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Contamination - I think the range is too big, was hard to do water combos, since everything turned into poison. Point is, if it used in mele, range is not that important, if not - then it is for EA and range is not that important too, right?
It intentional that spore shroom applies to any character? I mean, it might be personal, but -10 res is not that big of a deal, so this made this spell totally undesirable (IMHO I guess, but still suggest lower res at least to -20 and prolong it for 3 turns)
Fortify and Granite Plating has same appearance, maybe enhance the latter? Dif color or smth
The parasite terrified myself after exploding (tooltip says only enemies)
I strongly suggest giving Shapeshift unlimited duration, the stance has it ups and downs, quite balanced, but this way it would be much cooler (I suppose it is a lame IMHO argument)
Expunge deals more damage with Acid, but I as far as I am concerned there are no new/old skills that apply any(I do not count corrosive touch cause it is a crafted one). Maybe change poised to acid on some?
I think Stone elemental should have not only more armor than the poison one, but more health (since he is a mele guy, tank and stuff). Since skills provide him phys armor he can be easily nuked by mages, which is kinda bad for a tank mele char.
Song of dryads should be 3 Ap, it does good damage, entangles and give a good buff. Most of the time you will be standing on oil/acid it will be 1 Ap, too strong.
https://steamcommunity.com/sharedfiles/filedetails/?id=1625258252
https://steamcommunity.com/sharedfiles/filedetails/?id=1625258230
https://steamcommunity.com/sharedfiles/filedetails/?id=1625258203
The Earth Elementals Oily Touch cast and animation timing seems to be out of sync, and to me at least is removed the "oomf" feeling of satisfaction when you use a skill.
Here's a gif of Red Prince and an Earth Elemental both casting Oily Touch to compare.
https://media.giphy.com/media/5QMJ3Tb7X0e0IaZhZp/giphy.gif
With the Red Prince the cast of Oily Touch is finalized when the animation reaches forward as one would expect. But the Earth Elementals Oily Touch cast finishes the instant you click the target. Then the animation plays out afterwards. This desync between the damage and animation is jarring in my opinion.
So far that's the only issue I've found with this otherwise spectacular overhaul. If you keep making these I might start calling it Divinity: Odinblade's Sin II.
Seems to be a common issue with D:OS2 DE. From experience, it's almost always down to a version mistmatch of mods between the host/client. The easiest solution I've found is to have the client and host delete all of their mods from the /Mods/ folder -> let the host redownload and reactivate them all -> client joins the hosts' game which downloads their mod versions and applies the correct loading order.
Hope this helps!
Noted about Fortify/Granite Plating - will add a minor difference between the two visuals.
Also noted about the Terrify and should be an easy change to make.
I'll have to see about Shapeshift a bit more. Generally, I don't like toggle skills with unlimited duration. I understand that it has obvious drawbacks in this case, but it always feels free to have active -> hard to balance -> usually ends up being too weak.
I think there are enough tools for Acid, and crafted skills shouldn't be discounted, particularly as they are available for purchase now.
I'm happy with Stone Elementals stats, but will keep an eye on it. Looking at Song of the Dryads too.
Thanks for your suggestions and feedback! :)
However there is one issue that I have brought up with the author of the other conflicting mod. It's not really a huge issue but when using ChimCharred's "Occultist - A Summoner Overhaul" mod, all of your spells in your class add-on mods that require "Summoning" do not update/change or whatever to the newly renamed stat "Occultist". What he did was change "Summoning" to "Occultist" and now your summoning mods wont scale properly even though I have say 15 points in Summoning/Occultist the summoned creature wont receive the @10 Summoning stat/skill/visual upgrade.
Again while testing with the skill we did a "make war" while in combat after the corruption ended the character was removed from the party and began acting as an NPC. The player (now NPC) took over the other player's character who was then booted out of the game. (WHAT?!) Everytime the player that got kicked tried to rejoin the received an error "Addon could not be loaded". The now NPC character just stood in place with no dialog to make peace or to add back to the party. Fighting it caused it to be non-hostile and died whithout being able to be rez'd.
We fixed this by restarting the game.
By far one of the most bazaar events to occur.
don't know if it was planned, but the icon still the same (I mean from earlier versions)