Divinity: Original Sin 2 - Definitive Edition
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Ryuki

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ryuki12596

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About this mod

Tweaks to make the Scoundrel class more fun and combo oriented without blatant damage increases across the board.

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Changes to the Scoundrel Class to make the plethora of "Unused skills" more viable without breaking the game. This should also give the class a huge increase in combo capability.


Buffs
-Chloroform adjusted a bit adding, 10% damage and now includes Suffocating. This should help strip magic armor off of enemies through the game who have ridiculous amounts of magic armor and help the support capabilities of this class.
-Daggers Drawn AP cost was reduced from 4 to 2 and the skill was given the ability to cause bleeding. This skill felt so weak in comparison to every other source skill, and with very limited combinations to chain it with, the skill seemed to never be useful in my playthroughs. I think the ability to act after dealing a large amount of damage without wasting your Adrenaline cooldown will make this a more appealing skill despite the 2 source cost.
-Corrupted blade now has the Slowed status as another effect. 
-Terrifying Cruelty had its AP cost reduced by 1 and added the Dazed effect.. This should make it a more viable option instead of a toss away skill, and when paired with the increases in magic-armor stripping, it should make its way back into your hotbar.
-Knife Throw AP cost reduced to 1
-Fan of Knives AP cost reduced down to 2.
-Sleeping Arms damage increased by 15%
-Sawtooth Knife damage increased by 10%
-Ruptured Tendons initial damage changed to piercing. This should help with overall damage.
-Cloak and Dagger now gives 1 turn of invisibility. Rogues needed more free stealth, I mean, they have skills based on stealth damage.
-Gag Order, Sleeping Arms, Throwing Knife no longer require a dagger to be used.



Nerfs

-Daggers Drawn damage decreased by 5% to compensate the decent buff it got.
-Corrupted blade damage brought down by 15%. This skill has ridiculously high damage scaling, dealing higher base damage than even the 3 source cost skill, while coming before Terrifying Cruelty and the better source skills by a decent amount of time. This should make Terrifying Cruelty seems more viable in comparison, while also retaining its identity as the highest damage non-source skill by about 10-15% of the base damage