Divinity: Original Sin 2

Divinity: Original Sin 2

SirGagz - The Venalguard Class (DE)
SirGagz  [developer] 18 Dec, 2019 @ 8:51pm
Balance
Post here if you have any feedback or suggestions regarding skill balance and the class mod overall.
< >
Showing 1-7 of 7 comments
Malchezzar 5 Jan, 2020 @ 3:53pm 
Husk seems a little busted, at least early on since you can get it with one of the very first skills and that skill can hit two different targets. I might suggest making a halfway status sort of like chilled > frozen to make it less overbearing.

Also, not a balance thing, but I noticed it has a weird interaction with Frozen enemies. I froze a voidwoken, and then hit them with the husk move, which is supposed to keep them immobilized, but what actually happened was Husk cleared the frozen status and then the voidwoken was able to move like nothing happened on it's next turn, not sure why but might be something to look into.
Last edited by Malchezzar; 5 Jan, 2020 @ 3:53pm
SirGagz  [developer] 5 Jan, 2020 @ 4:56pm 
I feel like Husk is in a good place ATM but I may adjust Jade Spike. As for the weird interaction I'll look into it, thank you for telling me.
Malchezzar 6 Jan, 2020 @ 7:05am 
@SirGagz A quick fix for the husk interaction would be to remove petrified/frozen immunities from it, since they do similar things anyway it doesn't change anything if they can have those statuses. What did you have in mind for the Jade spike change? Maybe reducing the projectile count to 1 or making it a % chance to apply husk instead of guarenteed might work. Also, I noticed the damage on only one of the 2 projectiles was already greater than Affliction's total damage, so reducing it to a single projectile might be the best choice balance wise.
Boez 7 Jan, 2020 @ 4:15am 
Played through the early game with this. The abilities (with Divinity Unleashed) seem to work well but the skill requirements are a punitive. Requiring full warfare and dual wielding for each skill prevents you from branching out to any other interesting abilities/classes. A fix could be to limite the skill tree to dual wielding for the most part with only a limited number of skills requiring warfare or another skill. That way skill progression is more flexible and (for example) also allows for a dual wielding scoundrel or stormhammer.
SirGagz  [developer] 8 Jan, 2020 @ 2:37pm 
I have made some tweaks with your suggestions in the current version, please check the change notes for details. :cozybethesda:
Last edited by SirGagz; 8 Jan, 2020 @ 2:37pm
Malchezzar 8 Jan, 2020 @ 5:55pm 
@SirGagz thanks! Just noticed the changes in game.
Boez 9 Jan, 2020 @ 12:15am 
thanks, looks good!
< >
Showing 1-7 of 7 comments
Per page: 1530 50