Divinity: Original Sin 2

Divinity: Original Sin 2

Void Knight Class (OUTDATED)
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Zrexin  [developer] 6 Oct, 2017 @ 10:37pm
Balance
Through testing, I feel like the damage values are in a really good spot right now, so I won't be taking any more requests about changing the balance.

Some people seem to want to make the class OP and give advice based on that, it's actually really difficult to see what is correct and what isn't when I don't get to test it myself.

From now on, since I am close to finished, I'll be doing my own testing, but thanks for the feedback from the people who gave real balance advice.
Last edited by Zrexin; 20 Oct, 2017 @ 9:38pm
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Showing 1-9 of 9 comments
Peyote 11 Oct, 2017 @ 11:11pm 
While I have yet to download it, I'd say look at Void Dagger Throw and tweak it. It seems functionally similar to Searing Daggers, Ice Fan, Barrage, and Throwing Dagger(sorta). However, those all cost 2 AP, or in the case of Ice Fan and Barrage, 3 AP. If they're going to set Bleeding in addition to the damage they deal, I'd advise bumping the cost up to either 2 AP, or 3. 2 seems fine, as it would essentially be Searing Daggers (albeit, trading the Burn for a Bleed)
KaTzE 12 Oct, 2017 @ 12:38am 
I think Rhodesia Steve is right with the Void Dagger Throw, its just to powerfull for 1 AP. Same with the Void Strike, It deals mor damage than the Crippling Blow but for less cost and a teleport included. It should cost 2 AP for use i think. And the Void Sword is just to powerfull, it should cost at least 4 AP and 2 SP to use. It deals more damage to knocked down enemys than nearby any other skill in the game. But it only costs 3 AP which makes it stupidly strong
Zrexin  [developer] 12 Oct, 2017 @ 1:22am 
Ice fan costs more ap because it can inflict freeze by itself, searing daggers is used by no one because it is way too weak except for when you use it with combustion and you could use it with fireball instead which would be way more damage.

Inflicting bleed with a skill that does piercing damage is harder, because you can't reduce armor with it.

I changed void dagger throw to only throw one dagger that jumps to 2 nearby enemies instead, increased cooldown to 3 turns and now deals 25% more damage per hit, which is still 40% less damage than ricochet.

Void Strike damage is getting lowered.

Crippling blow inflicts soft cc along with high damage, 2 ap cost makes sense there.
Backlash puts you behind the target for easy backstab and always inflicts backstab itself and costs 1 AP.
Void Strike only inflicts backstab if you do it from behind and doesn't put you behind the target.
On top of that it only inflicts weak if the target is already bleeding.

Void Sword base damage is getting lowered and increasing knocked down damage to balance it out. I want it to feel strong, maybe "too" strong when used correctly. You already need a lot of setup to have 3 ap remaining after landing a knockdown on a target, as knockdown always only lasts one turn. That is if you don't use 8 max ap mod in which case that's not my problem.

First, saving up 5 ap means you have to skip using 1 ap in one of your turns or use adrenaline which gets balanced out next turn anyways. So you use knockdown which is 2 ap then 3 ap for void sword, that means 5 ap to deal extra damage and void sword has a 6 turn cooldown which is a lot. You can use one of your companions to knockdown aswell but that is still 2 ap needed just to deal extra damage with void sword. No other skill needs 5 ap to deal full damage.

Not going to use source points for requirement as I find it a dumb mechanic.

EDIT: Turns out I decided I have to use source for dragon form anyways.
Last edited by Zrexin; 13 Oct, 2017 @ 5:44pm
KaTzE 12 Oct, 2017 @ 3:49am 
Yeah but you can use all the Skills with 2h weapons and deal way to much damage with that. You dont need to backstab with the Void Jump since it deals as 2h strike more dmg than any 2 AP skill you can use. And as lone wolf its no problem to knock down an enemy and have still 3 AP to spent. With my endgame Char that is 2 handed, i deal with your void strike 20k damage which just onehits everything than bosses. Thats why i think its to cheap with 3 AP and no Source cost.
Zrexin  [developer] 12 Oct, 2017 @ 5:14am 
I'm not balancing around lone wolf as that talent is overpowered and that is not my fault.

I'm not trying to make my skills worse versions of already available skills.

You can deal much more damage by using 5 ap with other skills already. With void sword you can't even deal the extra damage before stripping the target's armor, because they cannot be knocked down.

I'm all about listening to feedback when I see the logic behind it, but I just don't see it here.
Mia Ishata 18 Oct, 2017 @ 9:55am 
Im currently still running a Solo Void Knight play within Fort Joy, i figured i give my own piece of mind to it with a recent change i noticed. Maybe some may agree or not on how i feel but here i go.

I noticed the Void Stacks are way less efficient now as they were a day before, now focusing on Physical damage only, which helps its own skills but kinda killed the Multiclassing/Team-Play benefit for me. I agree the resistances would drop pretty rapidly on higher stacks but i would stick with the elemental resistance debuffs.

What i do think is abit too powerful is on how much this class can jump around with the level 4 skills alone. Having access to the Scoudnrel and Warfare set due to its setup gives me alot of jumps and engage, letting me compeltely disregard things like Attack of Opportunity feeling stuck in a bad position as i can simply get in and out no matter the distance. This doenst make this class inheritly overpowered, infact i prefer it over regular Scoundrel play being able to move faster and more effectivly from target to target.

What makes this class absolutely destructive espiacially late game is the fact that this Class benefits from the two skillsets with the highest synergy which both give Physical damage/Crit damage and movement.

Thats kinda my piece of mind, i have no suggestion on how to balance it. Nor do i even wish to see all too many nerfs, perhaps in a seperate mod where the scaling gets adjusted since i merely play with mods to have fun.
Arcana 18 Oct, 2017 @ 5:21pm 
This suggestion doesn't stem from skills being too powerful or not powerful enough, but rather the gameplay interactions the Mark system causes.

Would it be possible to have different skills trigger their Empowered effects at different Mark levels? Current implementation of 5 stack triggers for every skill means you basically only ever use Void Sword to proc. This leads a very repetitive rotation where by you have to spam out every one of your Marking skills over 2-3 turns just to cast the strongest/most worthwhile Empowered skill once.

I suggest having different skills of varying empowered bonuses proc at their own Mark stacks.
For example: Dagger procs a very minor effect but only requires one mark stack, Orbit is relatively strong so it'd require 3 stacks, and void sword being the coup de grace would use the current 4 stack finisher.
Numbers here are arbitrary, but this way every empowered ability would have its uses, rather than always competing with <insert strongest empowered effect> and ending up as just a stack builder.
Zrexin  [developer] 18 Oct, 2017 @ 6:34pm 
Huh? I don't understand how void sword would be the only useful one, void strike inflicts the exact same effect at 4 marks, you can deal much more damage with void sword on knocked down targets than targets with 4 marks AND void sword inflicts level 3 mark right away if you choose to use it without any marks or less than 3 marks.

Empowered dagger throw does more damage over time than empowered void sword or void strike.
Arcana 18 Oct, 2017 @ 8:18pm 
Sorry guess void sword was a horrible example. My point was that having different kinds of proc effects at various levels of marks would make things more interesting. If that's not your vision of the class then its w/e, still a great class mod.
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