Divinity: Original Sin 2

Divinity: Original Sin 2

Ascension
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Update: 3 Oct, 2017 @ 8:58am

Aerotheurge Completed:

Electric Discharge
Damage Modifier:
90 → 110

Damage Range:
10 → 60

Shock Duration:
2 → 1

Cooldown:
3 → 2

Reasoning: Start Aerotheurge off strong with a bit more damage. You don’t really have enough set pieces to reliably CC at the start of the game, so this should really help improve early game output in combination with Shocking Touch as well as introducing the player to the theme of damage variance for Aerotheurge.


Favorable Wind
This spell will remain unchanged for now. Look forward to this having some more utility added to it in the future once I get around to adding new functionality to spells.



Shocking Touch
Damage Modifier:
100 → 75

Damage Range:
10 → 0

Action Points:
2 → 1

Cooldown:
2 → 1

Reasoning: I want to incorporate weak, low cooldown spell abilities to help casters retain relevance in the early game before they have a full repertoire of spells. The touch line fits nicely with this as there is a risk/reward here with having to get into melee range. The AP:Damage ratio on these spells is fantastic, and it maintains it’s 2 turn Shock Duration, allowing you to always have a cheap source of Shock if you get in melee range. Also, it being a touch spell, it will do very precise damage. I also want to make this option attractive for hybrids as a 1 AP for -2 AP (over 2 turns) is powerful for characters who will always be in melee range, which will be a reoccurring trend. Battlemages need a lot of help.


Blinding Radiance
Damage Modifier:
100 → 40

Damage Range:
10 → 30

Action Points:
2 → 1

Damage Radius:
5 → 8

Blind Radius:
5 → 8

Reasoning: In the vanilla game, this is just a worse Superconductor. The small AE makes it limiting, and what looks like a Hybrid spell pays too much for it’s damage component. This has the potential to be a fantastic reason to dip 1 point in Aero for tanks to shut down ranged. I heavily penalized the damage to justify reducing the AP cost and improve the blind, making this a very powerful hybrid option. Ranged enemies will need to either move out of the blind, or engage it’s target in melee.


Teleportation
For now, I am leaving this as is. When I get around to adding more abilities to the game, I will be spreading spells further out in spell lists (3 -> 8), and I will be balancing Teleporation by requiring more of a point investment in Aerotheurge. Make sure you hang on to those teleportation gloves!


Dazing Bolt (Significant Rework)
Damage Modifier:
120 → 160

Damage Range:
10 → 140

Damage Radius:
3 → 0

Shock Duration:
2 → 1

New Description:
A bolt of lightning strikes a random character, favoring enemies, within 15m of the targeted location, dealing [1] damage.

Reasoning: I tried to fix the issue with the bolt auto-targetting, but this seems to be hardcoded into the logic behind this type of spell. Instead, I took this logic and ran with it. It is now a single target powerhouse that has a bit of nuance to it’s aiming allowing you to target well beyond what you would think and potentially dealing massive damage, but at a loss of control (which this spell always had issues with). There will be a new AE spell to fill the gap left by this change when I finish balancing vanilla and start adding spells and abilities.


Nether Swap
Same as teleportation, I am leaving it where it is for now. Once I get into adding spells, this will also move up in Aerotheurge requirement, although it will be obtainable before Teleportation.


Pressure Spike
Damage Radius:
3 → 5

Reasoning: Honestly, not much to change here. Updated tooltip to include the skills damage which I think was a big reason why so few people seemed to notice/use this skill. This skill doesn’t shock, so I increased the radius to make it a safe, cheap source of AE damage in a school that has a lot of risk to it’s user and their party. (This will be even more true with the new abilities I have planned).


Apportation
See Teleportation/Nether Swap


Uncanny Evasion
Duration:
1 → 2

Reasoning: I personally didn’t find much use in this skill, and those that did seemed to have complaints about it not lasting long enough to be useful due to how the turn system works. Since this lasts until the end of the targets turn, instead of the casters, casting this was a bit akward. The duration was bumped up a turn to give players more of a chance to make use of this spell’s effect.


Tornado (Significant Rework)
Damage Modifier:
0 → 100

Damage Range:
0 → 10

Action Points:
2 → 3

Surface:
Water, 2 Turn Duration, 1 Radius

Status Effects:
Wet: 3 Turns
Slow: 2 Turns
Knocked Down: 1 Turn

Reasoning: For being such an awesome looking spell, it’s so bad. 2 AP to clean up some surfaces (and a de-haste). I re-worked this into being a devastating control spell that still does respectable damage. The AP cost was bumped to 3 as well. This will likely be turned into a Hydro/Aero hybrid spell in the future, but for now this will stay in Aerotheurge. Note this it still has a massive cooldown, so use this intelligently!


Superconductor
Damage Modifier:
100 → 110

Damage Range:
10 → 60

Reasoning: As far as I’m concerned, this was the only worthwhile spell in the base game for Aerotheurge (Aside from Tele/Nether of course). As such, I have only given it the damage variance treatment as well as a clarification of how the spell works in the description (it did not previously mention the forking capability). I will continue to monitor this skills performance and make more changes as needed.