Divinity: Original Sin 2

Divinity: Original Sin 2

Deathknight - Skills Unlimited
Terberos  [开发者] 2017 年 10 月 25 日 下午 3:18
Balance
So Guys, how is the balance of the mod? Any experience of how the skills are too strong or too weak? Are there skills that you rarely use? How is the grave harvest? Does it scale too much in some situations or is this point just the interesting thing for you in this mechanic?
Let me know your Gameplay experience, so i can make the mod better and better. :)
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Wulfgart 2017 年 10 月 27 日 下午 2:56 
Hi ! after some testing i figured that you need to make zombies summons somewaht faster, they take AGES to walk cuz their animation is so slow, or change them to skeletons maybe.
Wulfgart 2017 年 10 月 27 日 下午 3:10 
Another suggestion, maybe you could make somthing like weapon buff than Heals your opponents when you attack them so that it could synergize with Decay overall ?
Sir Lord Wololo 2017 年 10 月 27 日 下午 6:33 
引用自 Graven Mortuus
Hi ! after some testing i figured that you need to make zombies summons somewaht faster, they take AGES to walk cuz their animation is so slow, or change them to skeletons maybe.

Yeah, the zombies are just ridiculously slow; I stopped after my first use of the skill 'Subjugate'.

Please consider turning the zombies into skeletons: not only for the speed factor, but because skeletons would feel more thematic (*cough* and cooler *cough* ;) ).

Otherwise, balance feels right so far, but I am going to try to find a way to exploit the mechanics to min-max. X'D
hexentwerk 2017 年 10 月 28 日 下午 12:00 
引用自 Sir Lord Wololo
引用自 Graven Mortuus
Hi ! after some testing i figured that you need to make zombies summons somewaht faster, they take AGES to walk cuz their animation is so slow, or change them to skeletons maybe.

Yeah, the zombies are just ridiculously slow; I stopped after my first use of the skill 'Subjugate'.

Please consider turning the zombies into skeletons: not only for the speed factor, but because skeletons would feel more thematic (*cough* and cooler *cough* ;) ).

Otherwise, balance feels right so far, but I am going to try to find a way to exploit the mechanics to min-max. X'D

+1 agreed
最后由 hexentwerk 编辑于; 2017 年 10 月 28 日 下午 12:00
Terberos  [开发者] 2017 年 10 月 28 日 下午 2:16 
Yes, I've already noticed that the zombies are slow. Skeletons I had in the meantime also in the Mod, but I found then zombies by the combination possibilities better. Because zombies can bleed, creating blood surfaces that harmonize well with elemental affinity and which can freeze the deathknight with its frost abilities. And so on. That's why I'd like to leave the zombies at the death knight. I will look to increase the speed. Thanks for the feedback! Next week i will look to get the first patch out!
最后由 Terberos 编辑于; 2017 年 10 月 28 日 下午 2:16
Lukewarm 2017 年 10 月 28 日 下午 3:57 
yeah i rather like the zombies, imo they just need to be faster is all
Wulfgart 2017 年 10 月 30 日 下午 1:47 
So another suggestion is to look into making a mobility leap or fly kind of thing since Deathknight is a melee hero and lacks reach.
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