Divinity: Original Sin 2

Divinity: Original Sin 2

Chronomancer Class (Classic)
 This topic has been pinned, so it's probably important
Heaphaistos  [developer] 3 May, 2018 @ 1:31pm
Suggestions
Got any idea to make this mod better ? Just let me know.
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Showing 1-15 of 64 comments
Odinblade 4 May, 2018 @ 2:19am 
Couple of quick thoughts:

- Accelero is pretty busted. I think 3 turns is too long for such a powerful buff, especially at the cost of only 1AP. It's like Flesh Sacrifice on steroids! Perhaps increase the AP cost to 2 or reduce duration to 2 turns?
- I'm not sure if English is your first language, but some of the skill descriptions are quite hard to interpret. For example, Refund - "Consume shard of time to heal yourself, each stack increase the heal" should read something like "Consume all stacks of Shard of Time to heal yourself. Each stack consumed this way increases the heal you receive." I'm happy to give suggestions and help you with this if you'd like?
- Minor gripe, don't forget to credit the artist for each icon you use somewhere on your workshop page. I can see you have a Credits discussion, but you have not accredited the creators of your icons. People have worked hard to make these, and I think it is only fair to credit/link the owning artist.

Great job so far, really enjoying this class! :steamhappy:
Last edited by Odinblade; 4 May, 2018 @ 4:44am
Odinblade 4 May, 2018 @ 2:30am 
I'd also like to see an 'Extra Turn' effect in some form (like Fane's Time Warp) - seems like it would really fit in here!
Heaphaistos  [developer] 4 May, 2018 @ 5:12am 
Ok i'm taking note :P, this is my first mod.

I'm actually learning english! So yeah sometimes it kind of hard for me to understand if it good or not. For the credit i didn't think about icons but i'll add them soon. Thank you :D and i'll try my best to make this mod work!

EDIT : Oh, and i'll take a look at accelero and Refund.
Last edited by Heaphaistos; 4 May, 2018 @ 5:14am
XiseAbyss 4 May, 2018 @ 6:49am 
This might be wrong but there is no harm in saying it anyway. I've only had like 20 mins with the mod so if I get anything wrong like scalings just ignore those parts.

- When you gain 5 stacks you lose 35% damage however you also gain +6 int which is a 30% increase of damage, meaning you only lose 5% for all the stats you gain. "Time is powerful but can be dangeous" is what is said on the main page and I love that, a period when you are weakened is amazing and so cool, so instead of gaining the +6 int I think it should either unlock a very powerful skill to use and give another debuff to being in that state or just take away the int gain since the damage reduction means nothing because of the int.

- Some of the skills are very strong for example -Time Fracture- it does 18-20 damage 5 times at level 10 with a level 10 weapon and 19 int (not sure if the weapon matters in this case) however its also an aoe which is super strong considering searing daggers while it can set burning, can only throw 3 daggers out which actually does the same amount of damage, for this skill because of the lack of status effect make it 4 attacks instead of 5 (a small nerf but one with balance I think personally). Another skill that is very strong is actually -Stop- a cc ability as it has no resistance, for a 1 ap skill that can completely stop a single enemies turn no matter what is very strong along with that the stop status itself being able to still damage the enemy even if its only half damage can really be felt in battle. If you keep it as a 1 ap costing ability perhaps consider making a new status for that ability alone which is similar to the stop status but makes them completely immune to damage so you can't abused it.

There may be other abilities that may require tweeking to become balanced but I haven't gone through a complete playthrough or even started one yet, this little amount of testing was done in GM mode.

I love this mods theme and style and I hope for it to become a class everyone enjoys playing ^^ keep up the great work and I hope you bring us more amazing mods like this (*cough* *cough* A space manipulator class *cough* *cough*) Thanks for your hard work.
It is a really awesome mod! Thank you for creating it!
Still a little suggestion. Is it possible to make teleportation distance of anomaly longer? In my opinion it range should be doubled. Thank you for attention and good luck with future works!
Brutal-V 4 May, 2018 @ 8:09am 
I personally think that having finesse and strength overrides/add-ons (like the odinblade's spectre mod) whould be a nice addition, especially considering the fact that main damage type of this class is physical.
Last edited by Brutal-V; 4 May, 2018 @ 8:10am
Heaphaistos  [developer] 4 May, 2018 @ 9:14am 
Originally posted by XiseAbyss:

- When you gain 5 stacks you lose 35% damage however you also gain +6 int which is a 30% increase of damage, meaning you only lose 5% for all the stats you gain. "Time is powerful but can be dangeous" is what is said on the main page and I love that, a period when you are weakened is amazing and so cool, so instead of gaining the +6 int I think it should either unlock a very powerful skill to use and give another debuff to being in that state or just take away the int gain since the damage reduction means nothing because of the int.

Wow..This is so true, i didn't think about the INT bonus ... :P
I'll add this to my list with Stop and Time Fracture!

Thank you! I'm really happy that you like this mod !
Heaphaistos  [developer] 4 May, 2018 @ 9:19am 
Originally posted by Memento:
It is a really awesome mod! Thank you for creating it!
Still a little suggestion. Is it possible to make teleportation distance of anomaly longer? In my opinion it range should be doubled. Thank you for attention and good luck with future works!

I'll take a look at this skill. Thank you!

Originally posted by Brutal_V:
I personally think that having finesse and strength overrides/add-ons (like the odinblade's spectre mod) whould be a nice addition, especially considering the fact that main damage type of this class is physical.

I'll try to add the finesse and strength scaling, even if i'm not sure how >.<.

XiseAbyss 5 May, 2018 @ 12:38am 
- Am about to start a playthrough with the class now and I love that you are making changes but Time Fracture I think has been nerfed too much, instead of making it a 3ap skill I personally think that you should bring it back to being a 2ap skill but lower how many times it can attack to 4 instead of 5, because there is no need for you to use it when it costs 3ap while some other skills cost 2 ap and do almost the same damage + status effects.

- Not sure about the other skills will post more often when I play test them.

Hope you continue to work on the mod ^^
Last edited by XiseAbyss; 5 May, 2018 @ 1:02am
hey man this is one of the best mods i have ever seen i know you are likely still updating this one but whenever you got the time do you think you could take a look at making a chaos type of class i was thinking for it to be ether a chaos warrior from warhammer the franchise or a class that uses spells that do random stuff aka chaos. just a rec ik this is likely just suggs for the time class you made and i am sorry anyway great mod mate and i hope you do more.
Heaphaistos  [developer] 5 May, 2018 @ 3:40am 
Originally posted by XiseAbyss:
because there is no need for you to use it when it costs 3ap while some other skills cost 2 ap and do almost the same damage + status effects.

That true, since this skill does not apply any status, 3 ap is too much.
Well, i'll change it when i can. :D !
XiseAbyss 5 May, 2018 @ 8:50am 
I've noticed that the healing skills aren't very strong even if you have 4 stacks, are the healing skills % based or just flat because if they are flat then the skills will become very weak later into the game.

- Another thing I noticed is that the jump skill is only 9m which is fine but it costs 2ap while cloak and dagger from the scoundrel tree costs 1ap while being longer range (I may be wrong about the longer range as I don't use the scoundrel tree often)

Thanks for listening, I've posted on other class mods but my suggestions normally get ignored. Keep up the good work :)
Heaphaistos  [developer] 5 May, 2018 @ 12:05pm 
Originally posted by XiseAbyss:
I've noticed that the healing skills aren't very strong even if you have 4 stacks, are the healing skills % based or just flat because if they are flat then the skills will become very weak later into the game.

- Another thing I noticed is that the jump skill is only 9m which is fine but it costs 2ap while cloak and dagger from the scoundrel tree costs 1ap while being longer range (I may be wrong about the longer range as I don't use the scoundrel tree often)

Thanks for listening, I've posted on other class mods but my suggestions normally get ignored. Keep up the good work :)

-The healing skill are not strong because the idea behind this was to not take the place of a full healer in the party. ( Only small sustain if you don't build hydro ).
-Renewal heal 2 times.
-Refund can be used every 2 turns and remove Shard of Time stack. ( You get some small control over your passive ).
-Rewind is a good AoE cleanse.

-Anomaly ( the jump ). It not supposed to be 2 actions points, i didn't notice when i published the mod. The idea was 1 Ap, short cd and short range.

I'll patch soon :) !
Last edited by Heaphaistos; 5 May, 2018 @ 12:05pm
Rev 6 May, 2018 @ 12:15am 
Originally posted by Heaphaistos:
Originally posted by XiseAbyss:
I've noticed that the healing skills aren't very strong even if you have 4 stacks, are the healing skills % based or just flat because if they are flat then the skills will become very weak later into the game.

- Another thing I noticed is that the jump skill is only 9m which is fine but it costs 2ap while cloak and dagger from the scoundrel tree costs 1ap while being longer range (I may be wrong about the longer range as I don't use the scoundrel tree often)

Thanks for listening, I've posted on other class mods but my suggestions normally get ignored. Keep up the good work :)

-The healing skill are not strong because the idea behind this was to not take the place of a full healer in the party. ( Only small sustain if you don't build hydro ).
-Renewal heal 2 times.
-Refund can be used every 2 turns and remove Shard of Time stack. ( You get some small control over your passive ).
-Rewind is a good AoE cleanse.

-Anomaly ( the jump ). It not supposed to be 2 actions points, i didn't notice when i published the mod. The idea was 1 Ap, short cd and short range.

I'll patch soon :) !

I see the idea with the movement skill the class has, but the range on it is actually so bad with the bonus movement that the class gets that it's rarely ever used, especially considering you can't really ever go up terrain with it. You almost will always double with scoundrel and get phoenix dive and cloak and dagger, and never use the movement skill. Only true purpose at the moment is for it to apply a stack to pop the Surge of Time, which is more of a hinderence depending on the situation of your current setup and fight, especially since losing the Intelligence bonus.

-35% damage is quite a lot, and in two player double lone wolf games, if the other is not glass cannon and you are playing with difficulty mods, you find yourself not really able to accomplish anything during the duration of Surge, making it feel quite lack-luster.

I like the idea of increasing the damage you take but gaining int, meaning you have to play around your stacks better and know when to trigger surge. At the moment it's mostly avoiding triggering surge unless you are going to spend an entire turn not doing damage.

EDIT: I guess what I'm saying, is Surge makes this class a better 4 player support build at the moment, it seems.
Last edited by Rev; 6 May, 2018 @ 12:16am
TheFoolishWitch 6 May, 2018 @ 1:08am 
maybe make Decelaration deal damage also and cost two ap? just to be fair?
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