Divinity: Original Sin 2
Odinblade's Pyrokinetic: Reignited - Class Overhaul (CLASSIC EDITION)
 Тема закреплена. Скорее всего, здесь есть важная информация.
Odinblade  [Разработчик] 22 июл. 2018 г. в 11:15
Suggestions and Balance Improvements
Got any skill ideas? Any improvements or tweaks to make theis overhaul even better? Suggest away!
< >
Сообщения 115 из 22
Maybe make the Lizard racial ability be able to apply a stack of scorch? i havent got around to playing the mod yet, but i didnt find it mentioned in the spread sheets
Nice overall additions to the class. Haven't tried the mod yet, but my initial thought on Scorch is that it should get stacks for every turn of burning a target has, though a few skills could apply it directly as well. Wet shouldn't remove Scorch, though maybe Frozen still could.

Could Devour Flames boost fire resistance instead of healing? Or movement speed? Definitely would be a useful skill for keeping control, more interesting than a blood bubble clone.

Magma Geyser could put up fireclouds instead of surface. Will of the Phoenix is a bit underwhelming. Totally different concept, but I like the idea of it as a status that lets a character auto-rez after a turn or two if dying with the status active. There is an Epic Encounters skill similar to that.
Trying it out right now. Up front, spells need to do more damage. Damage over time is simply not very good in Divinity 2. There are too many enemies and they will kill you while you try to build up enough DOTs on them to do anything.

Отредактировано Turk; 22 июл. 2018 г. в 21:16
Odinblade  [Разработчик] 23 июл. 2018 г. в 0:16 
Автор сообщения: Simple Cleb
Maybe make the Lizard racial ability be able to apply a stack of scorch? i havent got around to playing the mod yet, but i didnt find it mentioned in the spread sheets
Hey! I'll make an add-on mod for that skill - there are a few racial overhaul mods that may be incompatible if I just add it into this overhaul. Thanks for the suggestion!
Odinblade  [Разработчик] 23 июл. 2018 г. в 0:21 
Автор сообщения: baardvaark
Nice overall additions to the class. Haven't tried the mod yet, but my initial thought on Scorch is that it should get stacks for every turn of burning a target has, though a few skills could apply it directly as well. Wet shouldn't remove Scorch, though maybe Frozen still could.

Could Devour Flames boost fire resistance instead of healing? Or movement speed? Definitely would be a useful skill for keeping control, more interesting than a blood bubble clone.

Magma Geyser could put up fireclouds instead of surface. Will of the Phoenix is a bit underwhelming. Totally different concept, but I like the idea of it as a status that lets a character auto-rez after a turn or two if dying with the status active. There is an Epic Encounters skill similar to that.
Hey baard! Thanks for taking the time to write this out. Regarding Scorch, it is a debuff which is not resisted by Magic Armour. This is to help Pyro's melt Fire Resistances and deal some DoT damage.Tto match the duration up with Burning duration would mean that Scorch would also have to be resisted by Magic Armour.

About Devour Flames, good suggestion on the Fire Resistance. The idea for this skill was to be used in-tandem with Self-Immolation (which gives Fire Resistance) - the idea being create fire and get resistances -> drink up the flames. Having said that, it might be beneficial to Melee builds to add more Fire Resistance in, and Devour Flames would be a good channel to do that!

Great shout on Magma Geyser - I'll include that change in the next patch. Will of the Phoenix -> auto-res is a good idea and fits thematically. I'll add this in along with the heal (will test for balance).

Thanks for the suggestions!
Odinblade  [Разработчик] 23 июл. 2018 г. в 0:29 
Автор сообщения: IFN Turk SM
Trying it out right now. Up front, spells need to do more damage. Damage over time is simply not very good in Divinity 2. There are too many enemies and they will kill you while you try to build up enough DOTs on them to do anything.
Hey there! About the damage in this class, I've done lots of testing and number calculations when deciding skills damage numbers. In most cases, you only need to apply 2 stacks of Scorch before you are dealing more damage than basegame Pyromancers. This is because Scorch deals damage on apply as well as each turn, and it applies 5% Fire Resistance for each stack the target has.

I do have to say that Levels 1-4 could be 'slower' in terms of damage due to the number of skills available, but from level 4 onwards it gets very easy to apply Scorch and melt everyone. Keep playing and let me know if you still feel it is weaker and I can look at shifting some of the DoT strengths into upfront damage.

Thanks for the feedback and I hope you enjoy this overhaul! :steamhappy:
Отредактировано Odinblade; 23 июл. 2018 г. в 0:38
Автор сообщения: Odinblade
Hey there! About the damage in this class, I've done lots of testing and number calculations when deciding skills damage numbers. In most cases, you only need to apply 2 stacks of Scorch before you are dealing more damage than basegame Pyromancers. This is because Scorch deals damage on apply as well as each turn, and it applies 5% Fire Resistance for each stack the target has.

I do have to say that Levels 1-4 could be 'slower' in terms of damage due to the number of skills available, but from level 4 onwards it gets very easy to apply Scorch and melt everyone. Keep playing and let me know if you still feel it is weaker and I can look at shifting some of the DoT strengths into upfront damage.

Thanks for the feedback and I hope you enjoy this overhaul! :steamhappy:

Nice to see a Dev respond so fast! I've gotten to about the end of Reaper's Coast, and the problem has honestly just become worse. The larger amounts of enemies, higher amounts of HP, and much higher damage output is really hurtning this build. It takes at least 3-4 turns for this class to start putting out serious damage, but other classes like aero and hydro offer more utility/upfront damage right off the bat with stuff like CC.

This class suffers from the fact that enemy numbers in certain areas are just too high for it to effectively survive long enough for its DOTs to matter. On top of the issue in the game itself with cooldowns being so high and AP being so low by default, this class just really suffers.

Honestly I just think 20% less upfront damage is too much of a penalty when combined with cooldowns and relatively low AOE damage potential outside of a few high cooldown abilites. Scorch as a debuff just doesn't do enough damage to make up for the fact that your overall burst is delayed by 2-3 turns.

The fatal flaw in Divinity is that the longer enemies stay alive, the more likely you are to be CC'd and killed. That's why the best classes tend to be classes with CC/utiliy and high damage output, such as knight, polymorph, and summoner/necro. This class unfortunately does not offer high enough damage to make up for the lack of utility and lack of survivability. You are forced to rely on other schools of magic for those things, which makes your damage even lower because you can't focus solely on pyro.

I can only imagine the problems I'm facing in Reaper's Coast will get even worse later on. In my current party of 4 (Knight, Aero/Hydro mage, Ranger, Pyro), this class is by far underperforming the hardest.

Hope the feedback helps!
Class has a massive number of spells doing damage + applying scorch, but exceptionally low number of interactions with the mechanic (2+1 crafted if I counted correctly) making skills less interesting and interactive(same goes with specter class actually).Master and divine skills suffer the most. Flamethrower especially looks kinda lame since it's basically lizard starter skill and it's considered master skill for what reasons? . My point is that you can make multiple interactions (for high-level skills) based on amount of scorch counts an enemy(ies) has therefore giving debuffs and buffs for enemy/player(allies). And it will kinda solve the dmg problem Turk is talking about.

P.S. I do enjoy your mods, but this one is kinda same as specter with less variety and simply more damage focus, It's still a cool mod and will use it but I think you can do way better and create a masterpiece. Helene did with a Mirage class that had insane number of cool and unique mechanics (conjured weapons, runes, CC reflections and bloody deja vu)
Odinblade  [Разработчик] 23 июл. 2018 г. в 14:10 
Автор сообщения: IFN Turk SM
Автор сообщения: Odinblade
Hey there! About the damage in this class, I've done lots of testing and number calculations when deciding skills damage numbers. In most cases, you only need to apply 2 stacks of Scorch before you are dealing more damage than basegame Pyromancers. This is because Scorch deals damage on apply as well as each turn, and it applies 5% Fire Resistance for each stack the target has.

I do have to say that Levels 1-4 could be 'slower' in terms of damage due to the number of skills available, but from level 4 onwards it gets very easy to apply Scorch and melt everyone. Keep playing and let me know if you still feel it is weaker and I can look at shifting some of the DoT strengths into upfront damage.

Thanks for the feedback and I hope you enjoy this overhaul! :steamhappy:

Nice to see a Dev respond so fast! I've gotten to about the end of Reaper's Coast, and the problem has honestly just become worse. The larger amounts of enemies, higher amounts of HP, and much higher damage output is really hurtning this build. It takes at least 3-4 turns for this class to start putting out serious damage, but other classes like aero and hydro offer more utility/upfront damage right off the bat with stuff like CC.

This class suffers from the fact that enemy numbers in certain areas are just too high for it to effectively survive long enough for its DOTs to matter. On top of the issue in the game itself with cooldowns being so high and AP being so low by default, this class just really suffers.

Honestly I just think 20% less upfront damage is too much of a penalty when combined with cooldowns and relatively low AOE damage potential outside of a few high cooldown abilites. Scorch as a debuff just doesn't do enough damage to make up for the fact that your overall burst is delayed by 2-3 turns.

The fatal flaw in Divinity is that the longer enemies stay alive, the more likely you are to be CC'd and killed. That's why the best classes tend to be classes with CC/utiliy and high damage output, such as knight, polymorph, and summoner/necro. This class unfortunately does not offer high enough damage to make up for the lack of utility and lack of survivability. You are forced to rely on other schools of magic for those things, which makes your damage even lower because you can't focus solely on pyro.

I can only imagine the problems I'm facing in Reaper's Coast will get even worse later on. In my current party of 4 (Knight, Aero/Hydro mage, Ranger, Pyro), this class is by far underperforming the hardest.

Hope the feedback helps!
Hey again! Thanks for testing out the class more and again taking the time to give me some useful feedback. I'll be buffing the upfront damage on all of the scorching skills over today/tomorrow, along with some other small changes and enhancements, which should rectify the shortcomings in terms of damage.

My aim was to help make Pyrokinetic a more viable school, especially for mono-element mages, and I'll make necessary changes to help it hit the mark. Thanks again! :steamhappy:
Odinblade  [Разработчик] 23 июл. 2018 г. в 14:20 
Автор сообщения: MrWhite
Class has a massive number of spells doing damage + applying scorch, but exceptionally low number of interactions with the mechanic (2+1 crafted if I counted correctly) making skills less interesting and interactive(same goes with specter class actually).Master and divine skills suffer the most. Flamethrower especially looks kinda lame since it's basically lizard starter skill and it's considered master skill for what reasons? . My point is that you can make multiple interactions (for high-level skills) based on amount of scorch counts an enemy(ies) has therefore giving debuffs and buffs for enemy/player(allies). And it will kinda solve the dmg problem Turk is talking about.

P.S. I do enjoy your mods, but this one is kinda same as specter with less variety and simply more damage focus, It's still a cool mod and will use it but I think you can do way better and create a masterpiece. Helene did with a Mirage class that had insane number of cool and unique mechanics (conjured weapons, runes, CC reflections and bloody deja vu)
Hey there! Thanks for leaving some feedback about your experiences so far. I appreciate that Scorch is quite vanilla in terms of interactions, but the trouble with adding too many effects (I thought) might shoehorn all Pyro players into a Scorch build. Having said that, I see that more could be done seeing as most of the skills apply Scorch. One idea I initially had was having a skill/skills convert Scorch stacks into Necro-Scorch stacks another nast-ier DoT/curse effect, so I may bring that mechanic back along with others.

Idea behind Flamethrower being a later-on spell was to not make the Lizard spell redundant in the early game (which in itself falls-off late game IMO). I could add something new to Flamethrower to make it a bit more spicy though and less bleh.

With the comparison to Helaene's Mirage Class, I agree with you that it is damn cool and adds lots of new mechanics, and I feel this is something I have focsued-on in the past with my Umbra class. For this Pyro Overhaul, I didn't want to stray away from the core design concept of burning and lots of fire. So it's likely that this mod wont see many super out-there effects.

Again thanks for taking the time to give your feedback - it's very helpful! The beauty of mods is that they can be incrementally improved and that's just what I'm going to do :)
Автор сообщения: Odinblade
Автор сообщения: Simple Cleb
Maybe make the Lizard racial ability be able to apply a stack of scorch? i havent got around to playing the mod yet, but i didnt find it mentioned in the spread sheets
Hey! I'll make an add-on mod for that skill - there are a few racial overhaul mods that may be incompatible if I just add it into this overhaul. Thanks for the suggestion!
Ahh Ofc, i wasnt even thinking of other mods. Lizards are my favourite to playso thanks for the quick response!
Hey Odinblade! Absolutely astonishing overhaul and mod as always! So i had an idea, dont know if Divinity 2 engine will allow it but here it is:
What if when you apply 5th stack of Scorch it makes the afflicted Fear for 1 turn ? Since Pyro lacks control it would be nice if you could at least use that 1 turn. Also fits into theme as their Flesh melts off their bones and they can do nothing about it, so they rout and crumble.

Oh and another one, i played with mod called Deathknight Skills unlimited (or smth like that), and there were skills that grant you aura, one applies chill another decay as long as enemies are in range. Point is maybe make an aura that applies scorch stack ? Could be useful for the warrior type
Отредактировано Wulfgart; 24 июл. 2018 г. в 21:53
Odinblade  [Разработчик] 25 июл. 2018 г. в 0:30 
Автор сообщения: GravenMortuus♡
Hey Odinblade! Absolutely astonishing overhaul and mod as always! So i had an idea, dont know if Divinity 2 engine will allow it but here it is:
What if when you apply 5th stack of Scorch it makes the afflicted Fear for 1 turn ? Since Pyro lacks control it would be nice if you could at least use that 1 turn. Also fits into theme as their Flesh melts off their bones and they can do nothing about it, so they rout and crumble.

Oh and another one, i played with mod called Deathknight Skills unlimited (or smth like that), and there were skills that grant you aura, one applies chill another decay as long as enemies are in range. Point is maybe make an aura that applies scorch stack ? Could be useful for the warrior type
Howdy! Thanks for your kind words! I was about 5 minutes from pushing Version 1.1.0 last night when I saw your suggestions. I absolutely love the Fear/Terrify idea! Would be too strong to have it proc on 5 stacks IMO seeing as stacks are easy to apply. However, I have added a Terrify to Flaming Crescendo upon explosion - both the usual timeout and the early explosion via 5 stacks of Scorch. The update is live now so you can see your suggestion in-action :steamhappy:

RE: Aura, not sure if an aura can increment Scorch or whether it will just apply a flat stack. Certainly something I will look into though. Thanks again for your suggestion and if you have any more - keep 'em coming! :steamhappy:
Автор сообщения: Odinblade
Автор сообщения: GravenMortuus♡
Hey Odinblade! Absolutely astonishing overhaul and mod as always! So i had an idea, dont know if Divinity 2 engine will allow it but here it is:
What if when you apply 5th stack of Scorch it makes the afflicted Fear for 1 turn ? Since Pyro lacks control it would be nice if you could at least use that 1 turn. Also fits into theme as their Flesh melts off their bones and they can do nothing about it, so they rout and crumble.

Oh and another one, i played with mod called Deathknight Skills unlimited (or smth like that), and there were skills that grant you aura, one applies chill another decay as long as enemies are in range. Point is maybe make an aura that applies scorch stack ? Could be useful for the warrior type
Howdy! Thanks for your kind words! I was about 5 minutes from pushing Version 1.1.0 last night when I saw your suggestions. I absolutely love the Fear/Terrify idea! Would be too strong to have it proc on 5 stacks IMO seeing as stacks are easy to apply. However, I have added a Terrify to Flaming Crescendo upon explosion - both the usual timeout and the early explosion via 5 stacks of Scorch. The update is live now so you can see your suggestion in-action :steamhappy:

RE: Aura, not sure if an aura can increment Scorch or whether it will just apply a flat stack. Certainly something I will look into though. Thanks again for your suggestion and if you have any more - keep 'em coming! :steamhappy:
Thanks for the quick reply and im glad i could help, not sure if Fear would be OP since Scorch goes through armor, and Fear can be blocked be it, or maybe give them Fear invulnerability as a potion effect after the first one ? Well i dont want to trouble you, a lot of effort already put into making of this mod)
Odinblade  [Разработчик] 25 июл. 2018 г. в 3:18 
Автор сообщения: GravenMortuus♡
Автор сообщения: Odinblade
Howdy! Thanks for your kind words! I was about 5 minutes from pushing Version 1.1.0 last night when I saw your suggestions. I absolutely love the Fear/Terrify idea! Would be too strong to have it proc on 5 stacks IMO seeing as stacks are easy to apply. However, I have added a Terrify to Flaming Crescendo upon explosion - both the usual timeout and the early explosion via 5 stacks of Scorch. The update is live now so you can see your suggestion in-action :steamhappy:

RE: Aura, not sure if an aura can increment Scorch or whether it will just apply a flat stack. Certainly something I will look into though. Thanks again for your suggestion and if you have any more - keep 'em coming! :steamhappy:
Thanks for the quick reply and im glad i could help, not sure if Fear would be OP since Scorch goes through armor, and Fear can be blocked be it, or maybe give them Fear invulnerability as a potion effect after the first one ? Well i dont want to trouble you, a lot of effort already put into making of this mod)
Hey no worries! I understand where you are coming from about Magic Armour, but by the time you get to 5 stacks of Scorch the target's Magic Armour will probably already be gone! Potion with immunity is a good idea, but then if other mods or basegame skills apply Fear I wouldn't want it to be blocked-out. Still, thanks again for your input! :steamhappy:
< >
Сообщения 115 из 22
Показывать на странице: 1530 50