Divinity: Original Sin 2

Divinity: Original Sin 2

Odinblade's Scoundrel Class Overhaul [REQUIRES NORBYTE'S SCRIPT EXTENDER]
 This topic has been pinned, so it's probably important
Odinblade  [developer] Jun 26, 2020 @ 2:54pm
Suggestions and Balance Improvements
Got any improvements or tweaks to make this overhaul better? Suggest away!
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Showing 1-15 of 27 comments
mjgg9500 Jun 27, 2020 @ 2:46am 
Hey Odinblade, your new mod looks awesome (as usual), keep up the amazing work man, my only suggestion is that you pls bring back the unique throwing knife animation, the reason why i ask this is because the animation you use is not really new cause it belongs to death blow or mortal strike idr, whereas the throwing knife's was so satisfying to watch and i think no other skill uses its animation, anyway many thanks in advanced!!
Odinblade  [developer] Jun 27, 2020 @ 2:47am 
Originally posted by mjgg9500:
Hey Odinblade, your new mod looks awesome (as usual), keep up the amazing work man, my only suggestion is that you pls bring back the unique throwing knife animation, the reason why i ask this is because the animation you use is not really new cause it belongs to death blow or mortal strike idr, whereas the throwing knife's was so satisfying to watch and i think no other skill uses its animation, anyway many thanks in advanced!!
Hey there! Throwing Knife's animation had to be changed to support the new Combo effect. I've pushed an update to change it to a more appropriate animation. Thanks for the feedback :steamhappy:
mjgg9500 Jun 27, 2020 @ 3:05am 
Fair enough Odinblade, it is your mod and your vision of it and dont get me wrong its cool but let me try to win a persuasion check here, have you watched ''Now you see me 2''? there was a scene in which they moved around a card with their bare hands, your philosophy is that because it forks it should use a different animation right? well what if i tell you that you can make the knifes fork with your hands without jumping into the air and coming down like a roller coaster? Anyway i know im pushing it odin but pls i need that small detail back, im bowing down to you and kissing your feet right now, pls pls pls...
Odinblade  [developer] Jun 27, 2020 @ 3:11am 
Originally posted by mjgg9500:
Fair enough Odinblade, it is your mod and your vision of it and dont get me wrong its cool but let me try to win a persuasion check here, have you watched ''Now you see me 2''? there was a scene in which they moved around a card with their bare hands, your philosophy is that because it forks it should use a different animation right? well what if i tell you that you can make the knifes fork with your hands without jumping into the air and coming down like a roller coaster? Anyway i know im pushing it odin but pls i need that small detail back, im bowing down to you and kissing your feet right now, pls pls pls...
The default animation for Throwing Knife splits the projectile into 2 when you're dual wielding. Both hits also trigger at the exact same time. Because of this, there is no way to apply the Combo bonus only once, causing two daggers to fork at the same time. This has it's own issues, as the projectiles are quite buggy if they hit the max. number of targets. The game tries to process that many instances and damage rolls in the same frame, causing some of the damage to outright disappear.

As such, I had to change the animation. I've not just done it for the sake of it. I of course would have rather not had to have change it!

Check at the new animation in the update as it's a bit better!
Last edited by Odinblade; Jun 27, 2020 @ 3:12am
mjgg9500 Jun 27, 2020 @ 3:40am 
Oh, okay, didnt know it was a bug so, sorry, but odin then i have another idea, what if you make the throwing knife only generate one combo point and thats it? will it trigger two times to give you 2 combo points?
Odinblade  [developer] Jun 27, 2020 @ 3:42am 
Originally posted by mjgg9500:
Oh, okay, didnt know it was a bug so, sorry, but odin then i have another idea, what if you make the throwing knife only generate one combo point and thats it? will it trigger two times to give you 2 combo points?
I can workaround that issue, but the crux of the problem with the skill animation remains the same. To put it bluntly, it HAD to be changed.
Derpy Moa Jun 27, 2020 @ 3:59am 
Throwing Knife suggestions:
Reasoning:
- This skill now with the combo effect is great but without the combo effect it's still not worth using.
- It's a really feelsbadman moment to use this early game for combo points due to the low damage per AP value, even if it's ranged.

Suggestion:
- Shift damage from 85% base to 100%.
- Keep combo damage at 75% base as it is now.
Last edited by Derpy Moa; Jun 27, 2020 @ 4:28am
mjgg9500 Jun 27, 2020 @ 6:19am 
Well Odin, since obviously you're the expert in this area, the only thing i can say is that you pls find a way to get the old animation back either by changing the skill or something else. Many many thanks, have a good day and stay awesome!
Mehsaur Jun 28, 2020 @ 5:00am 
The mods looks really cool, but I think it would be better if it could be used without daggers as well. At least the skills that make sense. Like I see no reason that Firecracker, Chloroform, Adrenaline, Misfire, Slip into Shadow, Gag Order, Misdirection, Wind-up Toy, Finders Keepers, Outmaneuver and Crawling Infestation need a dagger as no weapon is involved. I don't know if the abilities themselves need a dagger, but it sounds like they'd only get the combo point feature if you use a dagger.
If it's for balancing reason then that's fair, but it's always fun with diversity!
Last edited by Mehsaur; Jun 28, 2020 @ 5:00am
Odinblade  [developer] Jun 28, 2020 @ 7:12am 
Originally posted by Mehsaur:
The mods looks really cool, but I think it would be better if it could be used without daggers as well. At least the skills that make sense. Like I see no reason that Firecracker, Chloroform, Adrenaline, Misfire, Slip into Shadow, Gag Order, Misdirection, Wind-up Toy, Finders Keepers, Outmaneuver and Crawling Infestation need a dagger as no weapon is involved. I don't know if the abilities themselves need a dagger, but it sounds like they'd only get the combo point feature if you use a dagger.
If it's for balancing reason then that's fair, but it's always fun with diversity!
From the skills you listed, only Gag Order requires a Dagger weapon. All of the others can be used without that requirement. The skills which do not use a Dagger don't generate Combo, which has been done for balancing purposes and to help Dagger-oriented builds to become a bit more viable in the late game.
Mehsaur Jun 28, 2020 @ 8:27am 
Originally posted by Odinblade:
From the skills you listed, only Gag Order requires a Dagger weapon. All of the others can be used without that requirement. The skills which do not use a Dagger don't generate Combo, which has been done for balancing purposes and to help Dagger-oriented builds to become a bit more viable in the late game.
Ah, so is it just the combo generation that requires a dagger, not the use of them combo points?
Odinblade  [developer] Jun 28, 2020 @ 8:33am 
Originally posted by Mehsaur:
Originally posted by Odinblade:
From the skills you listed, only Gag Order requires a Dagger weapon. All of the others can be used without that requirement. The skills which do not use a Dagger don't generate Combo, which has been done for balancing purposes and to help Dagger-oriented builds to become a bit more viable in the late game.
Ah, so is it just the combo generation that requires a dagger, not the use of them combo points?
Yes. Only Dagger requirement skills will generate Combo points with the exception of Adrenaline. You can technically utilise Combo on a non-Dagger build, but it's very tricky to get up to Combo 3 this way.
Say Jun 29, 2020 @ 6:54pm 
In my opinion, Throwing knife should just be 1 AP. It does really subpar damage without the combo effect, and in almost all situations, it's better to just auto attack or use another ability that is worth the 2 AP.

Before you released this MUCH BETTER mod, I was playing with something called Ryuki's scoundrel rework, and they had Throwing Knife at 1 AP, which was incredibly nice because there are a lot of times where you're ending your turn with 1 AP left and you don't really have anything else you can do.

It's nice to have that little extra AP spender at the end of your turn.
Last edited by Say; Jun 30, 2020 @ 6:04am
Say Jun 30, 2020 @ 3:56pm 
Hey Odin, the new change you made to the Combo effect for Outmaneuvered is much better than before. I love this new effect.

My only suggestion would be making the tooltip more clear. When it says "No longer expires on first hit" I thought it meant it would last for an infinite amount of hits. Should probably be updated to say "Combo: Now works against the next two attacks instead of the first."
Odinblade  [developer] Jul 1, 2020 @ 12:43am 
Originally posted by Winter Phoenix:
Hey Odin, the new change you made to the Combo effect for Outmaneuvered is much better than before. I love this new effect.

My only suggestion would be making the tooltip more clear. When it says "No longer expires on first hit" I thought it meant it would last for an infinite amount of hits. Should probably be updated to say "Combo: Now works against the next two attacks instead of the first."
Sweet! Glad to hear the change to the Combo effect has been well-received.

Regarding the tooltip, I believe it makes sense and is clear. The one you have suggested implies the status expires after dodging a maximum of two attacks, whereas the status lasts for a full turn now instead of expiring after X number of dodges.
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