Divinity: Original Sin 2

Divinity: Original Sin 2

Feenex's Battle Pack: Shapeshifting
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Feenex  [pengembang] 23 Des 2019 @ 5:47pm
Balance Suggestions
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Water 27 Des 2019 @ 4:32am 
Hello.
I would like to know how the bestial wrath scales ? I'm kinda confused right now, it seems to be physical damage. So I made some test with the cheat mod that gives free point.
My character is lv 5 (with 1 warfare and 4 metamorph) right now and she deals 20-25 damage + 5 bonus damage with the spell Bestial Wrath.
I tried putting 5 point in warfare, damage didn't changed at all
I tried putting 6 more points in metamorph, damages changed a little, she did 20-25 damage + 12 bonus damage (instead of 5 bonus damage)
I tried to get rid of my weapon (I was using shadow unique wand + chaotician unique wand) since the description says the skill have +5% bonus damage per metamorph point scaling on your weapon damage but damages didn't changed at all even unequipped !
I tried changing my wands for the Holon unique sword and damage still didn't changed, I'm really confused right now.
So far my wands were dealing 10-11 damage both, meaning that I have a 21-22 weapon damage per attack with weapon, so the bestial wrath bonus damage should be :
For 1 point invested in metamorph : 1 damage
For 4 points : 4-5 damage
For 10 points : 10-12 damage
So the scaling per metarmoph point part is actually working nice, but why my damage are still the same even without weapon ?
And since it's physical damage why can't it scales with warfare ?
Maybe I simply didn't understand it fully '-'.. Sorry for the trouble.
Boke 27 Des 2019 @ 1:41pm 
Hey there, im having a problem where enemies shift into animals and are able to use all of their skills.
So for an example, a magister shifted into a werewolf then used the skill guardian angel. Is there anyway to fix this?
If not could you possibly release a patch were enemies cant shift at all? It could be one of my mods but all i have is, Feenex's battle packs, Divine war, and Odinblade's mods.
Do you have any idea on whats causing this or how to fix? Please reply soon! Thanks for reading!
Water 27 Des 2019 @ 2:03pm 
It has been patched up recently, yesterday I think, did you download the last version of the mod ?
Actually I already told him something very similar as your issue.
Terakhir diedit oleh Water; 27 Des 2019 @ 2:04pm
Feenex  [pengembang] 27 Des 2019 @ 3:33pm 
@Freaky That's not a bug. Because of the way the mod works, enemies are still able to cast spells to keep mod compatibility. Otherwise, it will present many more issues.
Boke 27 Des 2019 @ 5:57pm 
@Feenex okay i understand thanks for the quick reply :lunar2019piginablanket:
CornPop 13 Jan 2020 @ 2:43pm 
My issue is with the enemy balance for troll form.

Enemies currently get multiplicative scaling from difficulty increases to the point on tactician that equal level enemies with Shapeshift: Troll just about 1 shot anyone not in strength armor or stacking large amounts of Con. Is this the intended game balance?
ICURNVS 21 Jan 2020 @ 3:28am 
Shapeshift "weapons" are a bit weaker then your average weapon. Is that intentional? If not how do you like the idea of each shapeshift "weapon" having special bonuses based around the shapeshifts purpose?
Acroneus 22 Jan 2020 @ 1:03am 
AP economy feels a bit lacking without Lone Wolf, especially early game when you don't have as many skills per shapeshift and have to switch often if you don't want to be stuck just basic attacking. Perhaps level 1 and 4 shapeshifts shouldn't cost AP?

Enemies using shapeshifts with vitality based damage are rather busted in higher difficulties due to health scaling. Not sure there's much you can do about that, but an option to turn off shapeshifting skills for enemies would be nice.

While the vast majority of skills that I've seen so far are Divine War friendly, there are a few form bonuses and a handful of skills that are not. Not sure it really warrants a compatibility patch since it's rather minor, but I'll put it out there since you've done patches for your mods in the past. That being said, Shapeshift skills also don't work with the cooldown reset from Divine War.
Terakhir diedit oleh Acroneus; 22 Jan 2020 @ 1:26am
Dante Luna 27 Jan 2020 @ 7:04am 
I don't know if this is a balance or more a normal suggestion , the incarnate king form would be nice to have a melee skill by default without requiring to infuse with something (personally i prefer less support type play)
Maybe less random infusions also somehow?
Anyways very good mod , i always wanted to turn into a Demon ingame , the designs look good
Edit: Personally i would like to remove the glasses from the troll
Also is there an alternative file to enable all skills casting? npc can cast normal skills
Terakhir diedit oleh Dante Luna; 19 Feb 2020 @ 2:26am
Not sure if its the most balanced thing but something I would really like implemented, maybe as an optional file: shapeshiftng into other forms while already in one form. Cutting out the extra 1 AP for reverting to normal would really allow capitalization on the versatility of having different forms.

EDIT: After some more testing, I would still say that it would be nice if cleanse form didn't cost AP. This is especially true in the early game, where each form only has 2 or so skills and cooldowns means you are ♥♥♥♥ with the basic attack. the problem is that the basic attack of the shapeshift weapons are generally weaker than some of the gear that can be obtained later on in the game. It makes sense that the weapons are weaker because of the shapeshifter's versatility. but as of right now its difficult to actually capitalize on the versatility due to how AP hungry form switching is(that is, without running an elf with adrenaline + glass cannon.)
Terakhir diedit oleh Ass Curtains; 8 Mar 2020 @ 12:02am
Dastion 15 Mar 2020 @ 9:14pm 
Seems a lot of the forms fall off very hard around level 10. I tried a bunch of stat combinations to see if I was missing something, but the scaling seems to have all but halted. With strength at 30, the Frost Dragon form's abilities only hit for around 60-70 damage (Max 140~ with Source Abilities) My basic attacks hit for a minimum of 140. I may be overlooking something, but it seems off. The exception is the Troll Form, which has the 1 Turn CD Rock Toss that can potentially obliterate anything you come across, but even that was beginning to fall off around level 12.
l.f.li165 17 Mar 2020 @ 10:08am 
Just did some test. At level 19, all morph weapon's typical damage (as two handed weapons w/o any feat) goes as 100-110, not much beyond that of a typical one handed weapon. The typical skill damage is only a half of my not so strong two handed melee build (same character).

There are also IMBA issues of abilities: e.g. the dodge skill of owl, 1AP for 25% dodge compared to 90% from a level 2 spell, feels bad. Many forms have armor/HP recovery skills, which also not ideal to me as most forms will be running out of moves after the first or second turn, healing is the last option when facing nasty enemies.

The last of my concern is the lack of mobility: unable to use teleport/nether/"jumps" freely, especially when most forms go melee. Perhaps allowing the transform between different forms freely after a certain threshold (lv 13?) and shorten the cd of mobility skills may be helpful?
Terakhir diedit oleh l.f.li165; 17 Mar 2020 @ 10:09am
Why is frostmourne so bad? Does it scale better or scale at all even or is it just an easter egg weapon without any real use?
Terakhir diedit oleh Sgt-Gnomercy; 9 Agu 2020 @ 10:50am
Otsana 17 Agu 2020 @ 7:52am 
It would be nice if spells like Peace of Mind that states it prevents Madness can actually stop Werewolf form's madness from proccing.

Or is there an alternative way to stop it from happening?
Divinity 23 Agu 2020 @ 3:00pm 
For balance reasons, I think the Nightmare transformation should be the original red color and not transparent, dark purple.
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