Divinity: Original Sin 2

Divinity: Original Sin 2

ExtraSkills (DE Compatible)
scawsome  [developer] 13 Sep, 2018 @ 2:45pm
Balance Issues?
If a skill doesn't seem balanced (I.E. is over/underpowered relative to cost) post the skill name as well as a recommended fix here.
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Showing 1-5 of 5 comments
Raven1ord 13 Sep, 2018 @ 10:10pm 
Hey pal, great mod overall, but some skill seems way to op in comparing to vanilla skills. For example Missile battery (don't know how to fix this one, Larian's Arrow Spray seems much more fair, because you have to position yourself correctly) or skills which reqires 0 ap like Last Stand or Overhost, i think those two should be atleast 1 ap.
scawsome  [developer] 14 Sep, 2018 @ 9:21am 
Thanks for the feedback! I've already got a potential fix lined up for missile battery and Overhost, but I think yours make a little more sense for the Overhost/Last stand. I'll have to test both out and see.
-SoL-Justice 12 Oct, 2018 @ 1:31pm 
Well I havn't played much with this mod, but have found that the Helping Hand skill is so underpowered that it is useless. It costs 3 action points and all it can do is pick up a knocked down person or pat out a fire. First Aid costs 1 action point and does both of those as well as healing and stat boosts. I think it should be a 0 ap skill as it has little impact, and if it cost 1 ap it would still be much worse then First Aid. I am a huge fan of adding some of the skills from the first game though.
Last edited by -SoL-Justice; 12 Oct, 2018 @ 1:34pm
Fuzzy Wuzzy 8 Nov, 2018 @ 1:15am 
I feel as if "Selfaportation" is a bit unbalanced because of it's removal of surfaces around impact. Though other than that, it's great fun to use for somebody who's playing strictly magic.
scawsome  [developer] 9 Nov, 2018 @ 3:40pm 
Originally posted by Corvus Oscuro:
some skill seems way to op in comparing to vanilla skills. For example Missile battery ... skills which reqires 0 ap like Last Stand or Overhost, i think those two should be atleast 1 ap.

Both listed skills are already 1 SP, which I feel should make up for their benefits, especially given the drawbacks of each. (less AP/turn for Overhost and death for Last Stand)

I'm open to changing it since I haven't tested them in-world nearly as much as you all have, but I'm not sure if that small of an adjustment would do much compared to what they already cost.

As for Missile Battery, I don't really know either (as you see below I've already tried to fix it). It seems like it can only inherently be either an OP version of barrage or so compratively expensive as to be useless. I might make them explode or something, but reduce the number.

Thoughts?
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