Divinity: Original Sin 2

Divinity: Original Sin 2

Sourcery Worthy of a Collar
grmbga  [developer] 21 Oct, 2017 @ 4:44am
Feedback
let me know how it goes for you guys

you can say anything
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Showing 1-15 of 51 comments
NNNNNNaniTheFK 23 Oct, 2017 @ 1:55pm 
Cool down, the spell need to cool down to balance things out. xD great mod.
It would be fitting to add a fear effect to the ability, as I'm sure anybody who sees the apocalypse in the flesh would be understandably pissing their pants.
grmbga  [developer] 24 Oct, 2017 @ 3:58pm 
@Striker
yeah i agree no cooldown is abit overwhelming, well I won't be adding CD to 'Apocalypse' because it's annoying enough to be knocked down IMO, but the other skill deffo needs some mean of 'CD'.

all in all, I don't want the skills to lose their OPness
grmbga  [developer] 24 Oct, 2017 @ 4:00pm 
@snakebug
great thought! gives me the idea to create some skill that demoralizes your foes to the ground haha
red_salvs 24 Oct, 2017 @ 5:10pm 
I found the chest in Arx but it just gives me random loot and not the Books.
I did however started a new game and the tomes where in the floor. ANY WAY YOU CAN MAKE IT SO WE DONT HAVE THE COLLAR? Windego took her collar with out a problem
Norfendil 25 Oct, 2017 @ 1:17pm 
Hey, i think there might be a little bug with your lattest update... the spell *blitz attack* (Warfare) is now classified under sourcery and deals an insane amount of air damage... (and moreover costs only 2 AP, no cooldown)... maybe a little confusion with your lattest massive skill ?
grmbga  [developer] 25 Oct, 2017 @ 1:28pm 
@Norfendil
gonna check that asap
grmbga  [developer] 25 Oct, 2017 @ 1:35pm 
Fixed the problem, thanks Norfendil for pointing out that slip
Last edited by grmbga; 25 Oct, 2017 @ 1:58pm
BLKCandy 25 Oct, 2017 @ 9:43pm 
Source is suppose to be strong AND rare. Right now devour source make it too easy to regain source in combat. And you don't lost anything while devouring source. 2 AP for single target full piercing damage is worth it even without the source charge. You might want to rebalance it a bit. Some of my ideas are:

1. Make it resistable by magic armor. (Though is non elemental magic damage possible? I'm not sure.) A strong wizard shouldn't let you devour his soul so easily.
2. Reduce its base damage but add extra damage if enemy has no source and no magic armor. You are devouring his source, excess source should reduce the effect. Devour source shouldn't be a primary damage dealing spell.
3. Increase its cost to 3 AP,. Forcibly devouring soul should take some effort.
4. Add some CD, probably just a turn or two.

I know you want source spells to be powerful. But this isn't a source spell. It is source recovery spell.

BTW, why air damage?
BLKCandy 25 Oct, 2017 @ 9:50pm 
Also please give physical build some love. Our fighters also need OP source slinging skills. Probably in form of very short OP buff/recovery avatar of god kind of thing or some mad physic breaking weapon swing.
grmbga  [developer] 25 Oct, 2017 @ 10:45pm 
@BLKCandy

all what you say is true but you see, balancing things wasn't really my idea when i started this mod, it's purely for RPing purpose to outclass the current offered Source Vampirism. I just want myself and like-minded folks to be able to force-drain every creature out of its source till its reduced to gore. Something for the player to actually feel like a special snowflake 'Godwoken'.

at least it's still less OP than Aeteran! and your god's vampirism, whom drains you to husk regardless of your armor.

and yes, there is 'Rot' damage, but it pierces through magic armor just like Pierce. It's sad there seems to be no non-elemental magic damage that deals damage to magic armor

the logic behind Devour Source is; You are a special snowflake that can drain the Source out of your target's very -Spirit-, that's why it's;

-Pure Damage, and considerablly powerful.
-Gives Source Point on Hit.
-Reliable, easy way to obtain Source.
-Easy way to get rid of the common folks enemies.

It's Air Damage because you know, lightning! I'm all for Lightning strikes and thunderbolts, the idea behind my spells is that they are still Air spells, just empowered by Sourcery so they stand out, stand out to a point they're terrifying and destructive, a reason to be feared etc.

about physical builds, I will eventually add a unique Sourcery version 1,2 and 3 to every type of damage except poison! There will be OP Sourcery for Fire, there will be OP sourcery for Physical ( melee, not ranged ) there will be OP Sourcery for Water, there will be OP Sourcery for Earth.

I'll first establish the mod with Air, get done with Quality of Life stuff, then it's all gonna be a matter of adding new spells.
Last edited by grmbga; 25 Oct, 2017 @ 10:49pm
BLKCandy 26 Oct, 2017 @ 1:21am 
@grmbga Thanks for quick reply. I think of source as a 'nuke', powerful, rare, and precious. Something you should feel reluctant to employ. The base game got the rare and precious part right, though failed at making it feel powerful enough. Your mod fixed the powerful part really well, though I feel getting source in combat is too easy now.

But it is fine, I can just shelve the devour source and stick with the old purge and source vampirism and pull a nuke with your mod when I feel like it.

Also, comeback kid FTW. Just nuke everyone.
Norfendil 26 Oct, 2017 @ 3:29am 
Originally posted by grmbga:
Fixed the problem, thanks Norfendil for pointing out that slip
No problem, and thank you for this quick fix ! keep up the good work :)
I had one new idea, which involves source puddles and Incarnates. I always wondered why summoning an Incarnate in a source puddle only makes a regular Incarnate. I always wanted to see an overpowered source monster summoned from such a thing. Just a thought.
Oppai 26 Oct, 2017 @ 9:26am 
Hey OP, thx for the funny mod.

One thing that bothers me : maybe you should change the names of the spells ?
Because the first one is named APOCALYYYYPSE while the second, stronger one, is called Devastation.

Waiting for more types of elements !!
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