Divinity: Original Sin 2

Divinity: Original Sin 2

Deathknight - Skills Unlimited
Terberos  [developer] 25 Oct, 2017 @ 3:18pm
Balance
So Guys, how is the balance of the mod? Any experience of how the skills are too strong or too weak? Are there skills that you rarely use? How is the grave harvest? Does it scale too much in some situations or is this point just the interesting thing for you in this mechanic?
Let me know your Gameplay experience, so i can make the mod better and better. :)
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Showing 1-7 of 7 comments
Wulfgart 27 Oct, 2017 @ 2:56pm 
Hi ! after some testing i figured that you need to make zombies summons somewaht faster, they take AGES to walk cuz their animation is so slow, or change them to skeletons maybe.
Wulfgart 27 Oct, 2017 @ 3:10pm 
Another suggestion, maybe you could make somthing like weapon buff than Heals your opponents when you attack them so that it could synergize with Decay overall ?
Sir Lord Wololo 27 Oct, 2017 @ 6:33pm 
Originally posted by Graven Mortuus:
Hi ! after some testing i figured that you need to make zombies summons somewaht faster, they take AGES to walk cuz their animation is so slow, or change them to skeletons maybe.

Yeah, the zombies are just ridiculously slow; I stopped after my first use of the skill 'Subjugate'.

Please consider turning the zombies into skeletons: not only for the speed factor, but because skeletons would feel more thematic (*cough* and cooler *cough* ;) ).

Otherwise, balance feels right so far, but I am going to try to find a way to exploit the mechanics to min-max. X'D
hexentwerk 28 Oct, 2017 @ 12:00pm 
Originally posted by Sir Lord Wololo:
Originally posted by Graven Mortuus:
Hi ! after some testing i figured that you need to make zombies summons somewaht faster, they take AGES to walk cuz their animation is so slow, or change them to skeletons maybe.

Yeah, the zombies are just ridiculously slow; I stopped after my first use of the skill 'Subjugate'.

Please consider turning the zombies into skeletons: not only for the speed factor, but because skeletons would feel more thematic (*cough* and cooler *cough* ;) ).

Otherwise, balance feels right so far, but I am going to try to find a way to exploit the mechanics to min-max. X'D

+1 agreed
Last edited by hexentwerk; 28 Oct, 2017 @ 12:00pm
Terberos  [developer] 28 Oct, 2017 @ 2:16pm 
Yes, I've already noticed that the zombies are slow. Skeletons I had in the meantime also in the Mod, but I found then zombies by the combination possibilities better. Because zombies can bleed, creating blood surfaces that harmonize well with elemental affinity and which can freeze the deathknight with its frost abilities. And so on. That's why I'd like to leave the zombies at the death knight. I will look to increase the speed. Thanks for the feedback! Next week i will look to get the first patch out!
Last edited by Terberos; 28 Oct, 2017 @ 2:16pm
Lukewarm 28 Oct, 2017 @ 3:57pm 
yeah i rather like the zombies, imo they just need to be faster is all
Wulfgart 30 Oct, 2017 @ 1:47pm 
So another suggestion is to look into making a mobility leap or fly kind of thing since Deathknight is a melee hero and lacks reach.
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