Divinity: Original Sin 2

Divinity: Original Sin 2

SirGagz - The Venalguard Class (DE)
SirGagz  [developer] 18 dez. 2019 às 20:51
Balance
Post here if you have any feedback or suggestions regarding skill balance and the class mod overall.
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Malchezzar 5 jan. 2020 às 15:53 
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.
Última alteração por Malchezzar; 5 jan. 2020 às 15:53
SirGagz  [developer] 5 jan. 2020 às 16:56 
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 às 7:05 
@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 às 4:15 
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 às 14:37 
I have made some tweaks with your suggestions in the current version, please check the change notes for details. :cozybethesda:
Última alteração por SirGagz; 8 jan. 2020 às 14:37
Malchezzar 8 jan. 2020 às 17:55 
@SirGagz thanks! Just noticed the changes in game.
Boez 9 jan. 2020 às 0:15 
thanks, looks good!
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