Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

Epic Encounters
bugs and recommendations
Just teling you guys, that the 'blun' and 'considerate' are bugged, if you ever got them equal, you will never be able to get 'blunt' effect, because every time you get +1 to blunt, the game also gives you +1 considerate too... also, it's quite underwhelming, that most of personality traits are extremely one-sided, most of them are like ultra overpowered vs utter crap... it would be great if the mod gets a little bit of rebalance in this case.
Also, the higher stat based CD reduction needs a bit of rework, it's an ultra big power spike to get main stat to 15, because most skills gets to 1-2 turn CD at that point, which is realy overpowered.
It would be good to spread the bonus a little, like 2 stat earlier, you get -2 to CD, and the current -4 CD stats stay, so the gameplay is much smoother in the early game.

Another thing is, that spears are truly useless weapons, because they need agility, but because how stats and scoundrel skills work, you either go full ranger with bow/crossbow or scoundrel with daggers, because scoundrell skills are dagger based, so you can't even goscoundrel with spear and tanking like that.
Would be interesting to have a competitive spear build if spear is so 'unique'.

(Bug has been found in normal HP version)
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กำลังแสดง 1-4 จาก 4 ความเห็น
Ameranth  [ผู้พัฒนา] 1 พ.ย. 2018 @ 4: 28pm 
Thanks for playing the mod!

- Blunt/Considerate is intended, because Blunt is extremely overpowered. I do agree that this should have been better communicated by the mod, though there a number of technical limitations that prevent it.

- Traits cannot be modded, apart from what we did with Blunt/Considerate.

- Stat-based CD reduction is also very difficult to work with, as there are predefined value "sets" that we are forced to choose from (all of which end at 15). Also, the cooldown reduction of a spell is directly tied to its "recommended stats," making it even more problematic.
I want to reiterate that spells get CD reduction at various points before 15, not only at 15; I'm not certain from your post whether you had noted this or not.

- Spears have been criticized a few times for this reason and, admittedly, there is merit to it. A big part of the problem is that all of the dagger spells become very overpowered if they are allowed to be used with any weapon other than daggers. The best solution available to us is probably to create new skills that are usable with non-daggers, but this would require time that we can no longer give.
I know, that some novice lvl spells have 13 stat requirement for the CD reduction, but their use is only good at higher lvls, where it doesn't realy matter anyways, the 15 stat version is much more noticeable.
The only extra thing I've noticed, that is kinda annoying, is that enemies seems to have a bit too much action point, like around lvl 4-6, they start to cast staff-like skill 3-4 times a turn, which can easily make enemies one-turn kill max HP characters without the player having any chance to react or prepare.
Also, CC skills for monsters are extremely dangerous, in my opinnion a bit too much, especially with lone wolf playthrough early game. If you get a 2 turn CC 2 times, then you're more than dead.
If it's possible I suggest to reduce the ammount of CC available for non-player characters... especially, since they have skills, the players don't, like the caster monsters 'infinite' (no-CD) staff shot or archers infinite bonus ammunitions... freezing / knockdown arrow.
Ameranth  [ผู้พัฒนา] 1 พ.ย. 2018 @ 10: 36pm 
โพสต์ดั้งเดิมโดย Immortalits:
Isome novice lvl spells have 13 stat requirement for the CD reduction
I meant that, even for spells that say they have -4 cooldown at 15, the cooldown is not all granted at 15--it is given in -1 increments at various points up to 15. It's been a while so I don't remember the exact breakpoints, but it can vary from spell-to-spell.

Enemies definitely do have a lot of AP, it's important to keep the game challenging, in my opinion. However, I can certainly agree that dual Lone Wolves is more difficult than a party of 3 or 4, especially in the early to mid-game.


As for making changes to balancing, I'm busy with other projects and likely will not be releasing any patches for this mod for quite a while--though I would like to update its systems eventually.
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กำลังแสดง 1-4 จาก 4 ความเห็น
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