Divinity: Original Sin 2

Divinity: Original Sin 2

Feenex's Battle Pack: Expanded
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Feenex  [Fejlesztő] 2019. aug. 29., 17:47
Balance Suggestions
Place any balance suggestions within this discussion.
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115/18 megjegyzés mutatása
Ok so i love your mod, i exclusively play as the dark mage using all of the darkness skills, however i have found some flaws that makes dark magic seem underpowered. (as a side note i have all of the odin overhauls installed aswell and my friend is going odin earth)

First off id like to address the lack of AOE skills most of the magic single targets should be AOE they deal relatively low damage and seem only good when stat effects are stacked on the same target, yet even this isn't very good because stacking them all on one target leaves no skills for the rest of your enemies. (where as my friends odin skills are almost all AOE so he is carrying the game 90% of the time)

next i'd like to address the encore mechanic i love the idea but in practice it doesn't work well especially if someone else in the party also is dealing magic damage and even when I'm isolated with a target is unbearably difficult to pull the encore off. My solution to this i say just have it set up if the magic damage breaks or is already gone trigger the encore it would balance out much of the missing damage to the class. but over all i love this mod and will still be using the hell out of it.

another mod i like to use is the Void Knight at one point he asked the same thing about balance and i told him the void marks should be easier to pull off and he actually did it so im hoping you'll take my advice in stride and not look at it as criticism, Like i said i love your classes and really enjoy the dark class i just wish he would be buffed enough to hold his own in a lone wolf run.
oh one more thing
the mind control spell is a cost of 3 AP and one source point for one turn though i do understand it pierces armor, charm dose it for two turns when armorless i feel to balance out the really high cost the mind control should either last 3 turns or at the very minimum 2. if thats not what you feel is acceptable what about everytime dark form activates reduce the cost and cooldown of the skill incentivising the use of triggering dark form. (dark form is nice with the Ap regain but i found myself often times ignoring trying to activate it and it would just happen when it did) hell you could even have it set up to where while dark form is active all encores trigger regardless of the targets armor or have it so all the skills become AOE while in dark from.

sorry i got way off topic i hope this helps :wsma_happy:
Love your work and I'm really enjoying playing as a elemental mage with your mod. Elemental blast is an amazing skill with a very interesting mechanism and a great effect but its damage is pathetically low, even lower than other 2AP cost elemental shok skills. I think it needs to be buffed since it costs 2 memory slots, 1SP and 2AP. Thank you for an amazing work though :)
^i definitely agree allot of your new mod is great but could use some serious buffing
I do agree with ReinFall, shadow abilities are kinda weaker than any others spell, their debuffs is nice, CD is ok as well, but since it cannot pierce any resistance and since it can't scale with anything else than intelligence it's pretty much low damage overall, when my fire and aero mages are dealing 150-200 damage(without counting burn damage) my shadowmancer is doing 80-90 damage, maybe rising the % base damage of the spells would be more intersting to counter the fact nothing else than intelligence is scaling, I know the shadowmancer doesn't have to bother with resistance, but it's so easy to lower resistance and to make enemies vulnerable to the element you use, so the fact that shadow spells are not bothered by resistance isn't that great and that don't counter the low scaling of the spells.

The Encore mechanic is really intersting but it's only intersting when you're about to break the magical armor and in a way it's just a little upgrade of ordinary magic armor breaking and it's not that good when you have other spellcaster in the team (in my case 4 spellcaster) which means it's pretty rare that the magical armor got destroyed by my Shadowmancer.

I have a dedicated Shadowmancer in the team, he's the weakest of all but the fact he can summon, debuff, heals is really good tbh

Ps : I disagree with the idea to put AoE everywhere, single target spells should be stronger in raw damage than AoE spell in my opinion, even if it's not working like that in DOS2 xD
Legutóbb szerkesztette: Water; 2019. szept. 16., 4:50
@Water though i agree with most of everything you have said i'd like to bring up a few things on the last part about the AOE

1:most of Divinity's spells make tiles(such as fire on the floor) that deal some sort of damage or debuff (that is persistent so long as they are in it) having a mage/assassin is not only a horrendous idea but also counter intuitive rendering the ranger null and void.

2:most of the shadowmancer's skills are mass debuff skills is would make more sense to have area debuff(that also ignores armor entirely) the a high damage single target castor not only would him being a debuff master make more sense but it would also par well physical allowing the only armor to matter is the physical using the mage just for debuffs.

3:Odinblade, Odinblade, Odinblade have you not seen his masterpieces of reworks. I don't even use his classes i use them for enemies and making tiles more of a threat. However i would like to point out that nearly all of his skills for all of the classes are BOMB levels of damage with AOE and literally all killing tiles especially fire (please nerff odin). That being said it is not outrageous to say that a high damage class without tiles could have big ass AOE, infact not by any stretch of the imagination most high damage mage skills normally in the game are AOE and the tag of AOE usually has more to do with level more so then type of skill

though i absolutely love the concept of the shadowmacer its just hella underwhelming in its current state and needs a major buff to be worth it.
oh one last thing i understand he is not meant to be a heal class but he dose have heals and they are some of the weakest not only in your mod but in the game why use the single target heal when i can have everyone in the party have healing mantra
ok i know i said the last thing was the last but one more thing Mind control skill WTF is the point of this skill its 2 source and 3 AP for a one turn mind control that dose not pierce armor. you do know Dominate Mind is a thing in the game right its a 3 ap two turn mind control. (also i just realized that that in my play through one of my mods i think a odinblade mod changed it to a 2ap 3 turn mind control so it felt way better then it was until reading it on the wiki to correct it)
You know could've just edit your first message instead of making 3 different xd
I'm using every single mod of Odin, even the harpy one, but I think they're quite balanced.
Having everybody using healing mantra isn't very role play in my opinion and even if the shadowmancer's heal is weak it's still great !
But yes the Shadowmancer feels a bit behind but hey, maybe that's the will of the creator ? Having a jack of all trades class that can damage a bit, summon, inflict bad status, heal, buff allies, teleport ect..

Anyway it's feenex decision to up or not the Shadowmancer, all we can do is suggest and explain why. x)

EDIT : I do agree as well with the Elemental burst doing pretty much 0 damage ! It's weaker than the Elemental Shock.. Could you please boost it ? '-'
Legutóbb szerkesztette: Water; 2019. szept. 20., 6:07
Blinding Flash does too much damage, it cost 1 AP and can do over 1k damage on dexterity characters. And even on my int character it does more damage than any of my int spells, including Shadow Word: Death.
Making shadowball animation a bit faster would be nice, it feels kinda slow right now tbh
The ball is at correct speed but the character who send the ball stay locked in the animation for too long :s
Legutóbb szerkesztette: Water; 2019. dec. 27., 14:51
Been playing with your mods for a while and enjoying them quite a bit.
My biggest issue so far with Expanded is Leap. Movement, damage scaling on distance, giving Fury, and being a knock down that ignores phys armor completely is a bit much for one skill, even with a long cooldown.
Personally im not a fan on playing classes from other games , also the class that has fury mechanic is not balanced at all , all skills need to be nerfed a lot , unless this mod is intended to be used on honour mode no lone wolf or something
Ruptured tendons is a scoundrel skill lol
Could you possibly add a two handed version of Frostmourne for 2handed deathknight builds? or maybe even add a skill that acts as a function (if that is possible) so you could switch between 1h or 2handed?
The removal of bonus accuracy of mortal strike seems a strange choice. It was delightful for warfare characters to have a non-magical solution to high-dodge enemies instead of trying to find some way to apply Shocked.
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