Divinity: Original Sin 2

Divinity: Original Sin 2

Monk - 15 new Warfare + Scoundrel skill combinations PLUS Unarmed Attacks!
Balkoth  [developer] 21 Oct, 2017 @ 12:54am
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Midnight 21 Oct, 2017 @ 5:54am 
Drunken Fist - While drunk gain 50% dodge chance otherwise this skill does nothing
choiBento 21 Oct, 2017 @ 9:03am 
Is it possible to change around the sound effects? Right now the skills are just a reskin of warfare skills
Balkoth  [developer] 21 Oct, 2017 @ 11:00am 
Originally posted by Asriel Quinn:
Drunken Fist - While drunk gain 50% dodge chance otherwise this skill does nothing

It gives you Haste as well. But I can see why you think it does nothing.

Originally posted by choiBento:
Is it possible to change around the sound effects? Right now the skills are just a reskin of warfare skills

A lot of the sounds are tied to the animations. If you haven't noticed, a lot of the skills in the game use the same sound effects. I can change them up, but I'm not changing something just for the sake of it. If you give examples, I can happily take a look.
Last edited by Balkoth; 21 Oct, 2017 @ 11:02am
Midnight 21 Oct, 2017 @ 12:11pm 
I ment this as a second ability to use after drunken master :D
Balkoth  [developer] 21 Oct, 2017 @ 12:39pm 
Ah, I misread that. Haha.
Ragnole 22 Oct, 2017 @ 2:32pm 
So, i was planning on attempting to make a Monk mod myself and have planed out most if not all the skills i want to make, there are over 15 skills on pen and paper. Most of them are plain Warfare with some other hybrid stuff. I'm willing to talk about them with you in pm's as i have never used the editor for this game and liek what you have here.
Balkoth i wanted to ask you something. I never found a Tutorial to make Skills by myself and i wanted to if you could help me or make a Tutorial?
Zerd 23 Oct, 2017 @ 4:44pm 
@Schwarzer I suggest going through this guide
https://docs.larian.game/Part_1:_creating_a_new_skill
It's what I used to learn a bit on making spells
Balkoth  [developer] 23 Oct, 2017 @ 4:58pm 
I used that guide right there to start with.

Additional resources here as well:
https://docs.larian.game/Skill_creation
Okay thank you. Never found this one.
Railix Tyrei 23 Oct, 2017 @ 7:33pm 
since it scales intelligently could be well other skills that struck less but when they beat the ally with less life for example, like Kharazim of hots.
imminence 25 Oct, 2017 @ 5:53am 
I want to encourage you to implement DEX-/ STR-scaling of the fist weapon.

My favourite monks I found in Baldurs Gate, Icewind Dale and Neverwinter Nights.
Although the AD&D system was a bit restrictive, it was possilble to "build" very different monks:

1) Classic wisdom build: Armour scales with WIS, some abilities, too. WIS governed also precision of several skills.

2) DEX-build with high dodge values

3) STR-build for raw dmg

Finally it was possible to give the monk weapons like the kama (dual wield) and the staff. These weapons were classiefied as "monk weapons" and did not hinder the use of class abilities.

I really have no clue, what kind of work that would be, so please don't condemn me because of my ignorance :)
Balkoth  [developer] 25 Oct, 2017 @ 7:49am 
Staff works with these skills too! Try it out!
Zeure 28 Nov, 2017 @ 1:56pm 
As I was playing last night and punching people's faces off, I was thinking about some of the RPG stuff that I've played a monk in, and L5R jumps right to the top of my list, might look in there for some inspirado into more techniques if you want to add more of them, maybe make a airbender type mod that gives you options for all the elemental schools as well. Also, maybe you could do some monk armors styled as tattoos? Not sure how hard it would be to implement, but I like the sound of it.

As far as the different stat scaling, I would suggest just using different weapons if you're keen on it. Like what imminence said, you could just implement different weapons that are the different stats. If you're finesse based then you use kama (daggers done with a stardust herb), if you're strength based then you use a martial arts sword (done with stardust herbs). Or, if possible, what would be even better is if the fists would use whatever you're highest stat is between int/fin/str; but that might be hard to code. I know nothing about the editor in this game.
ThaumaTorey 1 Dec, 2017 @ 5:15pm 
Why don't you just change the skills to int scaling instead. I think a int based melee fighter would be cool
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