Divinity: Original Sin 2

Divinity: Original Sin 2

Grenadier - Grenade Class/Overhaul
17 Comments
bilibili 梅发怒Meifanu 8 Aug @ 8:10pm 
In the vanilla design, grenades as **cooldown-free consumables** inherently create a **resource management trade-off**: players **exchange gold for immediate power**. This does *not* sabotage strategic depth as claimed, because **every grenade thrown carries tangible economic cost**, maintaining constant pressure on resource allocation. Such implementation acts as **horizontal class-build expansion** rather than vertical power creep.

Larian’s intentional omission of cooldowns likely serves a dual purpose: preserving both **player agency in resource choices** and that **comedic 'moneybags bombardment' fantasy
Kaden Ha 4 Aug @ 6:28am 
People are not paying OP to balance the game, so the mod is just him sharing shit that he makes and finds it fun enough to share. Not everything is balanced on your butt cheeks.@iuser2011
Luxen 3 Aug @ 1:31pm 
The purpose of mods is to add fun to the game, and more importantly it's fun shared by the person who created it. If you don't like it, it is common courtesy to not spit on someone's work because it's not of your taste, especially without testing it. Fun is not always equal to balance and everyone has a different definition of what's fun.
Doctor Beetus 30 Jul @ 9:10pm 
If you're using mods, they inherently make the game imbalanced.
iuser2011 30 Jul @ 11:03am 
@Perceux:
So, you also don't care about game balance. Well...

"You are presenting your opinion as a fact" - and it is a bloody, well known FACT. No cooldown = no balance. But it has value only for those who care about balance. You - don't. Of course, it's your right. And I'm only just suggesting, how this mod could be much better in terms of game balance.

"your opinion man" - of course it is. I don't represent United Nations, Avengers, Jedi Order or something. At least for now.
Perceux  [author] 30 Jul @ 10:44am 
I think you didnt read how my mod works.

The combo grenades are tied to belts, which can have only 7 (at divine rarity) grenade spells rolled onto them. The way this mod is designed is so that you are encouraged to use grenades alongside spells and weapons.

"grenades aren't supposed to be on equal level with abilities/weapons, because they are *addition* to them, not a replacement. So it's wrong to compare grenades with them"

You are presenting your opinion as a fact, if you don't like the mod or its not for you, that is totally fine, but this mod does not take the wrong approach because you say so, it takes the wrong approach for YOU because that is just like, your opinion man.
iuser2011 30 Jul @ 10:27am 
Developers also don't care. So one of the most important purposes of any mod is to change bad things to something better. Not to add more bad things.
iuser2011 30 Jul @ 10:19am 
For Grenadier "class" to be balanced, you grenades SHOULD be abilites, not items. Same story about potions: I would be very interested in some Alchemist mod, where potions are abilities with cooldowns instead of items. And special arrows also. Scrolls - no, those are just cheat thing.

"more people" - most people don't care about balance. Question is, do you?
iuser2011 30 Jul @ 10:19am 
@Perceux:
"grenades are underwhelming because they are very limited in what they do" - agree, BUT this is the wrong approach. Like I said before, "grenades aren't supposed to be on equal level with abilities/weapons, because they are *addition* to them, not a replacement. So it's wrong to compare grenades with them." And you, amigo, are compairing.

We can use grenades WITH abilities&weapons, not *instead*. They don't require any skillpoints, talents or any stat from us. Anyone can use it at any time.

"Plus the ability to implement a grenadier like playstyle" - your grenadier would be imbalanced abomination probably. It's not your fault, it's Larian's fault. What would you say about mod removing cooldowns from spells? Would you call it wrong idea? I think, you would.
Perceux  [author] 30 Jul @ 3:09am 
I've never said grenades are underwhelming because they arent useful or a "threat to game balance". In my opinion grenades are underwhelming because they are very limited in what they do and the variety in them. Plus the ability to implement a grenadier like playstyle in this game is underwhelming.
Obviously you can "abuse" the grenades provided in this mod (the combo grenades are abilities btw) but there is about 100 ways to abuse mechanics in this game. It is up to the player to decide what is fun and what isn't. Although if more people would like the combo grenades (abilities that look like you are throwing grenades) to have cooldowns, I might just implement that. Or make an add on that does just that.
iuser2011 29 Jul @ 10:22am 
I can add that grenades aren't supposed to be on equal level with abilities/weapons, because they are *addition* to them, not a replacement. So it's wrong to compare grenades with them.
iuser2011 29 Jul @ 10:16am 
"Ever felt like grenades were underwhelming in Rivellon?" - How can anyone think about grenades as "underwhelming" when grenades(and also scrolls) are so useful that it is a real threat to game balance? And why is that? Because there are NO COOLDOWNS. From certain point in game we have enough money to buy many grenades and ingredients for them. So obtain them is not a problem. And with certain types of grenades we can make combat very easy(Tremor or Terror grenades are good examples of that).

Grenades mod should be Abilities mod, not Items mod. Grenades should be like Scoundrel's Chloroform or Wind-Up Toy abilities: when we just look like we throw items, but no actual items involved in process. This is the only to make things balanced. Abilities WITH cooldowns, not items.
Perceux  [author] 27 Jul @ 1:16am 
These texts are coded in the Lua scripts and as of now are not able to be translated. I would have to set it up in such a way that they are tied to a handle. Let me try to get to that this week.
Shigeo 26 Jul @ 9:31pm 
hi, Does anyone know how to translate mods? Please help me. I want to translate a lot.
bilibili 梅发怒Meifanu 26 Jul @ 5:35am 
Thank you so much for creating this mod. I never expected to see new Divinity: Original Sin 2 mods in 2025!
I'm working on localizing this mod and have already translated NPC dialogues, item descriptions, and skill names. However, where should I translate the proficiency-related texts? For example, the UI displayed when pressing J in EPIP and the proficiency descriptions under grenade tooltips.
AlphaMcNugget 22 Jul @ 1:55pm 
I've had the privilege of being able to follow the development of this mod(and provide ideas for it as well) and I think it turned out amazing. What started as a simple thought of grenades being subpar and not allowing to build around it turned into a mod that bring everything about grenades to a new level.
I have playtested as a aero/hydro grenadier and a physical based tank grenadier. It's amazing how different these both play as, within 1 mod. I'm looking forward to playing this more
Doctor Beetus 20 Jul @ 5:36pm 
Nice work!