Divinity: Original Sin 2
Odinblade's Geomancer Class Overhaul
 Αυτό το θέμα έχει επισημανθεί, οπότε πιθανώς είναι σημαντικό
Odinblade  [δημιουργός] 13 Ιαν 2019, 14:13
Suggestions and Balance Improvements
Got any improvements or tweaks to make this overhaul better? Suggest away!
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For your Pyrokinetic overhaul you created an add-on to make lizards' Dragon's Blaze ability not scale with level, and instead be based on Int and Pyro.
Do you plan to create one for this mod to let Petrifying Touch scale with Int and Geo?
Thanks and keep up the amazing work! :D
Odinblade  [δημιουργός] 16 Ιαν 2019, 13:55 
Αναρτήθηκε αρχικά από Axientar:
For your Pyrokinetic overhaul you created an add-on to make lizards' Dragon's Blaze ability not scale with level, and instead be based on Int and Pyro.
Do you plan to create one for this mod to let Petrifying Touch scale with Int and Geo?
Thanks and keep up the amazing work! :D
Noted. I'll make a small add-on for some QoL improvements to Petrifying Touch. Good suggestion :steamhappy:
Hello OdinBlade. Will you be working on more overhauls? And if so, what will be your next project? My Best Friend is really into bleach and FF. He loves the concept of a magic archers and gun mages, but this games version of it is just using a bunch of magic arrows, but no abilities for it. That's fine, but i was wondering if it would be to far out there to make a kind of magic archer sub class that works off of the other magic classes as well as archery.
Τελευταία επεξεργασία από Dalagore; 28 Φεβ 2019, 17:45
Not sure if you watch this thread much anymore, but I've been thinking that Corrupting Vial either needs a shorter cooldown or a longer duration. It only gets used about once a fight for me and it only lasts for like, two attacks most of the time.
Okay so, I don't know what uh ability it is, pretty sure its Rock Volley, but it makes the game early on *brutally* difficult because of the fact you dont have much magic armor early on, and this ability applies petrify causing you to lose entire turns, and therefore encounters that would normally be pretty doable suddenly get scaled up drastically in difficulty.

Can this ability get its petrify effect removed? It is making my current run with your mods more or less outright impossible for me, it's an ability that wouldn't be overpowered in mid to late game, but early on it is wrecking my ♥♥♥♥

Example is the crocodilians in chapter 1, they are able to effortlessly destroy my party because of the petrify making valued members lose turns, while the crocodiles just unleash waves of midnight oil and fossil strike

I'm sure someone better than me could overcome this, but I don't know
Can you please buff the damage (specifically the part that is additive based on statuses) Venom Burst and Expunge? I really want to use them but even with them doing "full damage" from being poisoned/acid etc, they do less damage than the other poison skills which makes them worthless. For example, with my current int/geo, Expunge does 63 Damage + 39 (Poisoned) + 39 (Entangled), equaling ~150 damage or so while removing the poison and entangled, where Noxious Touch does ~147 with the same amount and sets spored, and poison wave does ~145 and gives earth immunity. The rest of the skills feel really nice but those two which are supposed to be "nukes" do so little damage it is saddening.
I'd love to see a miner class that's somewhat similar to terramancer but more in line with tool usage rather than psychokinetically controlling ROCK AND STONE. Sorta like your stereotypical Dwarven miner.
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