Divinity: Original Sin 2

Divinity: Original Sin 2

Overlord - Necromancy
 This topic has been pinned, so it's probably important
Desgun  [developer] 3 Oct, 2017 @ 9:14pm
Feedback
Want to tell me how great I look or how much I stink?
Or do you just want to tell me that X is too weak and Y is too broken?
Do it right here!
Last edited by Desgun; 3 Oct, 2017 @ 11:24pm
< >
Showing 1-15 of 28 comments
eggnog 4 Oct, 2017 @ 3:04pm 
imo the bonecrawlers could use a hitbox buff, make them smaller so they can really pile on one target, or just make them phase so they can pass through each other if that's possible

appreciate you making this, been waiting for a good necro mod to play the game with
Desgun  [developer] 4 Oct, 2017 @ 8:41pm 
Thanks for the feedback!
This should be possible, I will test it out. :)

Edit: I have adjusted the size of the bonecrawler and their hitbox. Thank's for the feedback once again!
Last edited by Desgun; 5 Oct, 2017 @ 10:26am
geco32 5 Oct, 2017 @ 2:55am 
have you thought instead of making multiple spells to summon x amount of undead maybe have them scale to the skill/stat this way it makes less clutter and likely easier to balance
they seem to be really short cd's for most summons ,-, but i havnt gotten really into there power but i think all summons should scale to summoning and maybe give them either a better form or a multitude buff
Desgun  [developer] 5 Oct, 2017 @ 3:17am 
It's wanted to have a rather low cd and low costs for the summons. That's because of the fact that "Overlord" leads an army of the undead.

This will ofc. make the game easier, that's why I recommended some mods in the description and/or to play in tactician mode. :)

They should actually scale to level and Summoning already.

What exactly do you mean by "Better form"? :)
CheezBallz 7 Oct, 2017 @ 5:24pm 
There are ways to have an army without it being op. If you don't want to restrict the player on how many summons they can have, then maybe make the summons much weaker. The bonecrawlers should always take 1 hit to die because you can summon 4 a turn (unless that's a bug) and they should probably do less damage so they mostly serve as meat shields. The higher level summons should progressively get stronger and harder to have a lot of, but this mod is op right now and I play with the more monsters/less xp mods. The class shouldn't be so much better than the other classes because it defeats the purpose of playing on high difficulties with difficulty mods. I like the idea of "Overlord" but it can still be balanced.
CheezBallz 7 Oct, 2017 @ 5:25pm 
If you want it to stay the way it is maybe you could make a secondary mod that nerfs some of the skills. I don't know how that works cuz I've never modded this game but I would appreciate some more balance.
Desgun  [developer] 7 Oct, 2017 @ 10:49pm 
@CheezBallzFTW
As I have already written in the comments, I will nerf the bonecrawlers a bit.
I have gotten feedback that most of the summons are quit balanced, some people also said that the game is still quite hard at some points in the game(Using the mods you just mentioned).
Balancing sadly isn't done in a couple of days, nerfing many things at once is out of the question when having a mod or game(At least if the conditions are missing).
I will make sure to slowly nerf them when feedback is coming or when I am having the feeling that they are more or less broken.

Thank you for your feedback!
Harkon 8 Oct, 2017 @ 1:17pm 
I think overall the overlord class is very intresting. I came from a vanilla necromancer/summoner class and have been enjoying the mod. I do not find that the class is OP especially in classic. I would argue that the cost for many of the skeletons is a little steep, mainly because bosses and enemies get so strong. I think scaling with leveling makes a lot of sense. But my main issue is that I think the strong skeleton is very underpowered for its cost. I would 10/10 spawn 4 bonecrawlers or a single archer before I'de summon him. Thanks for all the work you put in. Having a blast. 25 plus hours on your mod.
Desgun  [developer] 8 Oct, 2017 @ 1:21pm 
@King Jarcaro
25 hours, that's quite something, thanks for your support!
Glad you like it. :)
Yeah, I actually thought something similar, just needed the confirmation.
Might buff him in the next patch. :)

Thanks for your feedback!
Thanks for the great mod! I recently came back to DOS 2 and your mod is making my playthrough extremely fun to progress in. Can't wait till the new changes to be implemented. I do have one question (that is probably answered already somewhere), can we purchase the spell books? Or do we have to craft them only?
haskinsj87 9 Oct, 2017 @ 7:00pm 
I played through almost act 2 without mods. I'm also new to this type of game. I played on explorer (easy) because normal destroyed me pretty easy. After restarting with the overlord mod, it seems that all the fights are just too easy. I don't know if I'm just that much more awesome with my strategies (doubtful) or if the overlord spells need to be nerfed a bit. I think if my summons were weaker with health or attack, or if maybe they took longer to recharge, maybe that would help?
Desgun  [developer] 9 Oct, 2017 @ 9:23pm 
Originally posted by haskinsj87:
I played through almost act 2 without mods. I'm also new to this type of game. I played on explorer (easy) because normal destroyed me pretty easy. After restarting with the overlord mod, it seems that all the fights are just too easy. I don't know if I'm just that much more awesome with my strategies (doubtful) or if the overlord spells need to be nerfed a bit. I think if my summons were weaker with health or attack, or if maybe they took longer to recharge, maybe that would help?
Hey, the mod is indeed too strong for a lot of people in classic mode.
I made a list of mods in the description which I recommend to use when playing this mod.

The theme of the mod doesn't really allow it to be balanced for classic/easymode, since I would have to take on the native way they handle summons which will result in far less summons, very short lifetimes much weaker stats.
You can't really be an overlord with summonings that are balanced the native way, I also think that it would make less fun :)

But sure, I am still nerfing them a bit, but never to such an extend that you will feel the same challenge as without it :)

Thanks for your feedback!
Tie-Poly 10 Oct, 2017 @ 6:52am 
First off, I love the mod you've made. It fills a nice niche in the game, is quite fun, and works well.
:steamhappy:

The only problem I have encountered so far is that I feel like it is just a little too easy to spam some summons, especially if you summon them before combat. The spamable summons might be more balanced if you lowered the amount of time that the summons are alive. This would not change the balance of the stats, but it would prevent the easy summons from draining too many enemy APs in edge cases, and it would make them more balanced in planned fights.
Last edited by Tie-Poly; 10 Oct, 2017 @ 6:52am
Desgun  [developer] 10 Oct, 2017 @ 7:08am 
Originally posted by Tie-Poly:
First off, I love the mod you've made. It fills a nice niche in the game, is quite fun, and works well.
:steamhappy:

The only problem I have encountered so far is that I feel like it is just a little too easy to spam some summons, especially if you summon them before combat. The spamable summons might be more balanced if you lowered the amount of time that the summons are alive. This would not change the balance of the stats, but it would prevent the easy summons from draining too many enemy APs in edge cases, and it would make them more balanced in planned fights.
Hey! Glad you like it. :)

I actually already wanted to nerf the lifetime of bonecrawlers but forgot it. Thanks for reminding me, their lifetime will change to 4 turns after the next patch. :)

Yeah, I have read it often enough now, I will also nerf the lifetime of Lesser Skeletons by 1 turn(Gotta go small steps). :)

Thank you very much for your feedback!
Last edited by Desgun; 10 Oct, 2017 @ 7:08am
Tie-Poly 10 Oct, 2017 @ 5:53pm 
Originally posted by Desgun:
Hey! Glad you like it. :)

I actually already wanted to nerf the lifetime of bonecrawlers but forgot it. Thanks for reminding me, their lifetime will change to 4 turns after the next patch. :)

Yeah, I have read it often enough now, I will also nerf the lifetime of Lesser Skeletons by 1 turn(Gotta go small steps). :)

Thank you very much for your feedback!

Well thank you for the quick response,
You seem to be working pretty hard on this. let me know if you want any extra help with making icons/art for spells.

Skeleton_Mockup [i.imgur.com]

Last edited by Tie-Poly; 10 Oct, 2017 @ 5:54pm
< >
Showing 1-15 of 28 comments
Per page: 1530 50