Divinity: Original Sin 2

Divinity: Original Sin 2

Summoner Revamp
Damashi  [developer] 1 Apr, 2018 @ 10:17pm
Updates
Going to start posting updates, and things I have planned here.

Update 1: Decreased incarnate armor, vitality and increased their damage, because battles tend to drag on a bit too long. Decreased Giant incarnate scale by 0.5, so that they can climb ladders again :D. Giant Incarnates now also have battle stomp, taunt, and enrage. Decided to try going with making Incarnates class cannons. easy to kill, but dangerous when you get them buffed up and alot of them on the field.

Update 2: Decreased armor values for both small and giant Incarnates. Decreased vitality for Giant incarnate and Increased physical armor vallue massively. Increased Giant Incarnate damage. Incarnates will be more resistant to physical cc, but will be very vulnerable to magic cc.

Update 3: Both incarnates now have very little magic armor and vitality, but very high physical armor. Damage of small and Giant incarnates increased. Elemental Infusions that aren't source skills now cost 0ap. Warp, Ranged, and Shadow infusions now cost 1 ap. small incarnates now have enrage. Ranged infusion cooldown is now 3 instead of 0.

Update 4: Ranged infusion now has a 6 turn cooldown. Warp infusion has a 3 turn cooldown. Shaodw infusion has a 1 turn cooldown.

Update 5: Giant Incarnate damage and consitution increased (They'll still pretty much die instantly to any magic attack unless buffed with ranged infusion). The summon limit has been increased to 3, so you can use multiple summons for other mods if you have any.

Update 6: increased elemental resistances of incarnates so there are no more situations where a Fire incarnate is constantly being hurt by fire.

Update 7: increased incarnate con, wits, and vitality for both versions.

Update 8: Revamped Firey Protector. If you have NPC unlocker installed these changes will affect that summon. Protector now has a fire staff, its summons now have staves, damage is more balanced between these summons.

Update 9: had to re balance everything, because the files got deleted. Incarnates are now more balanced around high damage kind of ok survivability. They have a self heal in the form of consume corpse, their duration was increased to 20, but the cool down for basic incarnate is now 2. This update is probably too strong and i'll tone it down as needed.

Update 10: All infusions cany be used on all summons. You can now summon creatres on elemental surfaces and get the corisponding infusion. Incarnate cooldown increase to 3 from 2. Totem cooldown increased to 1, ap cost decreased to 1. Champion versions of vanilla summons added sans ifan's soul wolf. Special Thanks to: Healaene and Randy Marsh for the summoning tech! Textures seem to be messed up i'll see what I can do about that soon.

Update 11: redid all the balancing and got the textues from the previous update working.
Last edited by Damashi; 25 Aug, 2018 @ 6:10pm
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Showing 1-2 of 2 comments
SpeedStar 16 Jun, 2018 @ 1:54pm 
the incarnate is very squishy... most of the time they die in 1 or 2 turns
Damashi  [developer] 16 Jun, 2018 @ 6:17pm 
Originally posted by SpeedStar:
the incarnate is very squishy... most of the time they die in 1 or 2 turns
They are supposed to be squishy early game, but once you get champions you'll notice quite a big jump. If you can get good positioning on your incarnates you can end up getting 4+ on longer fights with non champions.
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Showing 1-2 of 2 comments
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