Divinity: Original Sin 2

Divinity: Original Sin 2

Divine Rebalance
21 Comments
Manithro  [author] 24 Oct, 2020 @ 9:55pm 
@alperAga The reason I created the mod is that the severe imbalance of magic damage creates a less than desirable experience for players. Game developers have the tendency to nerf things in order to create a more balanced and pleasing experience. Typically that doesn't work, especially for non-competitive games. Just look at Definitive Edition. They focused on nerfing and the only result we got was that Necromancers are stronger and Mages are even weaker. Main reason for abandoning it are lack of time (I work 50+ hours/wk and would rather spend time streaming or doing something else) and my lack of modding skill paired with a broken/dysfunctional game engine. A lot of the things I want to do, including universal Savage Sortilege, while simple in theory, are an absolute pain to mod without good coding knowledge and troubleshooting of the engine.
AlperAga 24 Oct, 2020 @ 8:37pm 
@Manithro thanks for your fast response.
As I'm also watching currently your videos, can I ask about the reasons you've created this mod and the reasons you've abandoned it ?
Also, as you have stated, as universal savage sortilege is only applied to NPCs, I should say you've left this mod on a pretty unfair state :D

Thanks
Manithro  [author] 23 Oct, 2020 @ 6:36pm 
@AlperAga I'm not working further on this mod. If you want a more enjoyable/powerful mage experience, this can still be worth using, but there are certainly things left undone, such as universal Savage Sortilege.
AlperAga 23 Oct, 2020 @ 12:57am 
Hi, been watching your streams on yt recently, did you give up on this mod or do you still recommend installing it ?
On the changelog you have things planned but feels like you won't update it anymore, so I'm asking here.
Thanks
Zamow 5 Oct, 2019 @ 10:09am 
I like the changes, but this mod seems to break the "five star diner" talent for me, without this mod potions give me double effects, with this mod they only give to standard amounts
Manithro  [author] 15 Aug, 2019 @ 4:01pm 
@ShadowErrant Those mods shouldn't cause any conflicts.
ShadowErrant 13 Aug, 2019 @ 2:39pm 
Can this mob work with the mods that add more monsters and increases difficulty from other modders ?
Manithro  [author] 15 May, 2019 @ 7:09pm 
@abaoabao2010 Honestly, that's barely an issue. 1. surfaces do basically no damage 2. friendly fire should be incredibly easy to avoid since it's a turn based game and you have infinite time to line up your AoE spells. also Nether Swap exists for that.
abaoabao2010 14 May, 2019 @ 6:17pm 
@Manithro True, but iirc most of the trouble people have with mages is the surface/status, friendly fire and resistance.
Manithro  [author] 1 May, 2019 @ 10:09pm 
@abaoabao2010 I'm well aware Necromancer is the strongest class in vanilla. That's why necro spells were not touched much. For min maxers, you won't notice the difference between 100% and 150% when grouping enemies, but newbies will.
abaoabao2010 1 May, 2019 @ 1:16am 
Bloodstorm: Increased damage multiplier (100% → 150%).
Mages are now "playable".

HAHAHAHAHAHAHAHAHAHAHAHA
Manithro  [author] 8 Jan, 2019 @ 6:58pm 
@Creed That's pretty common when playing multiplayer with mods. What I would suggest is have you both reinstall all the mods you are using: unsub and manually delete them "Documents > Larian Studios > DOS2 Definitive Edition > Mods". Then resub to the mods you were using and try playing again.
Creed 7 Jan, 2019 @ 11:08pm 
Hey, one issue i have had recently with this mod is playing a game with a friend. When he joins the multiplayer lobby, before i even start the game, it asks him to load and install something even though we both have the mod enabled. The loading took around 45m to an hour. The next day we had to go through this same process. Any idea what would be causing this?
Manithro  [author] 14 Dec, 2018 @ 7:14pm 
@Toma Gwyn I don't typically play with mods when I play any games. I usually enjoy the vanilla experience, which is why this mod keeps that experience mostly intact (mostly adjustments, not big changes). If anything, I use difficulty mods like Divine Scaling.
Manithro  [author] 14 Dec, 2018 @ 7:10pm 
@HaybusaVII As I alluded to in the description, the goal of the mod is to grant more freedom. Not to make it more tatically challenging in any way. Sure at level 16 you can slap Pyroclastic Eruption on anyone and spam it to win, I won't deny that (there's a reason it's the only mage ult I didn't buff). Personally never really felt cooldowns are an issue. Even with mages, fights end in 1-2 rounds, so cooldowns are generally irrelevant with any class (with a full party). You're generally unloading 30-40 AP worth of damage on round one anyways.
Haybusa 14 Dec, 2018 @ 5:52pm 
Early game damage is what's lacking, but endgame they are brain dead overpowered. Can't imagine how many times I ended a "boss" fight with just the geomancy source magic and one shot literally everyone surrounding me. Mages have always been playable, but the reason they suck early game is because of the lack of skills and cooldowns, thus Faster Casting Mages etc.
Des 14 Dec, 2018 @ 2:22pm 
The thing about Magic damage in vanilla is the fact that most enemies have much less of it compared to armour. This, along with the ability to inflict statuses with consistency is what made it seem balanced. However, the scaling in the mid-late game seems to make the mage drop off if you keep investing into Magic. Overall theyve always been playable but they werent as fun as they should have been having access to the entire games suite of effects and stuff. This mod will increase that fun value. Looking forward to testing it out.
Toma 14 Dec, 2018 @ 3:48am 
Can you list what mods you think work well with this? Or the mods that you use in general?
Manithro  [author] 13 Dec, 2018 @ 4:50pm 
@Draviic Alterius Part of why the mod is the way it is was I wanted to perserve the vanilla experience while still improving it. If you're ok with altering the feel of the game, ABST and Odin's mods are definitely a good option.
Conagher 13 Dec, 2018 @ 4:46pm 
Seems remotely interesting, but for making a playable mage, Armor Based Saving Throws + VeryFastCastingMages, with Optional Odincore overhauls for everything except Geomancy (On its way), has been awesome enough in its own right
Psydan 12 Dec, 2018 @ 9:23am 
Yes! Thank you. I love all the balance changes. I always felt like mages were slightly weak because of resistances.