Divinity: Original Sin 2

Divinity: Original Sin 2

Odinblade's Pyrokinetic Class Overhaul
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Odinblade  [開発者] 2018年8月31日 17時15分
Suggestions and Balance Improvements
Got any improvements or tweaks to make this overhaul even better? Suggest away!
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The Ember Shower area of effect indicator is a bit confusing.
Like, the full circle indicates that the targets within it will get Warm status but there's no indicator for how far nor how big the Ignited area is.
Would be nice to add an area of effect indicator for that.
Also it can be casted outside of the 8m range.
Could just make it 1/4 of its current size and limit it to its max casting range like every other skill.
最近の変更はDerpy Moaが行いました; 2018年9月1日 9時21分
I like the idea of the scorch debuff, but is it supposed to replace the normal burning debuff entirely? Now that the torturer skill lets you apply the normal burning debuff right from the start, it seems a bit overkill that you can have both debuffs apply just from even single AP spells. I haven't played too far in the game, but its really powerful being able to apply so much DoT and the two fire resistance debuffs with a single attack on early-game tactitician enemies
Odinblade  [開発者] 2018年9月2日 0時41分 
Alsyme の投稿を引用:
I like the idea of the scorch debuff, but is it supposed to replace the normal burning debuff entirely? Now that the torturer skill lets you apply the normal burning debuff right from the start, it seems a bit overkill that you can have both debuffs apply just from even single AP spells. I haven't played too far in the game, but its really powerful being able to apply so much DoT and the two fire resistance debuffs with a single attack on early-game tactitician enemies
Whilst beta testing the new game, I considered removing the resistance shred on Scorch stacks because of this. However, I soon realised that enemies still have ridiculously high Fire Resistances, so I kept them in so that Pyro's don't hit like a wet sock. Thanks :)
You're probably right in that regard, some of the resistances late-game are pretty ridiculous for magic users. I admit I haven't made much progress so far, but from what I played this mod is pretty good - and thanks for getting this mod out so quickly too.
What Alsyme said feels true in my playthrough as well.
Ignition is way too strong at the start, basically facerolling everything in Act I.
Maybe revert its cooldown back to 2 turns?
Are you playing on Tactitian MagicalPubes?
I posted this in the wrong thread earlier. I wanted to give a bit of feedback that Ignition is probably a little too powerful for an ability that in essence has no cooldown and only costs 1 AP.

It hits all enemies on the screen, applies decent direct fire damage, burning and scorch.

It feels overbudgeted for a single action point. Putting it back on its default 2 turn cooldown will still make it an ability worth using. Just my two cents, and thank you for everything.
Odinblade  [開発者] 2018年9月4日 0時16分 
Seyren 'D' Windsor の投稿を引用:
I posted this in the wrong thread earlier. I wanted to give a bit of feedback that Ignition is probably a little too powerful for an ability that in essence has no cooldown and only costs 1 AP.

It hits all enemies on the screen, applies decent direct fire damage, burning and scorch.

It feels overbudgeted for a single action point. Putting it back on its default 2 turn cooldown will still make it an ability worth using. Just my two cents, and thank you for everything.
Are you running the latest patch? Shouldn't be Burning anymore as I removed it for the exact reason of the skill being overloaded (especially with the new Torturer talent!).
Yes was on Tactician but now that it got nerfed it doesn't matter anymore. Thanks for the quick adjustment!
That's good to hear, it was my only gripe with the mod
Odinblade  [開発者] 2018年9月4日 0時55分 
MagicalPubes の投稿を引用:
Yes was on Tactician but now that it got nerfed it doesn't matter anymore. Thanks for the quick adjustment!
Hey, no problem.

Thanks to you and Alsyme for flagging it! I found it tricky to balance my new mods what with the changes in DE - especially without having any mod testers available (as the game wasn't out when I converted them over)! If you have any more feedback, please do not hesitate to let me know!

Best of luck with your playthrough!
I've just reached act 2 on my playthrough with a full pyro party (using the presets you designed) and I've realized Scorching Ignition is a bit overtuned. I personally think the CD is fine on it (Magic spells tend to have long CDs and its nice to have a filler) However, the damage(and/or range) needs toned down. I can kill large groups of enemies or completly bust down their Magic armor in just one turn by each member utilizing ignition. I think the best course of action would be to A: Nerf the damage on ignition(maybe remove burning and only apply scorching) making it act more like a damage multiplier rather than a damaging ability itself.

I find the value of it extremly high and there is no reason you would not cast it every turn over something else (other than a geomancer spell for an oil puddle to ignite)

An AP increase would also benefit the balancing of it so you would have to choose if you would rather use it or another damaging ability.

Edit: Also forgot to mention I am on Tactician
最近の変更はHopscotchdragonが行いました; 2018年9月8日 14時35分
Odinblade  [開発者] 2018年9月8日 11時55分 
Hopscotchdragon の投稿を引用:
I've just reached act 2 on my playthrough with a full pyro party (using the presets you designed) and I've realized Scorching Ignition is a bit overtuned. I personally think the CD is fine on it (Magic spells tend to have long CDs and its nice to have a filler) However, the damage(and/or range) needs toned down. I can kill large groups of enemies or completly bust down their Magic armor in just one turn by each member utilizing ignition. I think the best course of action would be to A: Nerf the damage on ignition(maybe remove burning and only apply scorching) making it act more like a damage multiplier rather than a damaging ability itself.

I find the value of it extremly high and there is no reason you would not cast it every turn over something else (other than a geomancer spell for an oil puddle to ignite)

An AP increase would also benefit the balancing of it so you would have to choose if you would rather use it or another damaging ability.
Hey! Thanks for taking the time to leave feedback. A patch was published a few days back removing Burning from Ignition so it should feel less overtuned now. Thanks!
I would even go as far as reducing Ignition range 2m less..this skill is still insanely good :S
Hello Odinblade,

Having played with your overhauls in a couch-coop setting all the way to Act 2, I have some feedback for you : it is genuinely fun to play a fire mage and set the world ablaze, and that's great.

The ability to reduce fire resistances, strip enemy magic armor through burning, fire surfaces or necrofire makes for a rich and varied gameplay experience.

My only issue is similar to the above user, I believe Ignition (without burning) is still way too powerful.

Scorch stacks by themselves already ramp up overall fire damage by reducing resistances and...those stacks also deal fire damage over time...and ignition also deals modest direct fire damage...and it's a huge aoe that only targets enemies.

Ignition also has no cooldown, and only costs a single action point.

It also doesn't help that the fire slug's version of ignition also applies everything above including burning. For comparison, Sabotage (without exploding grenades or arrows) deals a bit more but it can only hit a single target while applying a single scorch stack. And it costs 1 ap which is pretty fair.

Or compare Ignition to your water overhaul's Global Cooling which has a 3 turn cooldown, deals fairly mediocre frost damage and applies no DoTs or debuffs (if the enemy has magic armor)

I think Ignition might be better off in a modest circular aoe around its target that can outdamage Sabotage if hitting 2 or more enemies but becomes notably lackluster against a single target.

最近の変更はSeyren 'D' Windsorが行いました; 2018年9月15日 6時02分
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