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FreewayTF

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  1. FreewayTF
    FreewayTF
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    The initial DE port is out for grabs! It's also available on the Steam Workshop:
    https://www.nexusmods.com/divinityoriginalsin2definitiveedition/mods/43
    https://steamcommunity.com/sharedfiles/filedetails/?id=1505987476

    I will definitely improve on this mod in the near future as I test the new mechanics with more thought and effort put into it.
    I'm also planning to add entirely new skills, specifically summons (and maybe more, who knows) as I learn Osiris scripting.

    Thanks to everyone who enjoyed my mod, I wouldn't have gone this far without your positive feedback!
  2. Volmak
    Volmak
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    I like the mod, but I find it somewhat overpowered. I am still pretty early in the game, but my necromancers already makes my other characters seem level or 2 behind. The game also feels easy on tactician.
    I find Mosquito Swarm to be the greatest issue. It's just so ridiculously strong I mass murder people with it. If the cooldown was longer and the AP cost bigger it would be nice.
    I am not entirely sure what has to be done to Infect, but it is way too powerful as it is now. Probably it's the damage that is way too high. It's an AoE with strong debuff after all.
    Decaying Touch also hits pretty hard to have such short cool down.
    I decided to play without summons to balance things a bit, but the fact that necromancy spells are so much more powerful then the other schools bugs me a lot.

    As I whole I like the mod a lot. I makes my "evil" run much more immersive and fun. The mod is great, I love it and I will keep using it, but the fact that I can group enemies and kill them almost in an instant with AoE so early on sort of removes the challenge from the game.
    PS: Everything stated above is a personal opinion. As I said a million times, the mode is great. Just don't take Necromancy on more then one character. I also think this mod will make for a perfect solo run
    1. FreewayTF
      FreewayTF
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      First of all, thanks for playing with my mod and i appreciate your feedback!
      Now about your concerns, I've been working intensely since the release of DE to largely expand on this mod with entirely new skills which will make both summoner/true necro and the "blood magic" necromancy playstyles much more fun and varied, as you may know, if you play this game optimally, a pure necromancy build just isn't viable in the vanilla game, you always have to rely on other stuff like Incarnates and it just doesn't feel right, that's why the power of stuff like Mosquito Swarm is so high right now, because there's not much else to use in terms of direct damage spells up until mid Act 2.
      As of right now, using corpse explosion and grasp of the starved will always be the better and most optimal choice for damage as soon as you get access to them, but now at least there's merit in using Infect and MS even later into the game, but i completely agree, I'm not satisfied with the current version of MS as it is right now, but fret not, when the 2.0 of this mod will release (or maybe it'll be a completely new mod, in which case i'd suggest following me) i'm going to re adjust MS because it feels too similar to infect right now, and with new abilities to use while you wait for cooldowns, everything should feel smoother and much less overpowered. My goal ultimately is to make Necromancy independant in Act 1 and early Act 2, and still give value to the abilities that usually become obsolete the moment you can use Grasp, right now the mod achieves this, but not in the smoothest way possible, with that said, I hope you'll look forward to the 2.0 version of Necromancy Rebalanced!
  3. RhaevynHart
    RhaevynHart
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    Anxiously waiting... many mods already converted, really love this mod. Tracking!
  4. Malgrim
    Malgrim
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    I am loving this mod, feels balanced and made necromancy very satisfying for me.
    Any chance of you making the time to add some nice physical damage staves and wands with proper blood particles?
    Regardless, my thanks mate, you did me a solid.
  5. nullJaeger
    nullJaeger
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    Any chance of this getting to the Steam Marketplace? I love the functionality but none of my friends want to manually install mods past clicking subscribe and this would be a big help.
    If not, would you oppose someone else posting the file in your stead? (Obviously giving you credit)
    1. FreewayTF
      FreewayTF
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      I might bring this mod over to steam also when the Definitive Edition comes out, no plans to do so for this version though.
      Until then I'd say it's easier if you convince your friends to drag & drop the .pak file into the mod directory.
  6. Crothen
    Crothen
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    I thought this mod was supposed to make infect and mosquito swarm AoE, but for some reason I am only getting mosquito swarm as an aoe cast. Was the AoE infect reverted?
    1. FreewayTF
      FreewayTF
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      It should definitely have AoE, it seems rather strange that it wouldn't, try putting my mod further down in the load order (make it higher priority) if that fixes it then it means you had some other mod conflicting with mine.
  7. Clathorus
    Clathorus
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    Hey is the Bone Widow supposed to only have 100% poison resistance? I though it was supposed to heal from poison, but it doesn't as it only has 100% poison resistance instead of 200%.
    1. FreewayTF
      FreewayTF
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      That might be an oversight made by Larian, my mod does not change anything in regards to the stats and resistances of the Bone Widow.
  8. Monkfishy
    Monkfishy
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    Slowed shouldn't be blocked by magic armour on Infect. Necromancy should never be targeting effects against magic armour, it's primarily a physical class.
    1. Clathorus
      Clathorus
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      Silencing Stare already have effects againts magic armor, as do Black Shroud. Some Scoundrel skills also have effects blocked by magic armor, and some Geomancy skills have effects that are blocked by physical armor.

      It's to allow both physical and magical builds to make use of at least some skills from just about all skills groups.
  9. selcukestel
    selcukestel
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    does it still work with the latest patch?
    1. FreewayTF
      FreewayTF
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      The mod will always work no matter the update, I specified that it was updated for that specific patch because it touched upon some of these abilities, and so I went over some of my changes to accomodate for those, other than that, the mod should always be compatible with the game.
  10. FreewayTF
    FreewayTF
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    Version 1.5 release notes:

    Cooldown on Silencing Stare was brought up to 4 turns to accomodate for the strenght of Atrophy, but mainly due to various encounters in the game where certain enemies would use it in a cycle to constantly lock down the use of your abilities, this was even more of a problem for solo / lone wolf playthroughs.

    Black Shroud being larger made it more useful as a niche choice for Int based builds that target magic armour, but remained largely useless for actual Necromancers, so now that it also applies Decaying permanently, it can be used after removing armor to shut down healing on groups of enemies and/or bosses alike, without having to get into melee range to use Decaying Touch, justifying the source point cost of this skill. The debuff is permanent because one could just use rain of blood when fighting voidwoken, providing a cursed blood surface that also applies Decaying but only for 1 turn just by injuring an enemy, so having it be permanent proves more effective and reliable against humans / undead.
  11. DonProtein
    DonProtein
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    Great and balanced mod, thank you!