 v 11.57
Throw Explosive Trap is very lackluster in its current form.
Even with double Pyro bonus and triggering early it's still less than a Fireball and costs 2 AP.
If you don't trigger it early, which newer people might not know then the damage is really questionable for its AP cost.

In vanilla this trap was 1 AP and slightly better than Fireball but now it's 2 AP and worse than Fireball.

I suggest to standardize it (as in no weird scaling) by following your Huntsman trap design (and still allow it to crit with SS), then up the damage by around 20% and add Scorch to it.
Or revert to 1 AP so the current damage is worth the cost.
Naposledy upravil Derpy Moa; 25. čvn. 2020 v 2.52
Odinblade  [vývojář] 25. čvn. 2020 v 3.55 
Derpy Moa původně napsal:
Throw Explosive Trap is very lackluster in its current form.
Even with double Pyro bonus and triggering early it's still less than a Fireball and costs 2 AP.
If you don't trigger it early, which newer people might not know then the damage is really questionable for its AP cost.

In vanilla this trap was 1 AP and slightly better than Fireball but now it's 2 AP and worse than Fireball.

I suggest to standardize it (as in no weird scaling) by following your Huntsman trap design (and still allow it to crit with SS), then up the damage by around 20% and add Scorch to it.
Or revert to 1 AP so the current damage is worth the cost.
I've not forgotten about this suggestion - it is still on my todo list! Now that I've finally completed my degree, I'll have more free time to retroactively make improvements to my mods :)
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