Divinity: Original Sin 2

Divinity: Original Sin 2

Krisys' Rebalancing Package
122 条留言
CuratioMago 3 月 14 日 下午 6:06 
I probably need to put the add on's above your mod as the unlocked Infusions mod (which is at the very bottom of the list) seems to work properly! Another incompatability is with the Aerothurge Overhaul from Odinsblade as there Nether Swap requires level 3 instead of the cat's 2 Aerothurgy lol
CuratioMago 3 月 14 日 下午 5:53 
Hii, I was finally able to do some testing on a new save file and it seems that the Cat conflicts with Odinblade's "Pet Power Compatability Add On" mods. I've tested it with the Geo and Necro one for now and both disabled the cat having Aurothurgy for whatever reason. I don't know how and why these mods would conflict with the cat, but this is what I've found out for now. Might do some further testing tomorrow.
Krisys  [作者] 3 月 4 日 上午 8:09 
@CuratioMago: Alright do keep me updated, seemed to work for me. I might try another way to make this work if it really doesn't. Summoner mods that alter the cat's stats definitely would mess things up.
CuratioMago 3 月 4 日 上午 4:18 
Thanks for looking at! Unfortunately when I tried playing again it didn't seem to work :( maybe another summoner mod I have installed is interfering, I'll have to test it some other day.again and maybe also try out your summon mod as well. Maybe that can fix it. I'll inform you again when I know more :)
Krisys  [作者] 2 月 23 日 上午 5:39 
Here, done! I should also give 2 aero to the cat in my other summon-fixing mod. Thanks for the report!
Krisys  [作者] 2 月 23 日 上午 5:07 
@CuratioMago: Oh noo that's a dumb oversight on my part! I'll try to fix that asap
CuratioMago 2 月 22 日 下午 5:03 
amazing mod, I've been enjoying it a lot!! I just have one issue: the cat might have its teleportation skills to make it more useful, however it doesn't have the aerothurge school levels to even be able to use it :/ I don't know if this is an issue with me specifically, but could you maybe change the cat so it has level 2 aerothurge naturally? this way it should be able to actually use both Teleportation and Nether Swap. Just something I noticed. I like the cat but it's just very bad XD
Krisys  [作者] 2 月 21 日 上午 3:13 
@ETonolKuri: What's up with the talents? Can you describe what is not working correctly?
Niramor 2 月 20 日 上午 6:29 
Хороший мод. таланты не совсем правильно работают.
может я не все скачал то что нужно было?
Gorwe 1 月 12 日 下午 3:22 
Any (nonexistent) chance of Gift Bag Grenades being Finesse-able? If not, why not?

Thank you.
Gorwe 2024 年 2 月 15 日 下午 3:11 
Ideally Gift Bag grenades. But that's only ideally. Nothing else I have to add.

Except: One big THANK YOU.
Krisys  [作者] 2024 年 2 月 15 日 下午 2:57 
@Gorwe: Nah nothing in the works. I thought I might do something about Lohse's lute still only being useable once after you beat A. but that requires quite a lot of work for a very niche pay-off, so I don't know.
Gorwe 2024 年 2 月 15 日 下午 2:16 
Hey Krisys. What are your thoughts about the state of the mod and its future? Anything else you are working on or want to work on?
Krisys  [作者] 2024 年 1 月 27 日 上午 9:02 
@mattcat83: You can use the other mods that alter the cost of sneaking after this one in the list of loaded mod so that this change gets overwritten, that shouldn't pose any problems.

My thoughts were that sneaking at 2AP with Guerilla already allows you to sneak and use a 2AP attack from a hidden position repeatedly while remaining stealthed, but requires you to have a really good position for that. Reducing it to 1AP allows for even further abuse by letting you reposition yourself between the sneaking and the attack. I'm not entirely sure if the game's AIs are ready for players being able to go into strealth too easily. Besides 3AP base sneaking is already enough to allow a character to jump away and go into stealth for safety, so I'd say it's fair enough for a very occasional combat use.
mattcat83 2024 年 1 月 27 日 上午 7:26 
Ideally, I would prefer the base AP cost of sneaking in combat to be 2AP with Guerilla reducing it to 1AP. Further, sneaking in a cloud should reduce by 1AP such that a rogue could use clouds to set up skills that benefit from sneaking at 0AP situationally.
mattcat83 2024 年 1 月 27 日 上午 7:23 
There already are mods that affect the base AP cost of sneaking in combat. Why alter it further?
Krisys  [作者] 2024 年 1 月 7 日 下午 2:07 
Yeah it was part of the thought process, I asked myself "okay what skills involve physical impact and would make sense as partly physical damage?" - so there's those rock-based skills, and the water ice-based skills. So far I only got to making those into reality.
Gorwe 2024 年 1 月 7 日 上午 9:27 
I mean, I understand, but without going into nitty gritty questions like "what are damage types anyhow?"(Earth could easily be physical, for example, it's all crushes, pierces, shockwaves etc anyhow), I wanted to hear your thoughts on the matter.

Thank you.
Krisys  [作者] 2024 年 1 月 7 日 上午 7:22 
It's an attempt to encourage hybrid teams. The damage is pretty minor, and it shouldn't do much for "optimized" magic only teams, but should make the game's experience more balanced between those and teams with some physical and some magic damage.
Gorwe 2024 年 1 月 7 日 上午 3:53 
Huh? You added to physical dmg to geo skills? Why if I might ask, what was the idea?
Gorwe 2023 年 11 月 11 日 上午 10:38 
No, it's fine. They are powerful, but they are enablers. They don't do anything else. And for anything scary(Kemm etc), you are going need two or more casts to completely strip that armor. And it also works vs you. It's fine. It also makes those Poly changes more viable.

Reactive is also fine right now.

Unless you want to do something else, it is perfect right now imo. It's now vanilla abilities+ . Giving tons of options and build variety. As I said, great job!
Krisys  [作者] 2023 年 11 月 11 日 上午 4:08 
I think I might do another pass on this mod soon-ish, because it gave me a few ideas to improve the synergies between magic and physical damage.
Krisys  [作者] 2023 年 11 月 11 日 上午 4:06 
I was actually thinking of removing the Acid effect since the new identity of the skill is less focused on the physical armor reduction, and Acid actually doesn't add much to the table right now, but since the skills that apply that effect are few I might just keep it for the flavor. I'm actually a bit wary I made them too powerful now, but since they don't scale with any stats of the character, and since most of the time hitting the two armor kinds at the same time is suboptimal, it might not be too much of an issue. I guess I'll have to see that by myself the next time I do a playthrough.
Krisys  [作者] 2023 年 11 月 11 日 上午 4:06 
@Gorwe: Reactive armor scaling is a bit weird, because it's currently supposed to do something like 20% of your armor, but it has some other scaling that pumps those numbers up quite a bit.

About Corrosive skills, I'm cautious of empowering them any more than I already did. Typically I think that if I reduced the cooldown, I would have to reduce the damage as well, spamming an armor-annihilating skill every two turrns or so sounds awful for game balance. I'm wary about adding more effects to it too, typically Suffocating would be a symmetrical addition, but it's a very Air-aligned effect, and would further empower the skill that doesn't need any further improvements. Same about removing the source point cost on the spray, virtually mass-removing all armor "for free" sounds nuts.
Gorwe 2023 年 11 月 11 日 上午 3:14 
Great job btw!

(character count got the better of me)
Gorwe 2023 年 11 月 11 日 上午 3:13 
Oh, those are great changes! I was just thinking about ~42% for Reactive. Turns out it is 43,5% or so ... nvm.

About Corrosive skills: First, in general. They are amazingly powerful now. Not OP by any stretch, but useful. Finally. But there are some considerations now:

1. Should they interact with Armor of Frost like they interact with Fortify? Not terribly important because I don't see a lot of such enemies, but just from the mechanical perspective.

2. Suffocation(aka magic Acid)? Should they have that?

3. Length of armor DoT? Vanilla is fine?

Touch: Its amount of armor damage is amazing(basically deletes even medium armor and the weaker parts of light / heavy), but the cooldown is still ... ass. Sure, it's a 1pt "delete armor" now, but 5T cd on a melee(basically) skill...?

Spray: Ideally it wouldn't even be a Source skill and I would compensate that by removing Atrophy(=not necessary change). Regardless, it's fascinatingly powerful and actually dangerous now. Imagine that!
Krisys  [作者] 2023 年 11 月 10 日 下午 6:56 
@Gorwe: I found some time to do a bit of work on that, so I added magic damage to Corrosive skills, and reduced the Reactive Armor damage a bit. Do tell me if you encounter any issues with the changes.
Gorwe 2023 年 11 月 10 日 上午 11:19 
I am 100% in favour of the Corrosive skill change though.
Gorwe 2023 年 11 月 10 日 上午 11:18 
Yes, exactly so. Healing spells are just weird, but that is just a byproduct of the entire Armor system. And even if they did amount to something, they require you to be very MAD(Multiple Attribute - or Skill in this case - Dependant: Geo + Hydro + x). Trust me, I tried going tanky heal via Cleric's Guardian(and base skills), but even then it just don't work without heavy help from the Cheat Cmdr. Vitality Healing is inherently busted imo. Which is sad because sometimes I want a Healer. Oh well.
Krisys  [作者] 2023 年 11 月 10 日 上午 11:09 
I guess I could add some armor restoration to it, but since most healing is in hydrosophist skill tree, it doesn't sit well with me to make it restore physical armor too, since it's geomancer dominion, and it also sounds weird to have this while healing has said offensive use since you don't want to restore armor to enemies... I think I'll leave it as it is, it's never been completely useless, just not very optimal to use anyway.
Krisys  [作者] 2023 年 11 月 10 日 上午 11:09 
@Gorwe: Well, Vitality healing spells were always in a weird state, where indeed they don't prevent you from being disabled by enemies, so they are virtually not very useful in the base game. I don't think my changes completely solve this, but I do hope that buffing their values in addition to improving the tank abilities, and with one of my other mods that improve health scaling from constitution, helps giving more value to the health bar, maybe not for every character, but at least if we can build a tanky character designed to soak some damage and heal it once in a while I'm happy with the result. It's not ideal, but buffing healing more would risk completely breaking it for offensive use (against undead / decayed).
Gorwe 2023 年 11 月 10 日 上午 9:34 
Acid(DoT) would still stay Phys only or ... ? Your idea is a very nice one, I like it. That would 100% fix them. The only thing remaining are the Vitality heal spells. They feel conceptually broken(in this game). What do you think?
Krisys  [作者] 2023 年 11 月 10 日 上午 9:12 
As for Farsight, while I kinda agree, toggles behave very weirdly on skills in this game. You could virtually cast any toggle spell on yourself, and then remove the spell from your spellbook, which is why the base game doesn't have any, and which is why it is a pain in the rear to actually implement those, since if you want to do things right, you probably need to add a script that removes the spell's effect if your remove the skill from your memory slots. So yeah, no, I won't change that, too much hassle, sorry :winter2019surprisedyul:
Krisys  [作者] 2023 年 11 月 10 日 上午 9:12 
Silencing Stare is a weird one yeah, but I felt like it had the same weird issue as Corrosive attacks, making it kinda unattractive for most players, while Necromancy really lacked options in terms of physical damage - it always had a great damage output, but you were mostly reduced to always casting the same skills, so I made the Stare physical. It makes it a bit weird with the silence part, sure, but I feel like the silence application is an important part of the spell's identity, and having the option to silence enemies that don't have any magic armour by design - or to reward hybrid parties - was a nice bonus. I admit that it makes the spell's flavour a bit weird, but I had no other complaints about that.
Krisys  [作者] 2023 年 11 月 10 日 上午 9:12 
I think I remember some Magisters and other tanky enemies use Taunt in battle. Besides sometimes with my mod enemies can drink alcohol, get drunk and use Taunt - doesn't happen too often, but I've seen it once in a while, pretty fun. What difficulty did you play on? Because I'm not sure I've seen them use it on Classic difficulty, only on Tactician. Also some mods here and there add skills to enemies for difficulty increase and combat diversity, so you get to see it a lot more. But yeah I've heard some complaints about enemy taunt being overtuned because of the 3 turn duration so I'm a bit cautious of enhancing the skill even more. Besides its short range is kinda part of its melee identity, it requires you to group the enemies around you to actually benefit from it.
Krisys  [作者] 2023 年 11 月 10 日 上午 9:12 
@Gorwe: For corrosive attacks I kinda think I could instead add a magic armour damage effect in addition to the physical armour damage, making it into a pretty unique spell that allows you to reduce significantly both armours and help a hybrid party, fitting pretty well its Necro / Geo hybrid. :winter2019happyyul: I think that simply adding atrophy to it would make it just another crowd control effect, while I find it actually interesting for this skill to be used for its armor removal effect.
Gorwe 2023 年 11 月 10 日 上午 4:03 
Atrophy would be enough. Just a lowering of Corrosive Touch's CD coupled with Atrophy would be more than enough imo. CT is weirdly nerfed lol. Maybe Spray should have 2T Atrophy, idk - it is a Source skill, after all(making it a non Source skill could also work).

Which enemies use Taunt? The only ones I noticed are those plants in Arx. Besides the big plant in sewers. Regardless, given that your changes work with the other Taunt mod(Taunt makes sense), I'm more than fine with it. It's just cumbersome, but also quite powerful.

With your mod, there's very few skills that need anything.

One more thing. The "Silencing Stare" skill from Necro now deals Physical Damage, BUT applies Silence which is blocked by Magic Armor. It's just nice, but weird.

And Farsight should be a toggle imo.
Krisys  [作者] 2023 年 11 月 10 日 上午 3:08 
About Corrosive spells, it's a bit of a weird case. It's an outlier in the sense that it doesn't really scale. Which is a bad thing most of the time, but a good thing if you have no offensive stats. So if you're building a tank or another character with no int / fin / str or elemental skills for some reason it'll probably do more damage than other stuff. Which is rare, I admit, but it still has this weird little niche I guess. Honestly thinking about it gave me a little idea on a change that could help this skill.
Krisys  [作者] 2023 年 11 月 10 日 上午 3:08 
@Gorwe: Honestly for Taunt there's also the fact that some enemies can use it against you to take into account. The increase to 3 turns is already a huge thing, and can create a lot of frustration because it makes your character take dumb decisions, increasing the area is risky because it gives you even less counterplay against having your whole team made useless.

About Fortify, I think both Geo values are taken into account, if I remember correctly. I'm not 100% sure about what I remember though, and it's easy enough to try out - just take 4 characters, 2 of which have a high level of geomancer and the third with maybe 1 point in it, and try casting Fortify from low geo to low geo, from low geo to high geo, from high geo to low geo, and from high geo to high geo, and compare the values :) I'm sure it scales with the caster's geomancer, but I have a little doubt about the receiver.
Gorwe 2023 年 11 月 9 日 上午 3:01 
Another thing: Maybe bigger AoE for Provoke(Taunt)? It's the only skill that provides it, I see no downside to it. 3m(?) is just too small. Especially now that it is 3T / 5T skill.
Gorwe 2023 年 11 月 7 日 上午 4:47 
1. No hurry. It was the first thing that I noticed tbh.

2. Fair enough. Mend Metal change is very nice.

3. No problem. As long as the basic ones scale(they do), it's alright. GB grenades are more of a completionism. And grenades now deal very nice damage. Especially once you start using them properly(Ambidexterity feat = 1 AP nade). Too bad we can't go Shield + Grenade. :steamsad:

Further comments:

4. Healing: I applaud you for buffing the actual Vitality healing skills(Healing Ritual etc), but that just don't work except as last resort. Healing in D:OS works the best when "healing" armor values. Because it's those that actually prevent nasty stuff from happening. With that said, if I cast Fortify on an ally, whose Geo does it take into account?

5. Acid: I still feel those two are kinda ... meh. Ok, Spray has a potential for Mass Atrophy(and that's super powerful), but Touch is almost pointless. Idk what to do with these.
Krisys  [作者] 2023 年 11 月 7 日 上午 2:49 
@Gorwe:

1. Yeah I possibly overtuned Reactive Armor, reducing its damage might be a reasonable idea. I'll check it once I get some time.

2. The issue with Elemental Skins not costing source points is that it makes way too easy to completely bypass any elemental enemies. Currently I think that my changes do make Geo Polymorph very self-reliant, but the other elements have a more gimmicky role, and I don't think I can get it to a better state without too many changes or adding more skills.

3. Yeah, it's a bit tricky. Since I don't use that gift bag myself I never really got the incentive to go through the trouble to do that. I could try but it's a bit annoying to do since it would require me to either include a dependency on that gift bag, or to browse the gift bag's files to extract the grenade stats and copy them to my mod. Anyway, right now I'm not really available to do that kind of work.
Gorwe 2023 年 11 月 7 日 上午 2:40 
Hey. Great mod(I especially like Poly and Grenade changes)! There is just a few things I would like to say:

1. Reactive Armor: It deals, what, 60% Armor now? Isn't that a bit much? Shield characters are gonna burst everything down just with that.

2. Elemental Skins: Having these WITHOUT Source Point cost and with your changes would most likely give Poly the self-sufficiency that I think would be nice to have. Can / Do you want to do it?

3. Gift Bag Grenades: Too bad. Would be nice if they got the base Grenade treatment, but meh.
Krisys  [作者] 2022 年 6 月 23 日 上午 2:39 
@PepinoBreve: Great! Glad I could help!
PepinoBreve 2022 年 6 月 22 日 下午 5:00 
Yeah, it wasn't being downloaded to the mod folder, but with manual download it works, thanks!
Krisys  [作者] 2022 年 6 月 22 日 下午 4:44 
@PepinoBreve: Oh my bad I have mistaken it with another mod I've made :') here's the real name: UnusedSkillsBuff_7f248491-beca-46a5-bf32-d79dcdb5c3ef.pak

I haven't put it on Nexus, but here you should be able to get it on my Drive: https://drive.google.com/file/d/171-MH7L1-KwWvQ5dpy_XKbuUr7MpTpAx/view?usp=sharing
PepinoBreve 2022 年 6 月 22 日 下午 4:08 
Is this mod available elsewhere to download manually? like Nexus? I assume that only the .pax file would be enough for it to work
Krisys  [作者] 2022 年 6 月 21 日 下午 6:39 
@PepinoBreve: The file should be named something like "SkillRebalances_1f66e4aa-0195-4cca-b2ef-0352e64044b1.pak". If it doesn't appear in the folder there might be an issue with the Steam download of the mod :winter2019neutralyul: Can't help you much with that apart telling you to try unsubscribing and subscribing again.
PepinoBreve 2022 年 6 月 21 日 下午 6:27 
The mod doesn't appear for me to add it. i'm playing the definitive edition and it seems it is not in the mod folders (not sure what the file name is). Help?
Krisys  [作者] 2022 年 5 月 29 日 下午 5:22 
@bidiguilo: Thanks! :squirtyay: I'm always super happy to see people enjoy my mod!