Divinity: Original Sin 2

Divinity: Original Sin 2

Attribute Insanity 3.0 - Definitive Edition
Mod thoughts!
Alrighty, I've had a good bit of time to play with this mod active. Im'a start off by saying I love mods that are a massive overhaul like this one. Completely changed gameplay for me, gave everything a fresh feel. I have some things I'd like to suggest, as my group is finding some stuff to be either too weak or far too strong.

-Warfare just isn't that good past 3 or so to use the skills. Perception already increases cast range, making it kinda... meh? There's honestly a TON of ways to fix this: Give it some damage (5% base per level?), give it more debuffs (one every 2 levels?), or make it borderline spammable (0ap or 0turn cooldown eventually?). Warfare simply doesn't scale like the rest of the skills (basically the opposite of vanilla lol)

-Magic has an infinite combo with either Adrenaline, or Flesh Sacrifice. Basically use 0-1 AP skills, and Adrenaline whenever it's off cooldown. Only way to fix this (without butchering Magic) would be to make it so those two skills don't get refreshed honestly. I basically had an infinite turn by using only 0AP or 1AP spells. I'm 95% sure it'll also work with Flesh Sacrifice too though. My friends almost quit over this one :P

-Aerothurge passive is a bit too powerful. I might just be crazy, but I swear this is applying its effect through magic armour? I'd still find this powerful at half percentage tbh. But that might just be me.


These are just some thoughts or things I wasn't really sure about I suppose:
-Not sure if this is common knowledge/intended, but with the Crit Multiplier being 200%, Perception is flat out stronger than Might in terms of average damage. Not only that, but it gives range and accuracy as icing on the cake!

-Endurance says it gives 10% Physical/Magic Armor in-game (when it's 5%). Not really a bother since I read the mod description and knew otherwise, could also have just been another mod jerking with it.

-Pyrokinetic doesn't state what was doubled while standing in Fire/Necrofire (the AP vs the %, i found out it's the % though). Also not sure if it includes Blessed Fire for the % double?

-Wands and staves seem to have a 150% crit multiplier, but it might be some other mod I'm using.



These are just things that I have had immense fun with in this mod:

-Voidtouched skills are insanely fun. Each one is quite unique, and while they can be very powerful, there are downsides to some of them too. Like the 1source knockdown skill is nuts, but VERY tricky to use well (since it knocks flying allies even!)

-Leadership is super fun to abuse, my current playthrough has an undead which makes for some... interesting heals (sorry Fane!!)

-Magic, while super duper strong really is right up my alley. Reminds me of playing blue in MTG. Mmm!

-All of the small quirks for the elemental spells make them SUPER interesting! Absolutely love it :D


Thanks for reading, loving the mod to bits ^_^
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Kalavinka  [ontwikkelaar] 20 jan 2019 om 1:30 
Aww, thanks for the passionate post! I'm really glad you love the mod. You're also the first person - to my knowledge - who actually realised how powerful Perception is.

So much stuff to reply to, but your comment about Blue in MtG made me chuckle. Sounds about right.

I'm really glad you're enjoying Voidtouched! I put a lot of effort into that.

I pretty much agree with everything you've said. This mod is difficult to balance because, well, as the name implies... it's ♥♥♥♥♥♥♥ insane. All of these effects are a far cry from Larian's original design philosophy. Sadly, balancing it is currently on the backburner, since I'm already hard at work on a replacement mod that features less RNG and sticks more closely to the Larian design philosophy. Sadly, it's quite an undertaking and isn't due out for a long time yet - especially with all the crazy bugs I've been getting!

But to reply to some of the most important/easy things:

1. Magic is super broken. And yes, it works with Flesh Sacrifice. On the bright side, you're actually paying for the ridiculous CDR with damage - unless you have points in Might, your attacks will hit like a wet pancake. Whether or not it outperforms or underperforms Might is subject to the whims of RNG. (And how many 1-AP skills you use to stack the deck. Oops.)
2. Aerotheurge indeed applies through armour.
3. You're correct, Endurance gives 5%. Seems I just forgot to change the tooltip.
4. I've... actually forgotten RE: Pyrokinetic and Blessed Fire. I don't think it is. But you're right, it's 2x the chance, not 2x the AP.
5. Wands and staves, eh? Hmm. Thanks for letting me know, that helps me out with the new mod I'm working on.

Once again, thanks for your reply. I enjoyed reading it!
I'm excited to see what you bring out next. I'm having a blast with this mod so far. I actually made an excel table to figure out how much more powerful perception is with the various critical multipliers (150% for wands, 200% for other stuff, +10% for Ingenious). Unless ya used a wand, it was basically a solid pick XD

Voidtouched is even neater with the fact that your summons get half of the points. Made them WAY more interesting (and helped reduce the RNG for the good spells imo).

I figured balance would basically be impossible for something of this nature, and I came into it expecting that, so no worries there. Just wanted to point out the crazy strong (or weak?) stuff I've come across thus far.

For Magic, I've just "nerfed myself" so to speak by opting out of using Adrenaline and Flesh Sacrifice. Lest it be a bit TOO easy.

Enemies with Aerotheurge can die in a hole :)

For the wands/staves I hope it's not some other mod conflicting. I might just be dumb XD

But yeh, keep up the great work! Absolutely loving it so far!
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