This mod is bullshit difficulty, I could only beat the knight regent acheron by cheesing it, and gave up in the second trompdoy fight when he got to low damage and became immune for 3 turns and resurrected his copies. I imagine it's going to get even worse as the game progresses. No thanks.
I'm delighted. I loved in the original version of the game magicians who are able to cast spells on all elements. However, this was implemented poorly in vanilla. But here I just enjoyed it. There are still problems with the fact that I have to stand on a certain type of surface, and I remove it with my other spell. As a result, most of the spells were of course used by only 2 schools of magic. There was simply not enough action for others. Opponents die pretty quickly.Special respect to the new bosses. The first paladin in Fort Joy was especially gorgeous. But at the lizard consulate, I didn't understand the sorceress with the shackles of pain. I'm just dying for her without any chance. It's not cool. I want to thank the developer for the cool work done and I'm hungry for more new bosses! (I finished the final battle in 1 turn. At maximum difficulty. And all I can say about this is fire and water IMBA!)
If only all of you amazing modders would join forces rather than making individual mods that are often incompatible with each other. Would have loved to combine this with Divinity Unleashed.
Im sorry, im new to this mod, but is this mod supposed to make every character in the battle be on fire or under any kind of negative status all the time?
Because in all my fights, everything I use spread everywhere, even towards my own characters. I look at the screen and everyone is burning or poisoned or whatever. Is everything supposed to the this out-of-control?
Im having much fun (and frustration) from this mod. It makes every fight really challenging in tactician difficulty, even at six player party. Found myself usually restarting the battles at least once.
New talents are the absolute king of the mod, they all are now wortwhile. Just, Equilibrium has the greatest potential into extending efficiency on builds that usually arent, but its really hard to know on the fly if a skill is considered a spell or a weapon skill for the sake of the talent's usagement. This is especially problematic at custom class mods but I'd guess it has nothing to do at conflux's side at all.
If any, for now the main point of friction Im finding out while playing this mod is the absurdly high vitality scaling that every enemy possess (and im still on act 1 first half, cant imagine the amounts on late game). It basically develops the fight into a crowd control competition (bcs enemy will too and it will be devastating) since even a party of six cant handle a full pool of enemies for many than a few turns. Their numbers will simply smash your party's life in a blink of an eye. But at the same time, at least on tactician difficulty, some enemies have "cure" skills that simply just negates your cc because, well, because player's plans can never come to its destiny.
Otherwise from the hiperbuffed vitality, this mod rocks hard and makes a twist worth for veterans to do another campaign roll.
Check back in by mid/late Act 2 you may find once your playstyle concept of talents and synergy start to fill out, the HP is more than needed. Much like enemies a player's durability is their Vitality. Armor helps add layering and tactic to CC prevention / recovery but it will not keep you alive outside some Tank specific tricks. You can very much go full ham DPS but a mistake without aid will likely cost a revive.
The spectrum between DPS and Durability works similarly to vanilla but it's much wider.
should i use combat randomiser gift bag with this mod. or any of the gift bags. because the game starts with 8 ap and then after a day it goes back to 6 ap i dont know why. and it doesnt seem to work when i turn it on from giftbags
If you want quicker than a day response you might want to join the discord. Nexus gets literally 1/100th the traffic of Steam and I don't check in as much. I'm on discord every day though and there's 1k others to answer questions. There's nothing wrong with using that Giftbag. I personally don't like it and would recommend Enemy Randomizer mod instead.
I've seen plenty of players use Max AP mods. I didn't touch player AP at all so I'd guess a mod conflict.
181 comments
Also elusive talent gives -25 attitude to every NPC.
I want to thank the developer for the cool work done and I'm hungry for more new bosses!
(I finished the final battle in 1 turn. At maximum difficulty. And all I can say about this is fire and water IMBA!)
Because in all my fights, everything I use spread everywhere, even towards my own characters.
I look at the screen and everyone is burning or poisoned or whatever.
Is everything supposed to the this out-of-control?
New talents are the absolute king of the mod, they all are now wortwhile. Just, Equilibrium has the greatest potential into extending efficiency on builds that usually arent, but its really hard to know on the fly if a skill is considered a spell or a weapon skill for the sake of the talent's usagement. This is especially problematic at custom class mods but I'd guess it has nothing to do at conflux's side at all.
If any, for now the main point of friction Im finding out while playing this mod is the absurdly high vitality scaling that every enemy possess (and im still on act 1 first half, cant imagine the amounts on late game). It basically develops the fight into a crowd control competition (bcs enemy will too and it will be devastating) since even a party of six cant handle a full pool of enemies for many than a few turns. Their numbers will simply smash your party's life in a blink of an eye. But at the same time, at least on tactician difficulty, some enemies have "cure" skills that simply just negates your cc because, well, because player's plans can never come to its destiny.
Otherwise from the hiperbuffed vitality, this mod rocks hard and makes a twist worth for veterans to do another campaign roll.
The spectrum between DPS and Durability works similarly to vanilla but it's much wider.
because the game starts with 8 ap and then after a day it goes back to 6 ap i dont know why. and it doesnt seem to work when i turn it on from giftbags
I've seen plenty of players use Max AP mods. I didn't touch player AP at all so I'd guess a mod conflict.