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I'm really sorry that it's almost impossible to make an exactly stable passive in this game. Modding in this game may have more limitations than you expect, for instance, there's no way to add an effect which acts automatically at the beginning of a battle. Districts can provide reliable buffs, but you still need to unlock them first, and these buffs will never show at the status bar.Poor drawing ability also prevents me from creating a new district.
Just take it easy and enjoy. The main purpose of mods is to gain enjoyment, so don't torture yourself.
Lacking of that passive doesn't break the balance. It's even a little meaningless for non-light players.
Anyway, I'm very glad you can like it.
May be her passive could be scrapped, or moved toward her skillset. May be a bonus could be added to her skills based on torchlight level (more light= more power) while also adding a light-reducing effect on her skills, giving the player the choice to burn additional torches in order to empower the Divinity.
Of course im not demanding anything, this is just my experience with the character and as far as i know i might be the only one who thinks this way.
Im curious, what do you think about her passive mechanically-wise?
As you said, randomness is one of DD's charms. Fixed passive seems boring, but as descriptions and trinkets, it is a part of a distinct role.
Now I do not care too much about the passive cause it's mechanically impossible to make it reliable all the time. It's more likely to be a replacement for the original Death's Door debuffs when equipped with the Crystalline trinket.
Your idea is very good I think but a little bit hard to realize.
The passive is unreliable even useless indeed, so why didn't I delete it? Number of skills' and trinkets' effects are strictly limited, which often drives modders mad. Therefore, some complex skills like Martyrize is not allowed to add more or it may cause some problems. That's why I've been simplifying Divinity.
Effects based on torchlight level is interesting and easy to implement. However, that would limit a character. For example, a mediocre skill will become a better, even a powerful one at high-torchlight situation, will you be comfortable to use it in a non-light journey? The best solution is to add options I think. You can choose for every use whether to cost torch to gain extra effects. It's a pity that I haven't found a way to achieve.
Your idea does inspire me in some way. I need a little chance so that I may make Divinity more interesting. Thank you.
It seems annoying but please check whether you have enabled this mod.
sorry if this has already been adressed in another comment
This bug is quite famous among modders.
No matter with any mods, when an order of summon and the appearance of the corpse happens at the same time, the game will crash. Indeed it is Divinity's skill who may lead to the situation, but it's very rare and the way to fix it would be modding the monsters, which would bring great influence. I'm sorry that I wouldn't do so.
If you unfortunately encounter this bug, you may use a save editor to return to Hamlet.
Dude!!! Sending a single character to the dungeon and making a triumphant return is a betrayal of the game! That is exactly what I have been avoiding. That's why her first skill has a limited duration and will heal the target and slowdown herself.
Mods with special mechanisms are often in confrontation. Please forgive me for I cannot handle them all. Divinity's Sacrifice is quite overbearing, so please avoid using it towards modded bosses.