Divinity: Original Sin 2

Divinity: Original Sin 2

ChaosMage
28 Comments
Rattius  [author] 11 Jul, 2021 @ 1:58am 
Not that i would remember now sorry, although there's lots of helpful information online and i'm sure some sort of tutorial for that would exist.
Samarai 11 Jul, 2021 @ 1:16am 
Hey man, I appreciate the response even though it's been years! I guess some of these spells were meant for more niche situations, but in a game with lots of variables and high build diversity, niche skills just have less utility than more general skills, so that's kind of where my feedback was coming from. Hope that helps contextualize it a little.
Any advice on pulling up mods in the editor? I used a pak extractor and created an empty project to try and pull up this mod, but wasn't having much success (nothing shows up in the stats editor for example). I'm not at all familiar with the divinity tool, so I was hoping maybe you had some tips for a complete beginner? I'd love to play around with this mod a little and tweak those things I mentioned.
Rattius  [author] 10 Jul, 2021 @ 11:46pm 
It's been 3 years since I've made this mod, but i can still kind of recall some answers to your critiques.

Chaos Release- The intention behind this spell is to cast this before you use a bunch of utility spells which wouldn't deal damage anyway

Demonic Pressence - uh yea this ones one of my more unfortunate spells that had a problem that I couldn't fix which is that its damage should be way more than it is atm(little hard to explain why it's bugged as well).

Void tread - Sorry this spells affects were evades me right now, if i ever play div again i'll respond on it

Rift of possibilities - hehe this spell becomes broken op with the talent "torturer", but anyways this spell is meant to be used as a finisher when you are confident you can end the fight, Its sort of a bet on yourself that you will win after this and if you do its very strong then, however the punishment for not wining is forcing one of your allies to lose a turn bringing you back to life.

Samarai 10 Jul, 2021 @ 9:33pm 
Anyway, sorry for the spam. It's easy to backseat drive and monday-morning quarterback content like this. Again I really like the mod and appreciate the effort put in, so hopefully this doesn't come off as being overly critical or nitpicky. If I ever figure out how to use the divinity tool, I'll probably hop in and make these changes myself, and this will be a helpful guide to come back to. Unfortunately, I'm a noob when it comes to mods in this game, and when I tried to pull up the editor, none of the tables were populated, so it would most likely be up to the author to make these changes (or teach me how to do them!). Hope you find my feedback worthwhile! Cheers!
Samarai 10 Jul, 2021 @ 9:01pm 
Void tread- This is bad. It's a far worse chameleon cloak for 4 ap that applies debuffs to you. No reason to use it. Let me know if I'm missing something here.

Rift of Possibilities- This is a hefty spell. It requires 5 points in necromancer to learn, and costs 4 ap PLUS a source point. What do you get in return? 2 turns with a dramatically expanded ap pool. Sounds pretty cool, until you realize that after those 2 turns are up the spell straight up KILLS YOU. This is way too severe a price imo when you consider the spells cost and the fact that having a big ap pool really isn't as great as it sounds. The only time I'd ever use this spell in the first place is in big boss battles, but I don't even want to use it then since those boss battles can last many turns. Definitely should rework this debuff somehow. Maybe you could have a couple turns of reduced damage or accuracy, or maybe it could cut your health by 50%, or reduce your armor values to zero. (2/3)
Samarai 10 Jul, 2021 @ 9:00pm 
I actually love this mod. It synergizes great with an elemental summoner build I've got going on, and many of the spells have awesome ideas behind them. I didn't find it to be monstrously op at all, in fact there are a few spells that don't really have a place and could use some reworking. Keep in mind I'm relatively early on in the game and I'm playing on tactician, so I'll adjust this if my opinion changes over time. Anyway, here's my list of spells that I think could use a bit of work

Chaos Release- it's ok, but it sets an effect on you which makes your spells cheaper but do no damage. This is a really weird effect that makes me not want to use the spell. Maybe reducing the damage debuff to 50% would make a little more sense, or just replacing it with a different debuff (maybe setting 'slowed' on your character?)

Demonic presence- I actually really like this spell, but at 3 ap there's no reason to use it over arcane orb. Maybe increase the damage or knock it down to 2 ap (1/3)
Rattius  [author] 30 Nov, 2019 @ 4:31pm 
well there are already some pretty broken combos in the game, and a lot of other mods i have played also find this same problem with broken combos this isn't designed with any other spells in mind such as apotheosis.
Alloofie 30 Nov, 2019 @ 3:26pm 
short range is still strong, like the pawn. source cost isn't at all a restriction just because apotheosis is a thing. killing an ally doesn't matter at all because it only takes one turn to kill everything immediatly, especially with double turn, that's what makes fane so strong, you can also precast apotheosis and arcane intellect before combat
Rattius  [author] 29 Nov, 2019 @ 4:53pm 
PS. the main way to break my little mod's balance is by getting the talent torturer and extending the rift of possibilities by one turn which i'm not sure what the cause of this bug is but i did try and fix it.
Rattius  [author] 29 Nov, 2019 @ 4:50pm 
yes well they all come with a downside in one way or another, eg, calamity dive is short range. intelect costs a lot of ap and source, Evocation threatens to kill the ally if they can't recoup with the extra turn.
Alloofie 29 Nov, 2019 @ 12:41pm 
Calamity Dive, Arcane Intellect, and Evocation are all functionally overpowered skills based on how dos2 works, free movement, int stacking when it's easy to cast many spells in a turn with adrenaline and skin graft, and evocation is basically fane's source skill which already trivialises the game. i havnt actually played the mod, just read through it, but those seem like they would very easily break the balance
Rattius  [author] 5 Nov, 2019 @ 9:44pm 
mainly because i don't play this game much anymore
Ironlixivium 5 Nov, 2019 @ 9:12pm 
This is your last workshop item? As in you won't be making any more? why not?
Rattius  [author] 19 Oct, 2019 @ 7:59pm 
I've played this with some of the popular mods and saw no real issues.
Mïkå 25 Sep, 2019 @ 12:55pm 
Very interested on giving it ago, do you know if there are compatibility issues with any popular mods, such as the odinblade stuff ?
Rattius  [author] 17 Sep, 2019 @ 5:26pm 
No shop just a chest
Sleepy 17 Sep, 2019 @ 10:41am 
is there literally no shop that sells these skills ???
Darling 6 Aug, 2019 @ 12:24am 
I wish I had some footage of all this in action.
Rattius  [author] 4 Aug, 2019 @ 2:22am 
Thanks and if anyone finds anything that doesn't seem balanced please let me know why.
RoxeusRose 3 Aug, 2019 @ 10:55pm 
very good mod :D
Rattius  [author] 2 Aug, 2019 @ 4:45am 
Update:
Mind Burn applies a better madness and not a chance, deals more damage
Chaos Cannon deals less damage and is faster
Rattius  [author] 1 Aug, 2019 @ 1:21am 
The skills won't load in the chest from a save. It has to be activated at the start of a new game.
Geake 31 Jul, 2019 @ 11:41pm 
I can't find skills
Rattius  [author] 31 Jul, 2019 @ 7:48am 
The skills are in a chest at the start of Fort Joy and I've updated the description to match
幻变骚零与寻找猛一 31 Jul, 2019 @ 6:41am 
Where can I learn these skills?
Rattius  [author] 30 Jul, 2019 @ 5:35am 
Update:
Void Tread costs more to use and lasts less time
Arcane intellect cost more to use
Digan 28 Jul, 2019 @ 11:09am 
Huh, intresting ability set :) Ill give it ago eventually :3
Rattius  [author] 28 Jul, 2019 @ 8:16am 
Update:
Arcane Power no longer stacks
Chaos Release and Chaos Blast Now have a cooldown
Errosion is now more likely to apply affects