Divinity: Original Sin 2

Divinity: Original Sin 2

Thorstmixx - Duelist Class
Thorri  [developer] 15 Feb, 2019 @ 4:58am
Suggestions
Have a suggestion? Are the skills too weak? Too strong? Any feedback is greatly appreciated and I'll make good use of it to improve the mod.
Last edited by Thorri; 15 Feb, 2019 @ 9:22am
< >
Showing 1-15 of 29 comments
lost_soul 15 Feb, 2019 @ 9:43am 
Hi Thorstmixx, fantastic mod, well done!. Feedback: the skills are better versions than current. throw knife 2ap vs flying cuts 1ap. Daring leap is tactical retreat plus knockdown. The Redoublement - 5 attacks for 3ap - should this require 1SP? Im lvl 4 so havent tried all the skills and none of the source skills. But its been a blast ifan (dagger) and loshsa (one sword) destroying everything in their path!. Thanks
Thorri  [developer] 15 Feb, 2019 @ 10:45am 
Hi, Lost_Soul, thanks for your feedback and encouraging comments. I see what you're saying about the balance issues. I did intend for the skills to be quite powerful, but maybe I overdid it a bit? Maybe the range benefit of flying cuts means it should be a 2ap skill? And Daring Leap may be a bit on the strong side for 1AP as well. But I'm curious, how are you feeling about the cooldown on the skills? During my original playtests I was a bit worried they might be overlapping a bit much and some of the skills might need a shorter CD.

I definitely see what you're saying about Redoublement, and it would probably be better to increase the AP cost by one, but I'm very hesitant about adding source costs. I know that personally, if I know that I can only use a skill a limited number of times every once in a while, I tend to under-use that skill, even in cases where it would have been very useful, because I obsessively try to conserve it until I really need it. Do you think an AP cost increase would make it feel less overpowered?

I'm very glad you're enjoying the class! Please let me know if you find any more issues, and I'll definitely be updating the mod soon with your suggestions in mind. Have fun, and thank you for enjoying my work :)
lost_soul 15 Feb, 2019 @ 7:57pm 
Hi, so 4ap for 5 attacks, sounds fair, but i hope it doesn't stop ppl using it. Ive finished in honor mode.. so usually spammed source skills in the first round so source cost would not prevent me using it. As the auto attack isn't bad (either sword or backstab with dagger) I didn't find the CD were too long on the other skills. To be fair we shouldnt have redouble skill in act 1, will it be only available at level 9? Oh and i love the idea for the ring, good idea...but an extra 2 ap for each turn ( i think) is powerful. Having said that anyway to get another ring for my second character. I was trying to compare dagger vs sword duelist
lost_soul 15 Feb, 2019 @ 8:02pm 
Just had a thought...to encourage people to only use 1 weapon.. could you replace the ring with a shield or something else that is used off-hand. keep up the great work!
lost_soul 16 Feb, 2019 @ 1:08am 
Now im lvl 7. Combined Last Stand (death resist and *2 dmg) with Redoublement, almost one shotted the void worm. But thats 1SP, ~6 AP.
lost_soul 16 Feb, 2019 @ 1:11am 
Daring Leap: i notice it does percing dmg? It also damages and knocks down your allies. Is that planned? Not unreasonable as it is better than tactical retreat. It can be used at hand-2-hand range for haste and knockdown (i assume that is part of the flamboyent style for this class, Great work
Thorri  [developer] 16 Feb, 2019 @ 2:27am 
I've increased the AP cost of Redoublement, and lowered a few cooldowns to see if it feels any better. The cooldowns were probably fine the way they were, but I don't want someone who has all the skills to run out of skills very often, so I'm testing it this way. I know you shouldn't have access to all the skills already in act 1, and It's probably a good idea to spread them out a little bit. I'll add that to the list for a future update.

Yes, I'm aware the ring is very powerful, but I meant for it to accompany the player through most, if not all of the game, as it enables some serious flashiness, which is perfect for a duelist. I might add a script to it when the next engine update comes out that gives you the benefits as long as you're not using anything in your off hand, and curses you off you do. That was originally going þú be the incentive for the player to only single wield. I thought about adding an invisible off hand, but that removes the sucker punch ability and changes the animations, so that isn't ideal. I'll just have to wait until the scripting update comes out.

Wow, yeah, the abilities are meant to be very strong, and you can only use last stand once per combat. Maybe that should be a restriction on Redoublement as well? What do you think?

Daring leap is not meant to deal piercing damage, no. That's a bug you've found! :D it does knock down your allies, that is by design. It's a powerful ability and I felt it needed a downside or something that prevents the player from using it with allies nearby.

Summary so far for the next update:
- Spread out skillbooks so you don't have access to the most powerful skills in act 1.
- Fix Daring Leap damage type. Should not be piercing.
lost_soul 16 Feb, 2019 @ 4:01am 
You asked about redoublememt to be once only per combat. Probably not. Always about player choice and if it has a reasonable cool down. And you may only need it once to finish the fight anyway.
Thorri  [developer] 16 Feb, 2019 @ 4:10am 
Alright, I think I agree with you there. I want to lean more towards letting the player decide if they want to cheese their game.
Ickleslimer 16 Feb, 2019 @ 12:06pm 
Perhaps if you want to do creative nerfs on the skills, you could base them around the idea of "Honor" as a drawback. Something like needing to keep a certain distance away from allies when dueling, not being able to backstab, that kind of thing. Not suggesting those specific changes but you get the idea.
ICURNVS 16 Feb, 2019 @ 6:23pm 
You could make a toggle passive that gives bonuses to the class for having an empty off hand.
ICURNVS 16 Feb, 2019 @ 6:29pm 
The sky is the limit on what those bonuses would be but I think a small dodge and movement bonus would be a good place to start.
lost_soul 17 Feb, 2019 @ 12:29am 
Hi. I updated and started a new game. I coudn't find the jump skill from the vendor at level 4? Was that changed?
Thorri  [developer] 17 Feb, 2019 @ 2:43am 
@Ickleslimer & FelniirVahlok453 - I definitely agree that I want to implement some kind of buff/debuff to incentivize the duelist fighting style, but that would require scripting, and with the version mismatch between the editor and the game, scripting requires some clunky workarounds that I'd rather not mess with right now. So I'll look into adding something like that when the update comes out.

@lost_soul - That's strange. I don't think I made any edits to the treasure tables, so they should all appear in the inventory. See if you can find it in the cheat chest.
lost_soul 17 Feb, 2019 @ 4:20am 
I found daring leap in the cheat chest. Did u change it to 2 ap? Most jumps are 1ap. If its 2ap then maybe the knockdown should be enemies only? i think its only small damage compared to a normal attack? Well for 2 ap you get haste, knockdown and movement so why not!
< >
Showing 1-15 of 29 comments
Per page: 1530 50