This mod incorporates some of the changes made in Fiv's Skill Balance (by Fivs) Improved Skills (by hyve), and Necromancy Overhaul (by Voltron89). Credit is given where it is due.
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Changelogs
Version 1.02
Warfare
- Provoke has a 2 turn cooldown and a 4 meter radius
- Enrage now costs 1 AP
- Guardian Angel now lasts for 4 turns and has a 5 meter radius
Necromancy
- Last Rites deals half damage to the caster, but now has a 5 turn cooldown and a 2 memory cost
- Mosquito Swarm heals for 45% less (compensates for AoE healing multiple times)
Polymorph
- Tentacle Lash now has a very small AoE (like Crippling Blow) and applies Slow for 2 turns
- Terrain Transmutation no longer costs any AP, but has a 4 turn cooldown
- Heart of Steel regenerates both Magic and Physical Armor
Aerotheurge
- Vaporize now has a 6 meter radius and deals mild Air Damage (55 damage multiplier).
Pyrokinetic
- Sabotage now has a small radius (3 meters) and deals mild fire damage (70 damage multiplier).
- Bleed Fire's damage increased from 90 to 105 and radius increased from 2 to 3.
Huntsman
- Pin Down now has a range of 6 meters, but has an 120 damage multiplier. (credits to huisn764 for the idea)
- Farsight now, in addition to previous benefits, provides +3 Huntsman.
Weapon Skills
- All In's damage has been increased from 125 to 140
- Flurry's damage has been increased by 41 to 45
- Staff of Magus's damage has been increased from 90 to 100
Version 1.01
- Ice Fan now applies Wet
- Electric Discharge damage multiplier from 90 > 100
- Pressure Spike damage multiplier reverted to 70
- Blood Storm now costs 2 memory, down from 3
- Blood Sucker now only restores 50% more health than base
- Ruptured Tendons now 1 AP, half damage
- Terrifying Cruelty down to 135 damage multiplier
- Infect no longer applies Slow'd
- Venom Coating and Venomous Aura now give physical attacks corrosive damage, not poison
- Battle Stomp now affects Allies
- Blitz Attack damage from 85 to 70
- Deflective Barrier now provides Magic Armor, not physical
- Warp and Shadow Infusion now also provide +25% damage, like Farsight and Power
- All high-tier infusions now cost 1 source point, down from 2
- Fixed an issue with Corrosive Damage display for Venomous Aura and Venom Coating.
- Increased Fan of Knives range to 8 meters.
- FIxed Issue with Mosquito Swarm and Infect not being able to target characters.
- Gag Order and Ruptured Tendons should now properly be 1 AP.
- Sawtooth Knife now has the correct 4 cooldowns.
- Venomous Aura now costs 3 AP and lasts 2 turns.
- Blitz Attack damage from 70 to 55.
- Healing Tears, Flaming Tongues, and Demonic Tutelage now have a radius of 5 meters
- Decaying Touch now applies Diseased instead of Atrophy (was too strong)
- Bleed Fire now deals damage and applies Burning and Terrified in addition to Fireblood. It has a 2 meter radius and bigger AP cost (3) to compensate. Is now on a 5 turn cooldown.
- Added Slow effect to Infect
- Lowered Infect's Radius to 3 meters
- Infect no longer affects allies
- Lowered damage multiplier of "Vile Burst" to 250
- Lowered radius of Blood Sucker to 6 meters
- Reverted Electric Discharge's Cooldown to 3
- Reverted Blood Bubbles Radius due to bug (severe underhealing)
- Fixed glitch with Bleed Fire
- Teleportation now requires 1 Aerotheurge, down from 2
A "modest" rebalancing of DOS2's Skills.
This is a mod I made for my personal use during my third playthrough of DOS2. It rebalances and improves a lot of the more lackluster skills in the game with simple tweaks to damage, range, AP costs, and cooldowns with a few big mechanical changes here and there. Feedback is appreciated.
Extract files to: "Documents\Larian Studios\Divinity Original Sin 2\Mods"
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Update: I am also in the process of developing a new skill addon for DOS2 with a strong focus on hybrid abilities between ability trees. If you want to see a preview of the 25+ skills I plan on adding, check out this bolded link.