Divinity: Original Sin 2

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NavanBethrax

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NavanBethrax

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14 comments

  1. XOmegaWarriorX
    XOmegaWarriorX
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    • 6 kudos
    Why are the icons so blurry?
  2. tunaicen
    tunaicen
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    • 0 kudos
    can you change the earth first aid to give poison immunity(optional) then deal poison damage and give rested? removing knocked down from undead characters is really pain in vanillia, this may do the trick nicely.
  3. Psicoloco
    Psicoloco
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    • 1 kudos
    Please forgive my ignorance, but How do you install .pack mods?
    1. Arcanant
      Arcanant
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      • 2 kudos
      Copy Paste at C:\Users\Yournamehere\Documents\Larian Studios\Divinity Original Sin 2\Mods
  4. ronicool132
    ronicool132
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    Tactical Retreat could spawn a round circle of the element you chose to teleport as so you could do [Elemental Arrowhead] skill
    and or you could just do tactical retreat and you could do a wave of damage on point of impact for 5 to 10 meters or so to the appropriate element

  5. HSneak
    HSneak
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    I think it would be better if ranges were somewhat bigger, the "create pound of [x] element" is pretty useless for a ranger/archer since it needs to be casted in a melee(spear) range, so is the teleport thing (strategic retreat if I remember correctly). Dunno if it was intended to avoid making those skills too OP, or just a side effect of the beta version. Anyway I think it would be better if ranges were bigger OR you could make some "support" skills cost NO AP with a 3/4 turns cooldown ? like choosing which element you're gonna focus.

    Well, whatever I have to say about "fixing things /in my opinion/" this mod is great !! Nicely done mate
    1. NavanBethrax
      NavanBethrax
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      The range on the tactical retreat is intendet that low. I thought it would be a little op to have 5 tactical retreats.
      But i wanted to make it a somewhat different defensive spell. But i might overdo those skills sooner or later.

      And the create pound skill is for synergy with "Element Affinity" to reduce the AP cost of elemental skills by 1.

      For farsight i planned on switching the finesse stat with the int stat for 2-3 turns. But with my knowlege now it seems
      impossible to script such a skill.

      And i need to think about something for mark.

      I want to make the skillpack more unique without making it too op.
      I'm still not very satisfied with the skills they need some love but cause of theat i'am open for more ideas.
    2. NavanBethrax
      NavanBethrax
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      I may also redo the elemental arrow skills because i feel like they are not very impactful.
  6. NavanBethrax
    NavanBethrax
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    Updated to 0.5.0

    Fixed some missing icons.
    Fixed some descriptions.
    Added Modified Tactical Retreat.
    Changed skill elements for more Element Affinity synergy.
  7. Sxsxarael
    Sxsxarael
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    • 0 kudos
    Can you do a showcase video?
    1. NavanBethrax
      NavanBethrax
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      At the time i don't have the time but maybe later.
  8. NavanBethrax
    NavanBethrax
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    I'am currently working on the new version. With hopefully all skills.
    I have to redo a few skills like Tactical Retreat for balance purposes.
    I have to fix a few descriptions and i have to implement the rest of the new images.
    The other skills are done so far.

    Hopefully the new patch fixes a few editor bugs.
  9. nigelton
    nigelton
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    this of cos very cool, but i feel hotbar crush after so many skills))), maybe better make line of unique attack skills with special 4 skills that change elemetal type of thats attacks - fire/ice/air/earth(poison)?
    is chance we see this mod on steam also?
    1. NavanBethrax
      NavanBethrax
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      • 1 kudos
      I have bought the game via gog so i have to ask someone to upload it to the steam workshop.
      But i try to do my best.