Divinity: Original Sin 2

Divinity: Original Sin 2

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Thal's Balance
   
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26 May, 2019 @ 12:12pm
4 Jun, 2019 @ 7:10pm
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Thal's Balance

Description
My goal with this mod is to provide more fun and meaningful choices, without straying too far from vanilla gameplay.


General
  • 10% bonus per point in Weapon Abilities (was 5)
    These bonuses are additive, while Warfare is multiplicative, making a 1% weapon bonus worse than a 1% Warfare bonus.
  • 10% bonus per point in Perserverance (was 5)
    This stat feels very weak in playtesting.
  • 10% bonus per point in Constitution (was 7)
    Killing enemies faster is generally better than outlasting them.
  • 10% damage bonus per point in Hydrosophist (was 5)
    Ice damage feels too low.
  • 5% bonus per point in Summoning (was 10)
    Summoning is an easy, low-risk strategy.
  • 5% weapon accuracy penalty per weapon over-level (was 20)
    Allows a little more versatility with itemization.
  • 3% bonus per point in Warfare (was 5)
    Slightly reduced to counterbalance increased weapon ability damage.


Attacks
My goal here is to make weapons feel more than an aesthetic choice. I applied a general damage reduction, while giving each weapon type unique bonuses.
  • -20% physical damage from weapons
  • +20% hammer damage
  • +20% spear reach
  • +20% dagger crit multiplier
  • +20% 2h sword dodge chance (10% per 1h)
  • +20% 2h axe crit chance (10% per 1h), 40% damage range (was 15%)
  • +10% wand damage
  • +5 staff memory
  • +2 crossbow ap start (was +5% accuracy, -1 movement)
  • +100% damage from environmental status effects.
    This makes debuffs a more viable damage strategy.


Talents
  • Comeback Kid: 50% vitality after revival (was 20%)
  • Living Armor: 50% healing turned into armor (was 30%)
  • Lone Wolf: 20% armor & vitality bonus (was 30%)
  • Torturer: +2 duration (was +1)
  • What a Rush: 90% vitality threshold (was 50%)
  • Bigger and Better: +4 ability points (was 2)

Necromancy
  • Blood Rain: 1 ap, 3 cooldown (was 2, 4)
  • Blood Sucker: +50% radius, 2 cooldown (was 3)
  • Bloated Corpse: 1 cooldown (was 3)

Pyrokinetic
Pyro is a high-risk school of magic, since it's very likely to injure allies. While considering ways to improve the school, I decided to focus on reducing cooldowns, to make pyro feel faster and more frentic.
  • 2 cooldown, 30 damage Searing Daggers (was 3, 25)
  • 1 cooldown, 60 damage Ignition (was 2, 40)
  • 2 cooldown Fireball (was 4)
  • 3 cooldown Supernova (was 6)
  • 180 damage Fire Whip (was 120)
  • 2 cooldown, 60 damage Spontaneous Combustion (was 3, 75)
  • 2 cooldown Flaming Skin (was 5)
  • 1 cooldown Explosive Trap (was 3)
  • 3 cooldown, 2 duration Flaming Tongues (was 5, 3)
  • 3 cooldown, 2 duration Sparking Swings (was 5, 3)
  • 3 cooldown, 2 duration Master of Sparks (was 5, 3)
  • 2 cooldown Mass Sabotage (was 5)
  • 1 cooldown Corpse Explosion (was 4)
  • 3 cooldown Flaming Crescendo (was 5)
  • 2 duration Bleed Fire, ignores magic armor (was 3)
  • Bleed Fire: ignores magic armor

Other
  • Bouncing Shield: 1 cooldown (was 2)
  • Rain: +60% water
  • Sneak: 2 ap (was 4)
  • Bless: 2 ap, 0 source (was 1, 1)
  • Maddening Song: 3 ap, 2 turn duration (was 2, 1)
  • Masterwork Runes increase armor of the slotted item by 50-100% (was 10-40%)
7 Comments
Pinky 3 Dec, 2019 @ 2:51am 
I appreciate the base idea behind these modifications, and some of them are right on spot (for example the changes to Bigger and Better, Bless or Blood Sucker).

But many/most of the changes are rather exaggerated, like for example: Torturer is already OP by default (with the right spells); Warfare 3% and weapon abilities 10% is way too much change; Crossbow +2AP makes Bows pretty pointless; Bouncing shield is already OP by default; 50% for Living Armor is completely OP; Corpse Explosion and Explosive Traps are already very strong by default; etc.
Gwennifer 30 Jun, 2019 @ 3:38am 
Spear's problem is that they're a *very rare* finesse based two-handed weapon. So not only are you often levels apart in finding a new spear (I've been going 4 levels in-between)--when the game horrendously pushes you to higher level weapons and equipment as fast as possible--but the combination doesn't exactly work well. Melee skills generally scale off strength in the absence of other workshop patches. Finesse generally means daggers or ranged, and spears lack backstab or the height modifier to differentiate them.

Melee skills do not benefit from a weapon's reach, either. An easy way to fix both problems, at least for now, would be to give something like Opportunist extra spear damage in general? I'm assuming Opportunist benefits from weapon range.

Or to give spears the base crit from axes and give axes a base chance to bleed, if that were possible.
Thalassicus  [author] 4 Jun, 2019 @ 6:18pm 
From playtesting, I discovered the combination of buffs to fire status, Torturer talent, and Spontaneous Combustion is too strong - even against single targets. I'm experimenting with ways to tone that down.


@abaoabao2010
Fair points, and thank you for the feedback! I'll change mass-traps back to vanilla.

@Serverchamp1300
I believe it's possible to load other mods in the Divinity Engine, though I haven't tried it myself. You may have to move it to your local mods folder first.
abaoabao2010 2 Jun, 2019 @ 2:04pm 
Background info to make my complaint more clear:
-if you hit with all 25 meteors of a meteor storm, it does 500% damage.
-traps only benefit from int/pyro when you detonate them with damage or fire surfaces.
-traps doesn't benefit from highground, but can crit
-trap damage counts as if it was dealt by the person that detonated the trap (proximity trigger doesn't count), so if your knight hit it with his axe it won't hit as hard as if your pyro fireballed it
abaoabao2010 2 Jun, 2019 @ 1:58pm 
"2ap, 5 traps Mass Explosive Traps (was 3, 4)"

Vanilla mass explosive traps does 530% damage with 3AP 1SP. Guess it's too weak.
Let's buff it to 650% damage with 2 AP 1SP. Who need meteor storm anyway?
Kalavinka 1 Jun, 2019 @ 7:12am 
These are some pretty neat and interesting changes. I like what you've done with spells and cooldowns especially.
CloudZ13 31 May, 2019 @ 2:39pm 
Cool take on things, how hard would it be for us to modify the values on this if we wanted to tweak it?