Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

Epic Encounters
Winterfalke 31 May, 2017 @ 11:09pm
Overpowered abilities
I would like to open this topic to share experiences with abilities (from characters or items) that seem too powerful. I selected the title of this topic specifially so others can share their findings with different abilities in here so the developers can take note and maybe tweak the abilties if necessary.
Today I would like to discuss one specific abilitiy from an item: empowered Winged feet. I have found this on a sarong at the end of the cyseal area and I have been using it every encounter and plan to use it until the end of the game.
I have been playing with a friend on EE for a week on normal difficulty and the difficulty is just right. I hate too easy and too hard (too hard = dark souls). The normal difficulty on EE is just what I would love every game to be on normal. I have to load the game every second fight and twice every third. Some fights more. Thats just the right difficulty without getting frustrating.

So what makes empowered winged feet overpowered?
It buffs the whole group (unless too far away) with winged feet. That makes any ground effect trivial. Use it at the start of the fight and you never need to care about getting stunned from an accident, slipping on ice or taking damage from fire or poison on the ground. It lasts 5 rounds and my fights usualy don't last past that.
This makes a huge impact on the gameplay.
How could this be toned down? First I think it should not be affecting more than one person. Maybe make it targeted on a single person (like empowered fade).
I think something fitting (Since you "buff your feet) to the ability would be a movementspeed buff or a +2 speed buff for the duration. Even adding haste to it would be ok compared to what it currently is.

ps.: love this mod!
Last edited by Winterfalke; 31 May, 2017 @ 11:10pm
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Showing 1-15 of 25 comments
Ameranth  [developer] 1 Jun, 2017 @ 12:29pm 
Thanks for playing and thanks for the feedback!

Empowered Winged Feet was a spell that I had made note of a while back but never ended up tweaking. It's difficult to formulate a rebalance that maintains the area of effect, so a secondary buff to a single target, similar to your suggestion, might work well.
Winterfalke 1 Jun, 2017 @ 1:37pm 
@Sandpie Just had a funny idea, what if it would remove ground effects below the character that got buffed. A small area maybe the size of the winged feet animation. So when he moves he is like a little magic broom (Like has a little tornado below his feet). Could be used as a utillity to give your other melee characters a passageway through difficult terrain but you would need to make the effort of spending AP to get it done. Or if you use it on a ranged and your ranged guys got cought in some area effect your buffed character could use it to clear a space around your characters. And if you use it wrong you clear a way for the enemies instead so you need to involve some planning.
Or another idea: When walking across water/blood with the buff active you electrify it.
Ameranth  [developer] 1 Jun, 2017 @ 2:19pm 
Interesting suggestions. My worry with the first one would be if it would commonly make the spell worse than the original or not.
Furin 1 Jun, 2017 @ 6:33pm 
You need the original winged feet effect to solve a couple of vanilla puzzles (pesky lava).

Also emp wf looses its charm in the mid to late game, when your focus is getting better stats on sarongs. If you want to optimize your build (statwise to 21+ in selected stat(s)) you want +2 stat + resist + either spell or another resist late game, as your anti-feeze/stun rings will take care of the accidents you describe (especially stun, poison and fire are a non issue later on).

What's really op all the way up to the last encounter is ice wall...
Winterfalke 8 Jun, 2017 @ 9:26am 
Icewall is indeed OP.
Since back in the first release of the game I found myself exploiting it in every possible way, It makes fights that feel impossible manageable or brokenly easy.
If it would be turned in something like "ice spikes" where it does the same thing as right now with maybe more damage (so it still freezes and creates ice) but it does not create an ice wall or it does so only for a single turn then it would probably be fixed.
The CC through freezing/frozen ground and the damage would still make it worthwile to cast if the focus went on that instead of creating a wall that breaks pathfinding and makes mobs wait around for several turns doing nothing.
Last edited by Winterfalke; 8 Jun, 2017 @ 9:28am
Ameranth  [developer] 8 Jun, 2017 @ 1:10pm 
Ice Wall has been nerfed several times since launch, but I agree that it still tends to solve too many problems far too well.
Winterfalke 8 Jun, 2017 @ 2:12pm 
If you decide to nerf it maybe also remove smoke arrows while you are at it since they are just as broken as smoke cloud was which you changed to Sphere of negation.
Here are just some ideas
As for Ice wall a cool (see what I did there?) idea would be to create ice spikes which enemies can still walk over but they take damage and have a chance to get frozen while doing so.
Content would become harder in general I would assume without icewall/smoke arrows.
Maybe add a utility spell or modify one that reduces enemie range/sight so casters and rangers need to come significantly closer to fire/cast. That would be a way to make up for a missing ice wall without being broken. The enemies need to spend some AP for walking, get more easy to catch for your melees and to shoot for your ranged. Since this isn´t as hard of a cc as blind it would either always apply or is hard to resist.
Could imagine that this fits as a debuff for a ranger arrow or witchcraft spell. But lightning and fire would deserve some utility. For Fire I could imagine a area spell that would create some fumes that make anyone who is standing in it get a debuff that makes it harder to see but not blind could get the visual effect of a smokescreen without breaking sight. I would call it "tear fumes" (like tear gas xD)
Last edited by Winterfalke; 8 Jun, 2017 @ 2:13pm
Elric  [developer] 8 Jun, 2017 @ 4:33pm 
@Grimmeye: First of all, thanks for your continued feedback!

The main reason for Sphere of Negation to originally become Sphere of Negation (changed from Smoke Screen) was not the sight blocking per se, but the abuse of stunning cloud. During our first test after the mod went live, I built a character designed to abuse suspected OP skills and surface interactions, as well as see if claims of weak caster damage were exaggerated or not. In this test we found that the combination of blind on Smokescreen with the chance to electrify the cloud after allowed for essentially guaranteed CC on many targets simultaneously, hence its modification. This test also resulted in significant nerfs to Tornado and Icewall, and the creation of Ruin (weaken OP CCs and greatly increase elemental damage ceiling.)

That being said, smoke is an awful mechanic for us. It's very hard to balance, and generally functions for players as a sort of no-save AP drain to mobs, or some mobs will ignore is occasionally, causing a great deal of frustration. We try not to simply remove skills and items since our design philosophy is additive, but the idea of replacing smoke arrows, and the smoke grenades with something else sounds appealing. The only nuisance is that you can also still achieve a similar affect with fire and ooze in addition to the already high damage of this combination. This whole deal is an issue that we have been thinking about since very early in the development process, (weird how oil almost disappeared...) and we plan to continue working on it

As for the Icewall, I'm sort of torn. I honestly do not like the idea of removing the "wall" aspect of the skill. However, I think that the wall segments still probably have excessive HP (we lowered this too, how broken was this skill in vanilla?!?) This is another skill that is hard to balance because it's signature mechanism is the problem. It becomes difficult to manage power versus skill identity.
Winterfalke 8 Jun, 2017 @ 4:46pm 
Is there maybe a way to make mobs priorize attacking the ice wall if they can´t reach the players? That would solve the ice wall problem at least. At the moment they barely ever attack it. The best they managed so far was killing a single segment but that wasn´t even enough space to move through. Even if the hitpoints were 1 there would be turns where the mobs don´t attack it or just breake a single segment in the middle which does not help.
Elric  [developer] 8 Jun, 2017 @ 5:06pm 
The AI functions such that the mobs will break the wall if they cannot take other more fruitful actions (usually only occurs if players are completely blocked.) I have seen the mobs methodically break segments until they have a passage, and then attack players, (wiping my group ><) but for this to appear regularly, we probably have to address the segment HP (I noted the behavior on beefy high-level mobs with good AP and damage; weaker mobs probably get taxed too much in this scenario.) In vanilla even this potential to break the segments did not exist, (segments had god-level HP and AI simply did not consider attacking the wall) so we are trying--work in progress. ;)
Furin 13 Jun, 2017 @ 11:56pm 
Archer types will snipe you through tiny gaps within the ice wall, melee guys will break the wall, frozen guys within the wall will wiggle free as soon as they are unfrozen. Ice wall is not anyway close to how "unfair" it was. So instead of changing the segment health, I'd suggest increasing the cooldown by two whole turns (maybe more than that, three turns perhaps, this has to be tested). Like that you could only use it in "clutch" situations, with reasonably life saving results.
Last edited by Furin; 13 Jun, 2017 @ 11:58pm
necroz 8 Aug, 2017 @ 5:38am 
I've seen some weapons with "Hunger" affix - like healing for 10% of max vitality on each successful attack. Is it really OP as much as it sounds ?
Elric  [developer] 8 Aug, 2017 @ 3:32pm 
@necroz: It's definitely not a weak affix. One of it's cousins actually had to be modified due to broken interactions with reflected damage. We left this one essentially unchanged because you have to actively pursue the leaching effect rather than just getting it as a reaction to being attacked. Hopefully it isn't outrageously strong.
necroz 10 Aug, 2017 @ 10:59am 
"Vulnerability" affix is very strong for teamplay. I used water vulnerabiity bow to pass Braccus - it's great damage when stacked with gaze debuff. And now I see items with poison vulnerability which will stack also with alchemist..crazy stuff. Makes me want to try melee zombie alchemist build
Last edited by necroz; 10 Aug, 2017 @ 11:00am
necroz 10 Aug, 2017 @ 1:52pm 
LOL. I saw weapon with Greater Vampirism affix - heals 20% on successful attack. Now that is OP.
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