Divinity: Original Sin 2

Divinity: Original Sin 2

Odinblade's Geomancer Class Overhaul
Creativity <-> Skills without restriction
First of all i want to thank you for the effort you put into all your class mods Odin.
Iam currently on a playtrough on tactican with all your class mods installed.

One thing i noticed was that the additional skills you put in sometimes hinder the creativity instead of facilitating it. Thats because of the sheer amount of spells. In many cases if feels overneccesary to go for anything else but your starting class (aero or hydro for example) because the class already has everything you need.

creativity blosters itself you are forced to make choices and when there is restrictions to overcome.
i got 3 suggestions i think would definitly improve the great work you done
1) tie the spells to other classes (for example life spells: high amount of points in geo and medium points in hydro; poison magic: high Geo + medium necro; tide themed spells: hydro + summoning; spells requiring warfare/huntsman + magic class; ...... ).

2) make spells only scale by 1 spezific attribute or 2 attributes multiplicative (some geo only with strengh; some aero/wind spells with finesse; spells that summon great phyiscal mass like earth/water by constituion; !!some by WITS !! :D ). adding in some weapons that deal both physical and magic (more in total, less to only 1 type) be great as well!

3) add in special crossover effects, for example : beeing hit by freezing spell and fire spell reduces constitution and lowers resistances, shrooms hit by rain increase AoE and damage effect, using necro while siper legs active grants life leeching, using fire spell with wings active grants flame skin and fire aura for 1 turn .......

sorry for the long post, i really like your mods and hope they improve alot more !
cheers
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I totally agree!
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