Divinity: Original Sin 2

Divinity: Original Sin 2

Odinblade's Enhanced Summon Scaling [REQUIRES NORBYTE'S SCRIPT EXTENDER]
 This topic has been pinned, so it's probably important
Odinblade  [developer] Mar 16, 2020 @ 2:53pm
Suggestions and Balance Improvements
Got any improvements or tweaks to make this mod better? Suggest away!
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Showing 1-15 of 20 comments
Derpy Moa Mar 16, 2020 @ 6:01pm 
Isn't 25 Constitution and 25 Memory bit too much for the Talents? Or more like won't realistically ever happen.
Something around 15 sounds more appropriate I think.
Odinblade  [developer] Mar 17, 2020 @ 1:53am 
Originally posted by MagicalPubes:
Isn't 25 Constitution and 25 Memory bit too much for the Talents? Or more like won't realistically ever happen.
Something around 15 sounds more appropriate I think.
Hmmm.... I agree that 25 might be a bit out of reach, but I think 15 is too small. Players should be encouraged to actively put more points into these attributes in order to give the talents to their summons - 15 of any attribute is a tad too easy to get.

I'm thinking a requirement of 20 for Constitution and Memory would be better. That way players do have to dig a teeny bit deeper to hit the threshold, without it being unrealistic.

EDIT: Just pushed the change - thanks for the feedback!
Last edited by Odinblade; Mar 17, 2020 @ 3:19am
MTaur Mar 18, 2020 @ 11:25am 
I tried to do something like this once, but I couldn't pull it off. It's all over the place.

Have base values been lowered a little to compensate?

I also think that summons should scale off of your Skills, but with lesser scaling values in most cases. Basically make it so that truly hybrid is optimal, though the power spike for reaching Summoning 10 might still be a good idea to keep it interesting as a primary skill. Though I guess it comes with the risk of making Summon into a one-point wonder, too.

The Talent unlocks sound neat. Maybe I'd add more of those for reaching Skill 5, or just migrate all talents to be associated with Skill levels.

EDIT: For example, summons would get +% Fire damage from Pyro, etc. Maybe half as much, I don't know.
Last edited by MTaur; Mar 20, 2020 @ 2:55pm
Odinblade  [developer] Mar 20, 2020 @ 3:02pm 
Originally posted by MTaur:
I tried to do something like this once, but I couldn't pull it off. It's all over the place.

Have base values been lowered a little to compensate?

I also think that summons should scale off of your Skills, but with lesser scaling values in most cases. Basically make it so that truly hybrid is optimal, though the power spike for reaching Summoning 10 might still be a good idea to keep it interesting as a primary skill. Though I guess it comes with the risk of making Summon into a one-point wonder, too.

The Talent unlocks sound neat. Maybe I'd add more of those for reaching Skill 5, or just migrate all talents to be associated with Skill levels.
Yeah, it's a tricky one to balance, but I think the values should be ok given you don't get a lot of benefit in the earlier portions of the game - the point where summons are strong. The idea here is to just bump their late-game potential as they do pale in comparison with most other builds towards the end of Act 2 onwards.

Shared scaling with your ability points could be interesting, but for this mod, I think that attributes should be enough. Summoner builds can easily get value by putting points into Hydro, Pyro, etc. for the utility, whereas there isn't anything they can really spec into attribute-wise.

I'm planning some changes at the moment to make the choices a little more attractive. A key change I am experimenting with is replacing the Talents with some new talent-like effects exclusive to the summons called "Boons". Talents were ok, but some are clearly way better than others, making some choices feel a bit meh. Hopefully, the new Boons are a bit more interesting to play with.
MTaur Mar 20, 2020 @ 3:23pm 
The biggest problem has always been the attributes not scaling anywhere at all, and this is a good fix. Larian should do a gift bag if they're not already working on it. I end up pumping CON and using Soul Mate + Shields Up. It's awkward and silly but effective.

I think Summoning would be less all-or-nothing if it multiplied off of other ability scores. That would be a strict buff after Summoning 10 if not balanced against elsewhere, though.

If modding were easier, I'd do it myself.
Chins Apr 20, 2020 @ 2:25am 
Just got to Arx on a Coop playthrough (lvl 18). The initial void bois were manageable. Was not expecting the kraken spit out an abyssal void dude fresh from the gym and with every boon. Might need to take a look at that part.
Last edited by Chins; Apr 20, 2020 @ 2:30am
Lemonsoda Apr 26, 2020 @ 2:22pm 
greetings i've got an idea for a little tweak but i don't know if it is possible..
i'm currently doing a run with the occultist overhaul
https://steamcommunity.com/sharedfiles/filedetails/?id=1521041232
and the Chaos-Boon from intelligence takes nearly 5s on each summon to "cast" is there a possibility for this animation to be faster?

if not then it's no problem and i'll play it anyway

cheers and keep up with your awesome mods :3
Roet May 4, 2020 @ 1:10pm 
would it be possible to adjust the incarnate melee range so that it doesnt constantly punch past enemies and look like its trying to smother them in its armpit. I think setting its melee range to 1.7 or so would line up the animation with the range more properly. it make sense since there isnt really any reason that huge thing should have arms the same length as the little tiny summon.
Thierry May 6, 2020 @ 5:53pm 
Maybe add an option to disable the summon scaling for enemies?
Monado Jul 8, 2020 @ 10:15pm 
I just finished a game playing with this mod. Its amazing! However, I just feel like the 25 point intelligence boon is too strong. Would love to see something that doesn't do such consistent big aoe damage.

It's also incredibly annoying in AI fights with lots of AI summons. (Kraken fights)
RaZoR Jul 19, 2020 @ 10:35am 
Odinblade your mods are the best like always ) But i have a question. Why can't buff infusion on skeletons from necromancer mod ? so it should be? sorry For my English ;)
dreadmaster Sep 12, 2020 @ 10:33pm 
Hey Odin love your mods. Suggestion, or maybe even bug? The hydra at the end in act 4 spawns the adds for bracus totaly of 5 I think. They each get every boon. This seems a bit much for the adds imo. People like Kemmer have every boon.
Larsen Nov 10, 2020 @ 2:31pm 
nothing can be done about Summons initiative? it seems like they start last in all fights i am in unless i resummon a new pet at start of each fight.
Felix Nov 11, 2020 @ 12:47am 
Originally posted by Chins:
Just got to Arx on a Coop playthrough (lvl 18). The initial void bois were manageable. Was not expecting the kraken spit out an abyssal void dude fresh from the gym and with every boon. Might need to take a look at that part.
is this still a thing?
Bomjus Mar 24, 2021 @ 8:42am 
Originally posted by Felix:
Originally posted by Chins:
Just got to Arx on a Coop playthrough (lvl 18). The initial void bois were manageable. Was not expecting the kraken spit out an abyssal void dude fresh from the gym and with every boon. Might need to take a look at that part.
is this still a thing?
ever find out if this is still a thing? cause this sounds like a terrible time lol
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