Divinity: Original Sin 2

Divinity: Original Sin 2

LoliPack (Developmental Arena Mode Mod)
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Update: 30 Sep, 2017 @ 11:56pm

Minor Updates!~



  1. Summoners no longer have the Door To Eternity Skill.
  2. Summoner Dual Totem Skill cooldown increased to 7 turns (from 5 turns.)
  3. Templars now have the proper hydro skill required to use their Steam Lance.
  4. Necromancers now have a skilled called "Blood Guile" which deals 100 raw vitality damage to the Necromancer Caster and spills cursed blood underneath them.
  5. Scout's Assassinate Skill can now Backstab.
  6. Removed the worthless fireball skill from Scout and replaced it with Arrow Spray.
  7. Added Opportune Moment (Last changelog has info.) to the Scout.
  8. Increased the range on some skills of the scout.
  9. Changed multiple scalings and cooldowns for the scout.
  10. Templar now gets Blitz Attack.

Bug Fixes!~

  1. Fixed an upsetting issue where player portraits were bugged and offset, causing the wrong characters to be selected.

Update: 30 Sep, 2017 @ 7:08pm

New Class -- Scout!~
Added a new temporary experimental class for arena mode: The Scout.

My intentions for this class was to make seizing opportunities more favorable. I've noticed that most of the time, I could lure attention to my other allies while waiting for just the right moment to shoot arrows was well worth it. Waiting in the same place since stealth doesn't break on most skill usages also helped to produce more patient-luring results.

To sum it up, this class is all about using patience to your advantage.

As an update, the map I'm working on is 10% Complete. I've been focusing on seeing how well the default arena classes and my own would meld into the tactical aspects of the map itself rather than just making something that looks nice and not providing an optimal arena experience.


Stats
Stat Name
Number
Physical Armor
86
Magical Armor
70
Initative
16
Health
256
Telekenisis
3
Talent
Arrow Recovery

Skills + Items

  • Stealth Ballistic Shot (Ballistic shot but doesn't break stealth. 2AP, 5 Turn Cooldown, +3m Extra Base Range)
  • Stealth Barrage (Barrage but with hopefully delayed projectiles and also doesn't break stealth. 3AP, 5 Turn Cooldown.)
  • Stealth Mark (It's just Mark but doesn't break stealth on usage.)
  • Stealth Pin Down (It's just Pin Down but doesn't break stealth. 4 Turn Cooldown as opposed to the base three.)
  • Stealth Snipe (The mere fact that Snipe wasn't non-stealth breaking is beyond me.)
  • Assassinate (Stealth Snipe but source makes it hit harder. Can also backstab for even more damage. Takes One Source Point. 12 turn cooldown. 4 AP.)
  • Stealth Marksman Fang (Just Marksman Fang but doesn't break stealth. )
  • Opportune Moment (0 AP, One time usage.) The very essence of this class. Proving that patience is key and waiting for that right moment matters. On usage, Grants 6 AP and a free turn afterwards.
  • Tactical Retreat
  • Arrow Spray
  • Sky Shot
  • Reaction Shot

Update: 29 Sep, 2017 @ 1:42pm

Update: 29 Sep, 2017 @ 1:40pm