Divinity: Original Sin 2

Divinity: Original Sin 2

Warlock
Cynteara 7 Apr, 2018 @ 2:16pm
Proposed Balancing Changes
I like the idea of this mod. It does, however, need some adjustments. I have played multiple playthroughs on tactitian difficulty, and this class is too powerful. It suffers from a few problems,and i believe this could be easily addressed. Currently, this class damages allies too much, and does not promote a good multiplayer experience. I have some changes in mind:

Cursed Ignition: In its current state it is able to spread necrofire over a sizeable are and deal quite a lot of damage while doing so. At only 2 AP cost ( and no memory slots), it needs something changed. It could either have a 1 SP cost attatched to it, cost 3 AP to cast, or have the damage reduced on it. It its current state it is too powerful. Another Change could be to remove the necrofire aspect alltogether, or to move this ability to only be accessible at lvl 16 (This would still need adjustment to the AP cost or damage)

Judgement: This ability is way too powerful. At one SP cost, it can be cast as soon as the collar comes off. It deals high damage over a very large area and spreads necrofire over said area. The main problem with where it sits: It knocks enemies unconcious and bypasses armor to do so. Considering all of the effects this ability has, in its current state it belongs in the 3 SP cost group. I would say that even without the knockdown, it should still cost at least 2 SP just for being able to damage so many enemies and be able to spread necrofire.

Fire Aura: Right off the bat, this ability is free to cast and grants 100% fire resistance,while costing no memory. This is an incredibly powerful advantage and provides a boost to any player, regardless of playstyle. I propose this be changed to provide 50% fire resist ( to incentivize using the demon talent, as well as fire resistance on armor) and possibly having a medium range (roughly the size of the Whirlwind ability from warfare) aura that reduces enemy fire resitance by ~25%). Make this ability cost 1 memory and 1 AP. This would allow the ability to be powerful, boosting your pyro damage to enemies within range, and still providing a lot of fire resistance. 100% fire resitance will still be possible through the use of gear with fire res on it, potions, and the Demon talent.

Winds of Erebus: I propose (in line with the other changes) making this ability behave much like a wider Laser Ray, in that it is a staright line attack. I propose an increase in damage (~20% or so), a frontal wind graphic rather than a massive tornado, and keep the self damage aspect. Bump the AP cost down to 2, attach a 2 SP cost, and add a small armor bypassing knockback. Change this to a knockdown if the enemy lacks physical armor. Keep the cursed fire on the ground where it is effected. This would make the ability very powerful, stop it from killing your allies (allowing for other poeple in your group to have fun in multiplayer) and fill the gap for midgame high frontal damge.

Ideal Change

Fire Aura: 1 memory 1 AP - 50% fire resist with 25% fire weakness aura. (Maybe give allies 25% fire resist within said aura?)

Ignition: 2 AP - Spread fire in frontal cone, damage in line with other 2 AP pyro abilities (roughly the same as a fireball.)

Cursed Ignition: 2 AP 1 SP - Same as it is now, high damage cursed fire in frontal cone.

Winds of Erebus: 2 AP 2 SP - Long range wide (roughly twice as wide as Laser Ray) line attack. 20% bump in damage over where it is now. Knockdown enemies without armor, and knockback enemies regardless of armor. Spread cursed fire over line.

Judgement: 4 AP 3 SP - Same as it is now, Large cursed fire area, armor bypassing knockdown, high damage.


I believe these changes would make the class far more balanced than it is now, and allow it to compliment a group without stealing the show and murdering all of your allies accidently. The abilities we get should be tiered (as far as when they appear on the vendor) to bring them in line with baseline abilites (some at lvl 1, more at 4, 9, 13, etc...) and even other popular class mods. Odinblade did this very well with the Spectre class mod, and i would look there for how to go about doing that.

More abilities could be added, with their own effects, to fill in gaps left in normal, non SP cost, abilities. Thanks for your time reading this, and i hope to enjoy this mod further in the future!
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snowyonetwo 27 Jun, 2018 @ 2:39pm 
I think this class needs a few 'lower' abilities IMO. That way a skill like WoE can be bumped back to a RC vendor without crippling the class badly. Here are my suggestions. Please note: I don't know how 'possible' some of these are, but I will try to keep them... reasonable.

1: Cursed Grenade: 2 AP, 2 turn CD: Lobbed similar to a grenade and curses the target area/enemies.

2: Fire Wreath: 4 AP, 5 turn CD: Target unit (friend or foe) Deals med-low fire damage in an aura to all enemies for the next 3 turns.

3: Damned Soul: 2 AP, 2 turn CD: Calls forth a skeletal minion for 2 turns. This minion only has a basic attack but, upon death, explodes to spread necrofire.

4: Mire: 3 AP, 6 turn CD: Calls forth cursed oil rain.

5: Befouled water: 3 AP, 6 turn CD: Calls forth cursed water rain.

6: Hellmire: 3 AP, 6 turn CD: Calls forth cursed blood rain.

7: Foul Grasp: 3 AP, 3 turn CD: Drags target towards the warlock leaving a trail of fire in their wake; low fire damage.

8: Hells gate: 2 AP, 1 Source, 7 turn CD: Spawns an indestructable 'Gate' for 4 turns which, every turn, will both draw all nearby enemies towards it and curse in a close range nearby.

9: Hellwarp: 2 AP, 6 turn CD: Swap places with target leaving behind flaming surfaces at each location.

10: Ease flame: 2 AP, 3 turn CD: Extinguishes Fire and Necrofire in small area.

11: Fel Weapon: 3 AP, 5 turn CD: Enchant target units weapons to deal small amounts of necrofire damage for 3 turns.

12: Fel dragon: 6 AP, 3 Source, 10 turn CD: Summon up an undead dragon for 4 turns.

The idea here is that skills like WoE can be delayed till RC or NE while something like Mire can come in and take its place. With the different surfaces and curse grenade a warlock no longer has to be mono-elemental in their focus and can be more flexible. Foul grasp, hells gate, and hellwarp let them keep opponents in the fire as opposed to being really 'damaging' in of themselves and keep some control over their movement. Ease flame gives them some recourse for when they accidentally set teammates on fire. Fel Weapon gives them a team buff. Fel Dragon is their true 'ultimate' skill now but also not avalible till much later on (NE or Arax) so they get a bit more of a chance to diversify.
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