Divinity: Original Sin 2

Divinity: Original Sin 2

Divinity Unleashed
 This topic has been pinned, so it's probably important
Kalavinka  [developer] Dec 30, 2019 @ 2:37pm
Balance
Discuss balance here, requesting changes or even just highlighting issues you'd like to see addressed.
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Showing 31-45 of 364 comments
MELLZ(NQ) Jan 5, 2020 @ 8:50pm 
I don't know exactly what is causing it but damage done from bows enchantments like poisoning or flaming the weapon have insain damage almost equal to weopon damage. This might be due to them multiplying with ranger elemental arrowheads or other skill buffs.
Kalavinka  [developer] Jan 6, 2020 @ 7:45am 
Originally posted by MELLZ(NQ):
I don't know exactly what is causing it but damage done from bows enchantments like poisoning or flaming the weapon have insain damage almost equal to weopon damage. This might be due to them multiplying with ranger elemental arrowheads or other skill buffs.

Yeah, elemental arrowheads got buffed big time, so I think that's part of it.
Tani Jan 6, 2020 @ 4:55pm 
So I gotta wonder, why has Lone Wolf never been balanced to be both more fluidly enterable into 3-4-member comps and less bonkers in 1-2-member comps?

Couldn't it just work like a reverse of Warfare, nerfed by each ally within a certain distance? If you're the melee, you need stand alone. If you're the ranged, everyone else is melee. And if you're truly solo, there'd be even more of a bonus than if you were 2-manning things.

Just a thought.

Also, thanks so much for the
["Balance
Surface damage no longer procs immediately when hit by an attack that created it (such as Fireballs, Searing Daggers etc)"]
change. That was annoying the hell out of me when sometimes the surface ticks seem to hit as hard as basic attacks... atop whatever special applies them. Made targeted multi-puddle attacks seem pretty broken too.
Armonté Jan 6, 2020 @ 5:09pm 
@Tani apparently Lone Wolf is extremely hard coded into the game and hard for modders to change.
Kalavinka  [developer] Jan 7, 2020 @ 5:38am 
Originally posted by Tani:
So I gotta wonder, why has Lone Wolf never been balanced to be both more fluidly enterable into 3-4-member comps and less bonkers in 1-2-member comps?

Couldn't it just work like a reverse of Warfare, nerfed by each ally within a certain distance? If you're the melee, you need stand alone. If you're the ranged, everyone else is melee. And if you're truly solo, there'd be even more of a bonus than if you were 2-manning things.

Just a thought.

Also, thanks so much for the
["Balance
Surface damage no longer procs immediately when hit by an attack that created it (such as Fireballs, Searing Daggers etc)"]
change. That was annoying the hell out of me when sometimes the surface ticks seem to hit as hard as basic attacks... atop whatever special applies them. Made targeted multi-puddle attacks seem pretty broken too.

You're welcome! Still working out kinks. As for your question...

Originally posted by Armonté:
@Tani apparently Lone Wolf is extremely hard coded into the game and hard for modders to change.

This is the answer, right here. ^ I may make a separate mod that disables the Lone Wolf talent and just gives an innate +2AP, +30% vitality and +30% armour under a certain party size. It would be hard to implement however as the engine offers no facilities for counting up party size.
dayman_aaah Jan 7, 2020 @ 2:45pm 
Hi.

First of all, I really appreciate this mod as it has breathed a new life in the game for me so thank you!

I do have some concerns/questions regarding balance though.

I could be missing something here but I'm finding that with no armor saves against status effects, the game becomes a question of surface control. Surfaces put DOT statuses on which nullify armor so it seems like the most reliable way to deal damage.

I find defending against surfaces difficult too. During the no way out quest on driftwood for example - the enemies attack you as soon as you come out so you don't have any time to move around. In that point, a magister throws two firebombs which cause burning, bomb damage, and create a fire surface around all 4 party members, bringing them to half health. All my subsequent turns are spent on healing and surface mitigation (which is fine).

But because there are no saves - unless my healer goes last, I cannot remove burning from any of my members.

Here's why: Healer casts some heal on character A, removing fire -> on A's turn, A is still standing on fire -> fire surface applies burning -> negated by rested status -> now unless A teleports he will take fire damage as he walks through the surface which sets him on fire again.

So then healing spells aren't super effective in status effect mitigation so it seems we need surface control more. Rain > rested > regeneration.

Still doable in my opinion but the issue seems insurmountable when dealing with fights that you cannot possibly be controlling surfaces in your favour. Like the Black pits fight. Necrofire everywhere and I can't control it. Rain and bless have a really long cooldown.

The effect is made even worse because it seems as though the AI will assume status effects are no biggie as long as they have some magic armor, leading Gwydian Rince to suicide in an even more spectacular manner than before.

Bit of a ramble but I hope I've made some point there.

Surfaces just seem too oppressive.
MELLZ(NQ) Jan 7, 2020 @ 8:20pm 
Originally posted by dayman_aaah:
Hi.

First of all, I really appreciate this mod as it has breathed a new life in the game for me so thank you!

I do have some concerns/questions regarding balance though.

I could be missing something here but I'm finding that with no armor saves against status effects, the game becomes a question of surface control. Surfaces put DOT statuses on which nullify armor so it seems like the most reliable way to deal damage.

I find defending against surfaces difficult too. During the no way out quest on driftwood for example - the enemies attack you as soon as you come out so you don't have any time to move around. In that point, a magister throws two firebombs which cause burning, bomb damage, and create a fire surface around all 4 party members, bringing them to half health. All my subsequent turns are spent on healing and surface mitigation (which is fine).

But because there are no saves - unless my healer goes last, I cannot remove burning from any of my members.

Here's why: Healer casts some heal on character A, removing fire -> on A's turn, A is still standing on fire -> fire surface applies burning -> negated by rested status -> now unless A teleports he will take fire damage as he walks through the surface which sets him on fire again.


Surfaces just seem too oppressive.

Personally when i start a turn i bless myself changing the surface or i over write it. Odinblade's class skills come with multiple ways to do this. Mages should always have a preferred surface and melee or ranged characters should have many leaps available.
Probably the only thing that suffers are pets.
Last edited by MELLZ(NQ); Jan 7, 2020 @ 9:27pm
Kalavinka  [developer] Jan 8, 2020 @ 11:27am 
Divinity Unleashed Version 1.0.2.0

Released some much-requested mod compatibility updates and overall balance changes.

Mod Compatibility
  • Odinblade's Necromancy Overhaul:
    • Hex mechanics now take effect only on characters at 50% Vitality or below
  • Feenex's Battlepack Expanded:
    • Shade Encore mechanics now take effect again, but only on characters at 50% Vitality or below
  • All mods:
    • Drastically increased the power of most modded damage-over-time effects, with particular focus on Odinblade's

Balance changes
  • Reduced average damage-over-time status damage by 10%
  • Reduced average surface damage by 15-20%
  • Decreased disparity between weapon-based damage and skill-based damage
  • Decreased wand damage
  • Systematically adjusted most NPCs who were dealing too much damage and oneshotting players
  • Slightly decreased overall damage at later levels of gameplay
Last edited by Kalavinka; Jan 8, 2020 @ 11:28am
MELLZ(NQ) Jan 10, 2020 @ 12:03am 
I think i found the culprit ifan's shadow-eye crossbow might need a nerf is behaving funny producing extremely high damage compared to other ranged weapons.
100 damage bow vs 1000 damage shadow-eye crossbow.
In a similar vain Fane's shapeshifter mark might be the reason there is 50% dodge like the chicken spell.(nvm all masks have the 50% dodge, i just use them)
Last edited by MELLZ(NQ); Jan 10, 2020 @ 10:09pm
WelcomeBub Jan 11, 2020 @ 5:27am 
So I've noticed after getting explosive trap and its mass variant skills at lvl 14 that they are severely lacking (e.g. compared to chain lightning). I understand the way its damage scales is funky and it is too often used as a combo piece, which of course doesn't make much sense as traps.

To balance this, what about keeping its explosion damage relatively low as it is or lower but add more status effects like bleeding and/or crippled and/or ruptured tendons? This would give back its usefulness as damaging traps, lowering the effectiveness of stacking multiple traps into a combo and instead encouraging tactical use. Adding on, perhaps the traps could be made immune to trap triggering damage before the one turn prep.

Assuming the traps aren't too difficult to mod...

Either way the mod is great fun and now I'm convinced making turn-skipping cc scarce is a necessity.
Last edited by WelcomeBub; Jan 11, 2020 @ 5:51am
Kalavinka  [developer] Jan 11, 2020 @ 4:27pm 
Divinity Unleashed Version 1.1

This is a major release fixing every prior known bug in the mod. It further addresses some mod compatibility while making minor balance adjustments.

Bug Fixes
  • Fixed an issue causing the wrong damage type to emerge from attacks with two or more damage types (and as an additional failsafe, placed poison lower on the priority list so attacks will not heal undead even if they still fail)
  • Fixed reflection damage not going through armour
  • Fixed an issue causing permanent mute after receiving an incapacitation status
  • Fixed horrible performance issues due to shoddy barrelmancy prevention code: this should solve issues with black screens, unexpected gametime hang when moving objects or changing inventories, etc. This is known especially to fix the black screen issue with the Lizard prostitute in Reaper's Coast. Thank you for the script for this, LaughingLeader!
  • Fixed an issue causing various compatibility scripts to fail compilation (i.e. Magic Damage->Air Damage, higher boosts, etc)
  • Fixed certain transformation statuses giving +50% dodge
  • Implemented experimental fix for armour not regenerating after removal of Acid or Suffocating
  • Fixed undead dodging poison potion healing
  • Fixed a bug that caused Kalavinka to suffer imposter syndrome for having such a buggy mod

Balance Changes
  • The AI now considers sneaking characters a lower priority target (but will not ignore them completely)
  • Living on the Edge is now a once-per-combat skill
  • Nerfed Shadow's Eye damage roughly 15%

Mod Compatibility
  • Feenex's Shade: Shadowfiend-granted skills now last as long as you have at least one Shadowfiend
  • Dialled back armour-based scaling cap slightly

Tooltip Fixes and Quality-of-Life
  • Fixed Leadership's dodge/resistance per level display in the Abilities sheet
  • Fixed Scoundrel's critical multiplier per level display in the Abilities sheet
  • Fixed Shocking Touch's damage tooltip
  • Fixed the Metamorph preset to have the correct number of attributes assigned
Last edited by Kalavinka; Jan 11, 2020 @ 4:27pm
HEY Jan 11, 2020 @ 7:36pm 
Is there any way to get older versions of this mod?
Kalavinka  [developer] Jan 12, 2020 @ 3:51am 
Originally posted by HEY:
Is there any way to get older versions of this mod?

Hi there, why are you looking for one? If it's about the broken damage bug, I'm fixing that as we speak.
Kalavinka  [developer] Jan 12, 2020 @ 3:52am 
Divinity Unleashed version 1.1.1

Bug fixes
  • Fixed damage boosts from Huntsman, Guerrilla, Hydrosophist and Necromancy scaling wildly out of control
  • This should reduce instances of NPCs oneshotting players
  • Guerrilla no longer triggers sneaking while playing dead
  • Guerrilla no longer triggers sneaking when combat ends
  • Permanent summons belonging to companions now die when they leave the party
Levatt Jan 12, 2020 @ 7:07am 
So I was playing with my group last night and we all agree that Water + Shock plays weird. In the base game if someone was shocked or stunned they would take the electricity out of the pool and become stunned. With Stun not being a full CC I can understand not wanting to have it instantly disappear anymore once someone can be stunned but it feels like it lasts forever, like Shock Water Pools lasting 3 whole turns, making our melee characters feel useless cause they can't approach without losing all their AP and stats and making the enemies super easy because they just walk up through it and can't do anything while also taking massive damage. So it's a double problem, easy fights without our melee's being able to participate.

It also ruins the contrast between Fire Surfaces and Lightning. Fire Surfaces (in my mind) should be long lasting, damaging but not doing any Crowd Control, and Lightning should be the opposite, lower damage, but weakening enemies considerably.

I agree that as long as Stunned doesn't do a hard CC it shouldn't just stun one person and go away so I suggest making it last only one turn and then turning the water to steam (which can then be shocked for a second turn) would be more active and balanced. Of course I don't know how easy that is for you to do but I hope that is helpful.
Last edited by Levatt; Jan 12, 2020 @ 7:10am
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