Divinity: Original Sin 2

Divinity: Original Sin 2

Chronomancer Class Definitive Edition
 This topic has been pinned, so it's probably important
Heaphaistos  [developer] 12 Sep, 2018 @ 8:24pm
Suggestions
Post your ideas and improvement to this mod here.
< >
Showing 1-10 of 10 comments
TheYellingMute 13 Sep, 2018 @ 9:51pm 
Please put a way to stop Tick-Tock early or change/remove the noise because its annoying when it keeps going off for like a minute after combat.
Heaphaistos  [developer] 14 Sep, 2018 @ 5:21am 
No worry, i figured out a new way for this skill. i'll patch it as soon as it possible for me .
TimeDrawsNigh 16 Sep, 2018 @ 3:26am 
Would it be possible to update the Google spreadsheet you have linked to include AP/Source Cost and Cooldown information? That way new people looking at your mod can easily tell what spells will cost further down the line.
Last edited by TimeDrawsNigh; 16 Sep, 2018 @ 3:26am
Heaphaistos  [developer] 16 Sep, 2018 @ 5:28am 
@TimeDrawsNigh - Sure :P
Papytuc 20 Sep, 2018 @ 4:54pm 
hi heaphaistos and thanks for this mod , i wonder why is there any scaling for Wither ? It's a nice skill but the Cd (for spread) it's may be to long or the damage per turn is to weak, i think somethink is wrong with this skill no ?
Last edited by Papytuc; 20 Sep, 2018 @ 4:54pm
An unfortunate interaction I had with the skill Renewal: when an enemy is under the decay status, renewal still seems to heal them. This is a barrier to more interesting interactions between skills. Additionally, since necromancy is a prerequisite, playing around with decay fits nicely with the offensive chronomancer playstyle. If you could look into this or even just modify the skill to follow Restoration's mechanics, I believe that would reinforce a really interesting class and rectify a peeve of mine.

I'm wondering whether Renewal's vitality restoration scales with Necromancy?

Also: why isn't there any cooldown accelerating abilities? I think that would have some synergy with Wither, as the above poster mentioned, it's not that great on its own. I assume the idea of wither is to make it spread, and then synchronize for low-ap, moderate aoe damage. The problem is Wither takes too long to set-up (though non-commital), requires the target to live for 3 turns and the payoff isn't that great.
Last edited by matikanefukukitaru; 27 Sep, 2018 @ 2:35pm
Kaibun 28 Sep, 2018 @ 8:24am 
Hey there! Love the mod, great work on it!

One quick suggestion: the combination of Desync / Sync seems a bit too strong right now. I really liked the idea of strategizing with Desync to choose target, determining if something would be alive / healthy long enough for it to make a difference at the time it goes off and strategizing my crowd control abilities around that as well. But since Sync literally just full procs the damage immediately as well as dealing additional damage it just seems like there's not really a reason to ever not follow up desync with sync immediately. It's extra AP you have to spend, but it just *always* seems more than worth it since Sync also does additional damage on top of procing the desync damage.

I'd suggest making sync proc desync for something around 50% of desync's normal damage, the trade-off of procing it early being the reduced damage. It'd make me consider if I want to take that loss in damage in order to get immediate damage or if I wanted to just wait it out to get the full effect instead of just always using the combo whenever its up.
Sandling 1 Oct, 2018 @ 7:50pm 
Greetings!
I have been playing with the Chronomancer for a while, currently in act, and absolutely love the concept and mechanical flow of the class. I'm sort of curious if the 'Xelor' from Wakfu lead to some inspiration for this as well, with the tick/tock system and all!

As for my suggestion here, I personally feel that 'Stop' is a bit too exploitable in battle situations where the players are vastly outnumbering the enemy total. Its not neccesarely a common situation, but I felt that the 50% damage reduction is not enough a deterrent in such situations, leading to situations where specific enemies can have their armour taken down before properly acting, and then falling into the typical CC-Lockdown loop.

I'd suggest giving an enemy affected by Stop an actual 100% damage reduction. That way the spell feels less exploitable in such situations.
GroverA125 17 Oct, 2018 @ 4:24am 
Chaos damage override and a move over to Summoning would be thematic in terms of giving it a fitting damage type and also preventing obvious situations with Elemental Affinity. It also means you can boost the base abilities with the presumption that they will not get scaling from another combat skill. Its low cost as a combat skill (because there's no direct damage boost) means you can increase the damage, and it rewards a player for investing into spread combat abilities (Aero, Hydro, Geo and Warfare), cementing the school as a solid support one (you don't need to max Summoning), and in terms of build you can split your abilities into either a mix-bag of the elements to increase damage of Chrono skills and grant access to supporting spells (PoM, UE, Fortify and AoF), or invest in a single skill and use Chronomancy as a supporting skillset, while using something else (eg. Aerothurge) as your damaging skillset.
Last edited by GroverA125; 17 Oct, 2018 @ 4:28am
Plocky 20 Jan, 2023 @ 9:43pm 
Hi Heiphastos loving he mod is incredible!
I stupidly killed the vendor in fort joy do they regenerate in the second act?
< >
Showing 1-10 of 10 comments
Per page: 1530 50