Divinity: Original Sin 2

Divinity: Original Sin 2

Thal's Balance
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?