Divinity: Original Sin 2

Divinity: Original Sin 2

Paladin Class (Oath System) [DE]
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Malchezzar  [开发者] 2024 年 9 月 15 日 上午 11:47
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45fg45 2024 年 9 月 16 日 上午 2:17 
Are possible to make something like HOMM 5 Warlock spell mechanics (irresistible magic) as class:
https://mightandmagic.fandom.com/wiki/Irresistible_Magic
?
Malchezzar  [开发者] 2024 年 9 月 16 日 上午 5:09 
引用自 45fg45
Are possible to make something like HOMM 5 Warlock spell mechanics (irresistible magic) as class:
https://mightandmagic.fandom.com/wiki/Irresistible_Magic
?

That just sounds like resistance nullification, which is pretty bland outright and would just contribute to damage bloat, which the game already has a ridiculous amount of. I could see maybe adding it in with some restrictions, specifically for high resistance targets (making sure they have a specific resist high enough for it), but to me it sounds like it might get overly complicated for what is otherwise just a damage steroid... I don't really see much of a value add mechanic wise.
45fg45 2024 年 9 月 17 日 上午 3:46 
最后由 45fg45 编辑于; 2024 年 9 月 17 日 上午 3:48
Fang1o3 2024 年 10 月 11 日 上午 3:08 
I think making the Oathbreakers a bit more intelligent would be pretty cool. To explain a bit more, I have had several instances of them using Beacon of Light on their Undead compatriots, which is hilarious, but it also breaks the immersion and makes the fights trivial; it makes especially little sense since most paladins have detect undead.

As an aside, though this should prolly be optional, have paladins who have detect undead ignore veiled undead while also having a way to counter detect undead.
Malchezzar  [开发者] 2024 年 10 月 11 日 上午 10:00 
@Fang1o3 you actually cant make the ai smarter in this game, i can make certain moves more valuable or less but that doesnt change how the AI thinks or acts. The stupid actions are just things the AI does, and ordinary AI will make the same type of mistakes often, though sometimes less obvious. For instance Ive seen red prince use fire breath on his allies like he thinks it is a buff etc.
Defalt 9 月 10 日 下午 5:38 
1. The "Eclipsing Vengeance" sword, which you get from Gareth in Act 1 is incredibly broken. Like, really, really broken.

It does 180 on a skill where another good unique does 70. And it doesn't even really work within the mod, since Crusader Strike (150) and Wrath (180) do MORE damage than Holy Lance (110). With a "regular" unique its 70/80/100, so much more balanced out.

2. I get it, I'm sort of down to leave it as it is, but not being able to have Fane as a companion is a little weird. First of all, yes he's undead, but he's am Eternal, it's a bit different from your regular undead. Second of all, it's not like you can't have him and help him and everything, it's JUST when you have to re-recruit him that you break your Oath. Not game breaking, just a little annoying.
最后由 Defalt 编辑于; 9 月 13 日 下午 5:16
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