This is a fantastic mod and i dearly hope it gets updated.
But i have to frankly say that it is kinda wrongly named and many people looking for these changes will not find it by name.
I am talking about the fact that this mod changes the armor system itself and is an amazing benefit (improvement) even for a player who uses absolutely no crowd controls, but just wants his mixed damage parties to be more viable.
A name like "Less armor more vitality" would be more appropriate and much easier to find through search.
I hope this mod gets ported to the Definitive Edition when it comes out. This is my favorite mod and I can't play without it. It makes mixed parties feel so much more viable like in DOS1.
Unfortunately as per the Steam Workshop threads for the mod, the creator says they do not have time to mod at the moment, and it looks like an immediate port to Definitive is not forthcoming.
Just wonna say thanks for your mods mate. After playing Epic Encounters for DOS1, DOS2 battles felt kinda bland. These mods definitely bring back the flare.
I love the idea of this, however I feel like it makes the game easier(which I'm against). Yes the hp value of a npc is the same, however the effective hp of an enemy is drastically lowered. For example, grabbing the one hander with magic damage, at Fort Joy, just destroys npcs. It's not long before you rip through both physical and magic armor, so the swords effectiveness is at 100% nearly at the start of a fight. Without this mod I'll need some good mage assistance to get the same result within the same amount of time. Ripping through both armor types also lowers their effective health because they are much easier to CC. Granted that's the idea of this mod, but everything just results in a huge nerf to the enemies overall defense. The best early game example of the defense nerf is to start a mutiny by attacking one of the guards in the main room aboard the ship. If you compare the difference between using this mod and without, then you'll see that the guards will survive longer with the mod disabled.
If you're going to promote diverse damage types then it can't be a 1:1 conversion of armor to hp, if you simply want to increase damage type diversity without making the game easier. Armor adds way more value to the vitality of a character than hp alone.
I love all your other mods so far, so thought I'd give my 2 cents on the only one that seems to go against the others more balanced/harder experience.
This mod is balanced to be used with my other mods, not as a standalone : https://www.nexusmods.com/divinityoriginalsin2/mods/40/? https://www.nexusmods.com/divinityoriginalsin2/mods/81/?
Could I make a request for people such as myself that want to use this mod but don't want to start a new game? A version of the mod that for classic mode reduces enemy armor by say 33% instead of 50% but doesn't add health. That way it's just a reduction to enemy armor levels but they'd maintain normal health levels. As it is, I find armor on most enemies to be at absurd amounts. If this is possible, I'd really appreciate it!
I created an other version of this mod, which only edits armor: https://www.nexusmods.com/divinityoriginalsin2/mods/60?
This way, you don't need to restart your playthrough. Please report any issue.
PS: if you think this makes the game too easy, I advise you to install my other mod, Double Monsters' Spawn : https://www.nexusmods.com/divinityoriginalsin2/mods/40/?
So we need to start a new game? I installed it in a save game... What are the effects? Im finding it too easy now. Since my party was focused in magic CC in Tactician mode, now the enemies cant do anything anymore. They just stand there, frozen or stunned. lol.
If I deselect it in the mod menu, will the game come back to normal? Thanks.
The effect is NPCs missing a part of their health, if no new game. This mod is meant to be used with my other mod, for difficulty balance : https://www.nexusmods.com/divinityoriginalsin2/mods/40/?
So, a bit of an odd thing. I understand that with NPCs I've met before, they'll have a chunk of their health missing with this mod installed.
However, I'm also finding it to be the case with NPCs and enemy creatures I've never encountered before (installed this at the beginning of act 2, and then entered a new area, enemies have 80% health or so).
Did you activate the mod before beginning your new game? If not, all the NPC you'll meet will miss health. This mod needs to be activated prior to a new playthrough.
I just landed on the beach and then found the mod and activated it. Does this now mean every mob and NPC will have missing health ? Or just in that area ?
41 comments
But i have to frankly say that it is kinda wrongly named and many people looking for these changes will not find it by name.
I am talking about the fact that this mod changes the armor system itself and is an amazing benefit (improvement) even for a player who uses absolutely no crowd controls, but just wants his mixed damage parties to be more viable.
A name like "Less armor more vitality" would be more appropriate and much easier to find through search.
edit: i would have to rephrase this into bring that vitality scaling fix to nexus from workshop for us GoG players xD (i know its not your mod)
Thank you for this!
If you're going to promote diverse damage types then it can't be a 1:1 conversion of armor to hp, if you simply want to increase damage type diversity without making the game easier. Armor adds way more value to the vitality of a character than hp alone.
I love all your other mods so far, so thought I'd give my 2 cents on the only one that seems to go against the others more balanced/harder experience.
This mod is balanced to be used with my other mods, not as a standalone :
https://www.nexusmods.com/divinityoriginalsin2/mods/40/?
https://www.nexusmods.com/divinityoriginalsin2/mods/81/?
https://www.nexusmods.com/divinityoriginalsin2/mods/60?
This way, you don't need to restart your playthrough.
Please report any issue.
PS: if you think this makes the game too easy, I advise you to install my other mod, Double Monsters' Spawn :
https://www.nexusmods.com/divinityoriginalsin2/mods/40/?
I installed it in a save game...
What are the effects?
Im finding it too easy now.
Since my party was focused in magic CC in Tactician mode, now the enemies cant do anything anymore.
They just stand there, frozen or stunned.
lol.
If I deselect it in the mod menu, will the game come back to normal?
Thanks.
This mod is meant to be used with my other mod, for difficulty balance :
https://www.nexusmods.com/divinityoriginalsin2/mods/40/?
However, I'm also finding it to be the case with NPCs and enemy creatures I've never encountered before (installed this at the beginning of act 2, and then entered a new area, enemies have 80% health or so).
Any idea why this is?
All the NPC will miss health, if this mod is activated after a game is launched.
I update the mod description, thanks for the report Edge.
If not, all the NPC you'll meet will miss health.
This mod needs to be activated prior to a new playthrough.
As you are in the very beginning of the game, I'd advise you to make a fresh restart.