Divinity: Original Sin 2

Divinity: Original Sin 2

[DE] Resonator - Tank Class
TobiN  [developer] 11 Sep, 2018 @ 9:22am
Suggestions and Feedback
If there's anything you feel needs to be changed, balanced or added. Let me know and we'll talk about it.
< >
Showing 1-15 of 21 comments
BeyondBalu 12 Sep, 2018 @ 5:53am 
I am enjoying the class so far. I have one suggestion on the skill implode. It will probably be best for only to attract enemies and make the affected area for half the size. I see myself dragging those not in combat into the middle.
ForemostCrab7 12 Sep, 2018 @ 7:35am 
I would like to make a lil suggestion/request.
Could you make the skillbooks craftable?
In single-player this is not an issue at all, but when joining someone else who is hosting. World altering mods does not transefere, the classes and skills does, but not the Merchants.
Therefore the only i see being able to use this class properly when not hosting, is to craft the skillbooks, since it is not a world altering thing it should work.
Now i know the more obvious solution would be "then why don't you just host?" i would, but for some reason ppl cannot join me...also i'm joining my brother and his friend who is making a new game on DE and that would bind them to Needing me with them, wether i want to or not.
So without this solution i would be forced to pick something else :(
dead2571 13 Sep, 2018 @ 10:15am 
Hey small idea since you said two-handed shields may not be possible. Can't you just make shields one handed and allow us to dual wield them? Like the one-handed spear mod or one-handed,two handed weapons mod?
TobiN  [developer] 13 Sep, 2018 @ 11:16am 
It's kinda difficult, as how shields work are quite hardcoded into the game. Shields does not have a property for how many hands are required to use it. Only weapons have that property. And likewise, a weapon can not give armor, so I can't make a weapon emulate being a shield.

I'm going to look into what can be done, for maybe there's a workaround. But been sick for a whole week now so have not had the energy to do so. But never the less, I will do some kind of shield mod.
dead2571 14 Sep, 2018 @ 4:17pm 
Ah take your time man. Just thought i might beable to help with a work around but guess not. Ha. Does the shield have a property that prevents it from going in the primary hand slot? Cause if you can remove that that might work?
TobiN  [developer] 14 Sep, 2018 @ 4:18pm 
It's not even a property, it's hardcoded for all shield items to go into secondary :/
dead2571 17 Sep, 2018 @ 5:32pm 
Damn. Hmm to compensate for it could you make a talent that increases your physical armor when you have an empty primary hand?
TobiN  [developer] 17 Sep, 2018 @ 5:54pm 
Haven't thought about that, interesting suggestion. That is, if I can make a talent register your held weapon type
dead2571 18 Sep, 2018 @ 10:56am 
Well i mean there is a talent that lets you save 1 ap on throwing a grenade when your off hand is empty. So i figured it might not be too hard to switch off hand to primary and then configure it to give you more physical armor?
Sandling 25 Sep, 2018 @ 10:40am 
I personally agree that Implode seems to be a bit too extreme in design in terms of at least its range, although I'd probably also make it not do friendly-fire tugging indeed.
Bromantic 26 Sep, 2018 @ 10:43am 
One suggestion..improve the Skill description, i had no idea that i would gain Return Echo after getting hit from Resonating, also the skill that give constitution, how much? ect
Altaan 30 Sep, 2018 @ 5:18pm 
can ya make the returning echos a bit like full echo? so we dont lose it all the time?
Altaan 30 Sep, 2018 @ 5:39pm 
can you make implosion not pull friendly target? i dont know how many time ive had to reload cause i ended up killing the black cat...
Sandling 1 Oct, 2018 @ 7:41pm 
Returning to this thread again as well in regards to Implode - It pulls targets from way beyond its visual designated range (and with that, the range is actually really far anyway), as well as allies indeed.

A shorter, or at least range it seems to indicate and possibly non-friendly users would make it a lot more useable and less extreme.

Also, as a funny side-note that you might or might not have control over: We are using the Greed mod which adds lots of change-based proc abilities on weapons. One of our weapons had a Taunt-chance, and it seems anyone affected by Implode had a chance to become Taunted this way.. including the caster themselves taunting themselves ;)
TobiN  [developer] 2 Oct, 2018 @ 11:13am 
Alright, due to the demand I've reduced Implode's range by 33% and made it only target nondead enemies.

@Sandling Haha, well that's probably because Implode uses your weapon properties, which is intentional.
< >
Showing 1-15 of 21 comments
Per page: 1530 50