Divinity: Original Sin 2

Divinity: Original Sin 2

Constellationist Class Definitive Edition
 This topic has been pinned, so it's probably important
Heaphaistos  [developer] Sep 24, 2018 @ 3:33pm
Suggestions
Post all ideas or improvement for the mod there.
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Showing 1-15 of 19 comments
Daz Sep 26, 2018 @ 3:13am 
Wanted to test out the new classes at once, but as my Constellationist is a 2nd toon (single player) I can't get any of the spells as they cost 300-2400g each! Make a chest like the others, maybe? Unless I'm missing something. <3
Heaphaistos  [developer] Sep 26, 2018 @ 4:17am 
The chest ( Contellationist - Vase ) is hidding behind Zodi :P.
Daz Sep 26, 2018 @ 6:01am 
I thought I'd checked every corner, didn't think to look under his skirt! xD
Bibpanana Sep 27, 2018 @ 5:06pm 
Thanks for all the pretty skill particles, I'm never going back to totems + incarnate xD.

So from a balance perspective it seems like the summons' damage numbers are twice as much (and then some) as my party (they have pretty good gear).

I'm in a non-LW party and my summoning skill is at 19, so for a more "fair" playstyle I'm making myself keep summoning at 10 to keep it balanced.

One last thing, the summon's auto attacks are reaaaally weak compared to their skill damage. This really hurts summons like Sagittarius (the archer).
Last edited by Bibpanana; Sep 27, 2018 @ 5:51pm
Nicol Bolas Oct 1, 2018 @ 3:23pm 
this mod is soo much fun. that said though, i want to ask you something. So every summon cost 3 Memory points and i can get behind that it should be high, the only problem i see design wise is that you cannot optain all summons on one character the highest points of memory slots are 41 and for that number you have to take the talent and be level 20. all summons cost together 39 memory slots. maybe you can make them cost 2 it would still be pretty expensive to have every skill availible but if you really going to max out memory for this you can have a few additional spells. I would like to know what your thoughts were behind this design maybe i can see were you come from! :3 best regards Demiurgus
Heaphaistos  [developer] Oct 1, 2018 @ 6:23pm 
@Bibpanana - Yeah the summon scale really hard. and i agree with the basic attacks, i'll try to buff this and remove some dmg from the summon skill if possible.

@Demiurgus - Hmmm, i need to think about this, because when you summon a celestial spirit it like 5 new skills for x duration. Each summon give you a pack of 5 skills so with 3 summons, 15 skills. you can always change mid fight to gain more utility, damage, control, mobility, debuff, buff , support and more :P.

Think about this at lvl 20 with 41 memory slot, if you really want all summon, that give a total of 70 skills. ^.^ ( Where you shape you fighting style Ex: Support summoner(Virgo,Capricorn,Gem..) to Damage summoner(Aquarius,Aries,Scorpio.. ))

But hey, there is always a room for an override mod. :)
Nicol Bolas Oct 1, 2018 @ 6:43pm 
i see where you're coming from. Im the kinda guy who wants to play on theme for my playthrough and it doesnt feel right to have 13 summnons and even a spell that gives me the possibility to summon all 13 and cant do it because i cant learn all skills. :D I understand why you choose to make them this expensive, maybe it would work if you changed the cooldown to once per battle so players cant abuse it indefinatly, but i dont know if this would make it balancedto be honest. I would appreciate an override mod though :3
Last edited by Nicol Bolas; Oct 1, 2018 @ 6:43pm
Its not really a suggestion for this mod, but I have to say libra has some of the coolest particles I've seen in this game: ever thought of making a gravity mage mod?
Heaphaistos  [developer] Oct 4, 2018 @ 5:11am 
Hehehe :3, Gravity mage is on the list,( all skill and idea are on a sheet and ready ) When ? idk i wish i could work faster :(. I Still have to release the class i'm currently working on.
Themtastic Oct 5, 2018 @ 6:00pm 
First of all, this is my favorite mod for Divinity and I just finished my second playthrough with your mod.

I have spent quite some time playing with each summon and I love them all, however I have noticed a few minor flaws.

Others have already pointed out the weak normal attacks of most physical damage summons and I have to agree that it really hurts their usefulness when their big abilities are on cooldown.
Another big point is the really low initiative stats of all summons. When I was level 20 and in Arx my summons had 13 wits and initiative whereas enemies easily had 30-40 initiative resulting in very few turns which really hurts summons that rely on stacking like Scorpio where the venom stacks are long gone before his next turn. This basically meant I had to use my two most damaging spell in the first turn because there was no second turn most of the time.

My final gripe is the lack of Source skills to use. I found myself having full Source almost the entire game even though 88 Spirit's Might is a cool spell the damage was not comparable to lets say a second or third Summon. Celestial Resonance however is perfectly fine. I would love to spent some sourcepoints to empower my summons instead.

I still have tons of suggestions for individual summons or new abilities but I fear this turned into quite the essay already so let me know if you are still interested in giving each summons a level 13 ability or if you are done with development on this mod.

Thank you for making these amazing mods.

Nicol Bolas Oct 7, 2018 @ 3:41pm 
Okay i saw that there are some suggestions for other classes here and i have an idea that only you could pull off in my opinion x3. It would be a dream to have an Eldrich mage class with themes of Cuthulhu and Bloodborne :3. Maybe somekind of mechanic where the user loses sanity (memory perhaps or wits) when they use it or somekind of madness effect for the user and the victim :D and we need tentacles, lots of tentacles :P with the addition of the new kraken tentacle this could get really cool :D

Anyway sorry for that ramble feel free to ignore all of it or take it if you like :3
Last edited by Nicol Bolas; Oct 7, 2018 @ 3:45pm
Heaphaistos  [developer] Oct 10, 2018 @ 4:41am 
Sorry for the late answer

@Themtastic - Basic attack and wits fix added to my list. I'll think about the source skill ;p

@Demiurgus - Ooh that can be great ! I can totally mix this with one of my upcoming class.
Quick Question, follow up on my previous one realy, are you, by chance, any closer to making the gravity mage :p? Sorry if I'm pestering you with the question, I'm just realy looking foreward to it :)
I love all of your classes. I'm getting alot of good mileage out of them. Is there any way though that you can roll your icons for all of your classes into a single Atlas? I am so very tried of having my toolbars break when trying to include skills from the base game, each of your classes, Odinblade's and Helaene's. It would really help as switching tool bars is a pain. Thanks.
Last edited by Knight of the White Sun; Jan 16, 2019 @ 7:24pm
Nicol Bolas Jan 17, 2019 @ 3:42am 
@KnightPaladin I would also like that alot :D
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