Divinity: Original Sin 2

Divinity: Original Sin 2

Swarmley's Necromancer Class (DE)
Swarmley  [sviluppatore] 5 mar 2019, ore 9:57
Dev Blog
This Blog is meant to be a place where I can throw ideas on how to improve this mod.
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Swarmley  [sviluppatore] 5 mar 2019, ore 10:07 
So... I've always wanted to use necromancy stat as some sort of a scaling, but since summoning already fills that spot I figured it would be just too OP.

BUT Today I've made a script which manages number of active skeletons based on your Necromancy stat. It's pretty straight forward 1 point in necromancy translates to 1 extra skeleton to summon. This would allow me to play a bit with balancing, since it wouldn't be so snowbally.
Swarmley  [sviluppatore] 6 mar 2019, ore 17:24 
So far it seems that the necromancy scaling shouldn't be problem balance wise for normal party. Especially because normal party doesn't really relly on necromancer to pump up huge amount of minions at early levels. Lone Wolf though has a nice potential for big armies of skeletons at low levels just because of doubling of necromancy stat. So for peeps who use lone wolf the scaling is not really an issue. I would say they won't even notice it exists.

That said, since I restricted the snowball effect the skels have, I can look for places where class'es power budget can be spent. I'll try to push the necromancy scaling update tomorrow.
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