Divinity: Original Sin 2

Divinity: Original Sin 2

Ryuki's Warfare Tweaks
16 opmerkingen
fastello 22 jun 2019 om 21:15 
does this still have the food bug?
S I L E N C E R 21 okt 2018 om 23:23 
Hi, Ryuki! I have RATED UP & Added this mod (and others) to:

1. " The Definitive D:OS2 Mod List (2018) " :steamhappy:

Congrats & Thanks for your awesome mods! (Sorry for the spam!)
Ry  [auteur] 11 okt 2018 om 12:52 
I'm looking at those, though it might be a small bit of time before I have an adjustment.

I'm on a linited work schedule currently with a recent move and having trouble with uploads due to restrictions on hotel internet and a meager 50-100 kbps upload speed, but I'm doing my best to try and get something hammered out ASAP.
Steel 11 okt 2018 om 9:41 
Like the others have said, I'm a huge fan and only Battle Stomp and Battering Ram needs tweaking to make this a permanent part of the load order.
Stygian 6 okt 2018 om 7:25 
Great mod for those of us who like pure warfare builds, thanks for your work!
Ry  [auteur] 5 okt 2018 om 21:59 
@Streyg Bull horns is a polymorph skill, not a Warfare skill. These changes are intended to make secondary and tirtiary speccing at early levels not a requirement, and to allow for more versatile builds outside of the meta.

If you wish to stick with the current meta spells and builds instead, you are free to do so.

I will be posting a new version of this as soon as I get some better internet that will change things up with Battering Ram and Battle Stomp a little, but I currently only have access to about 500 Kbps internet.
Streyg 5 okt 2018 om 21:24 
You don't use battering ram for repositioning, knockdown is really strong, warrior have 2 CC at low level, we already have bull horn for reposition
Adrei 29 sep 2018 om 4:19 
BS and BR are way too good now. Knockdown is just that strong. I suggest changing it so it takes stacking 2 hits to kd if you are dropping cooldowns.
Ry  [auteur] 28 sep 2018 om 8:30 
I plan on getting to all the skills eventually. The only thing keeping me from busting them out all in one day is the fact that I'm in the middle of a move and working off a floor.

Polymorph, Hydrosophist, Pyromancy, and Aerothurgy are the next few in my list of "To-Do's"
ChaoZ 28 sep 2018 om 8:08 
yes but movement is the only one that debuffs physical fighters to go on line with range caster ... so u hit more often with heavy damage... and thats as i resumed before is not balanced up with casters... but hey, its your choice.. ;) but what i really search is a mod that buffs casters a little bit more... i mean the damage and not a debuff of enemy resistances(this is the only one that exists allready)
Ry  [auteur] 28 sep 2018 om 6:52 
And the Battering Ram change gives the player a heck of a lot more capability to move around, since Warfare is absolutely the clunkiest feeling class when used alone, with almost zero long range and only having a couple long cooldown engage skills. This helps players engage enemy groups more quickly.
As for Battle Stomp, this was the weakest skill in the Warfare tree and since Warfare has very little status application, it allows you to use statuses more often.

The scaling trade-off for this is that enemies have these changes as well and you will need to adapt your play style to adjust for the changes on BOTH sides as enemies can now move just as well as you.

Overall, it's actually not a real buff. It's changing the class to make it more viable for Battle Mage and Whirling Dervish style builds.
Ry  [auteur] 28 sep 2018 om 6:48 
@ChaoZ @Warfare If you read the actual descriptors, you'd see nowhere that this is flat buffs to anything outside of a couple skills. Enrage was actually nerfed by a decent amount, (equivalent to roughly 40% damage reduction) but allows you to use skills. This actually makes it usable as a fear and other status cleanser without feeling like you are shooting yourself in the foot.
Shield throw got overall nerfed for 60% of applicable usage, and as the strongest scaling skill in warfare due to scaling off shield armor value, this was needed.
Pheonix Dive is a utility buff and changes nothing outside of making the user less danger-prone from immediate use.
Onslaught's "buff" still doesn't give it use unless paired with Polymorph, and even at that point, you're already going to spam source skills using the skin reset and Apothesis so this changes nothing outside of giving you more movement possiblity.
Ry  [auteur] 28 sep 2018 om 6:42 
@BitCoin Bandit- Early game it's a bit more rediculous, but late game scaling makes it more fair. Sure, it's a 1 turn CD but you'd be blowing your entire turn to do all of 125% damage in piercing. This is compared to doing 400%+ weapon damage with something like whirlwind every 2 turns, a possible 230%+ damage and setting a status with Crippling blow, or any number of exponential damage increases with any number of the warfare skill combinations. Considering All In is only 125% weapon damage and it's 3 AP, piercing damage for late game scaling would balance itself out in the later parts.
ChaoZ 28 sep 2018 om 5:47 
physical damage is allready really strong in this game, because nearly all enemies got no resistances against it(not like the elemental resistance, here nearly all enemies have minimal one or more over 20%) and the damage scales so much up, because weaponmastery, strength AND warfare boost it.... i feel the mages or crossbuilds much more balanced, but with all my companions have physical skills and builds it is TOO easy!! shredding enemies one after another in half of the time and no danger situations apears to me(classic difficult) ... why also buffing this?
Warfare 28 sep 2018 om 5:29 
Why boost already OP skill?
BitCoin Bandit 27 sep 2018 om 23:29 
not gonna lie having piercing damage on all in seems a little over the top