Divinity: Original Sin 2

Divinity: Original Sin 2

Hybrid Spells Expanded- Definitive Edition
J0k3_R  [utvikler] 9. sep. 2018 kl. 12.44
Balance
Tell me about changes you think should be made with Balance here!
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no_idea_for_a_name 15. sep. 2018 kl. 15.15 
Try to un-balance a bit these spells, because they're too bland!
J0k3_R  [utvikler] 15. sep. 2018 kl. 16.03 
You're gonna have to be more specific here. Saying they're too bland doesn't really help me much without specifics.
MrWhite 18. sep. 2018 kl. 8.09 
Most skills seems balanced enough, though there are quite a few that suggest to change.

My biggest disappointment was army of the dead (and I was really looking forward for that skill). All summoned warriors has basic 10 in their stats, meaning they are kinda garbage and die really fast. Not worth a 3 source points. Suggestion: make their stats scale.

Most of the elite skills seem lacking in their elitist. IMHO necro one should give you something more than just a weapon skill(strange in fact skill is warrior oriented but does water dmg) and some might. Suggestion: give some special buffs to the status to make it feel unique(death wish+undying(1 HP) will be logical ) + 1-2 skills for the form. Some kind of a range aoe and maybe summon. It would be especially cool if you could change the model to a lich(there is one in the game.). The model change is also possible. (look at crowly race mod)

Archon also seems strange. It gives good buffs encouraging for high dps in one turn and then cooling for another. However, the buffs it gives do not correlate with the cost of the skill and the starting/Max ap buff is just weird. Suggestion: change starts AP -> turn AP buff +4 (Ok with max AP buff) implying a hardcore damage spike next turn.

Mass essence drain is just screaming - OP plz nerf. It has a high area of effect and can easily be cast on 3-4 enemies resulting in a +12-16 stat buff. It's just way better that archon with no downside and less cost. Suggestion: change +4 -> +2

Also, I think Vampire Lord could be longer 3-4 turns. The skills it gives are OK, but nothing more and it's buff is too small for 2 SP cost
J0k3_R  [utvikler] 18. sep. 2018 kl. 9.38 
Thanks for the feedback! The changes to archon, vamp lord and skellies were actually my intention with the skills when I made them in the first place, but it seems I was putting stats in the wrong field when I made them and never fixed it. I hear you on mass essence drain, I was debating on whether it was too OP and I'm glad to finally hear some feedback on it. I will have a look through the other ultimates and see what other changes I can make. Any other particularly glaring balance issues?
MrWhite 18. sep. 2018 kl. 12.44 
OK, tested most of the skills
First, you REALLY should make a way to acquire those skills in fort joy, it's really a pain for testers to make a run through act1. But let us begin.
P.S. Sorry I am a bit lazy, so some skill names won't be full or correct.

1) Rooted... This was a pain to test, first there is no description, no dmg descr and even ability icon that shows near the caster's portrait - there is nos such thing. You should add all these

2) Shrapnel Traps That should be 1 SP with one more trap or no SP at all. Traps work half the time and need a turn to prepare, making this skill hardcore overpriced.

3) Banner summon Better change + mov speed to armor or const buff, cause why do you want movement? To get away from the banner? Makes no sense right. With HP/armor buffs it plays more into "Rally under the banner" playstyle

4) Chaos arrow/disarming shot - common problem with your skills - no normal description. How can I use the dmg type skills if I can't see the dmg numbers?

5) Spectral thief - you messed a little with scripts here? I tested this with double lone wolf chars and lost the buff when I summoned him, meaning the game thought of it not as a summon but a 3 char. And btw - give the poor guy phys/mag armor or he get cc/dies in one turn

6) Banish - overpriced and overdone. Should simply kill a summon for 1 SP 1AP. Want to balance it? Do as DOS 1 did, give it a 7+ cooldown.

7) Thorn armor- clipping bugs, animation was playing strangely. Also REALLY make your desc proper. Skill says 50%, icon near the portrait says 40% and some resists. What is right one? God only knows.

8) Volc portal/divine smile need 3 SP -> 2 SP change. There are simply worse then you 3SP elemental skills but cost the same(-1 AP doesn't matter that much)

9) Vampire lord - why more movement buffs? That maybe personal, but IMHO movent buff should be changed into dodge buffs to represent vampires reflexes

10) Soothing mist- bugged, says applies sleeping but does not

11) Transmutant Corpse - same problem, description. Does not say anything about summon buffs

12) The sandstorm - says only enemies, but hits allies also

13) Cursed Blood- though it was OP, but in fact it's a reversed armor buff, meaning for its SP cost it should be better. Make it 3-4 turns, not 2

14) Wall of flesh. Thats a fun one, odinblade and helaene like to put wall of smth in their mods nowadays, but without SP cost. Remove SP cost or maybe change the skill entirely(sorry for that:) )since there are too many wall mods now

15) Swift Strike- basically warriors blitz but with SP cost and slightly more dmg. What? Nobody cares about marked, it's a useless thing. Suggestion: Put more effects, change how marked works (make marked enemies receive more dmg( minus all res) ). Currently it's not worth using

16) Soul Armor - hilariously overpriced skill. I mean, it's bone cage that give you some elem resists for 2 SP? Fort + magic shell cost less but give you more. This skill really needs to be buffed. Make it give mag armor, lower the cost to 1 SP, make it last 3-4 turns. ANd these are not even separate suggestions. That's how underperforming this skill is

17) Flaming escape show 0-0 dmg in the desc and to my surprise it's true to it's word. No dmg at all
Raven1ord 28. sep. 2018 kl. 13.29 
Agree with almost all things which MrWhite said, experienced some of those issues aswell
Sist redigert av Raven1ord; 28. sep. 2018 kl. 13.29
J0k3_R  [utvikler] 29. sep. 2018 kl. 2.51 
A large number of these should be fixed now as of the last update, so hopefully it feels a but more balanced
Krisys 21. aug. 2020 kl. 4.30 
Hi there, I'm currently playing through two runs with this mod installed. In general the balance seems alright. I'm having issues with Soothing Mist though. Not only the spell allows a long crowd control, but also AIs try to wake up their sleeping companions by dealing damage to them, which... doesn't work because of the mist.
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