Divinity: Original Sin 2

Divinity: Original Sin 2

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Double Trouble - DE
   
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Type: Add-on
Game Mode: Story
Tags: Skills
File Size
Posted
515.571 KB
22 Sep, 2018 @ 7:28pm
1 Change Note ( view )

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Double Trouble - DE

Description
What It Does:
-Very simply, this mod adds a second, duplicate copy of every single buyable ability to the game and they require 5 more from their respective skill in order to use them. (Poison Dart II requires Geomancer 6)
They are all obtainable through combining two of the original books together. (Infect + Infect = Infect II)

Why Would I Do This:
-Despite this game being considered one of the best RPGs ever (and i'm no exception), I was still immediately struck by the incredible lack of specialization options available to the player. That and there's a really obvious gap between the general power levels of physical damage vs magic damage and this is basically due to the fact that mages just run out of CDs as their primary source of output (which is why they become good much later on when they get access to nearly every spell in the game - again, lack of specialization) imo. So on top of fully comitting to one or two types of magic being not very viable, but there's only a single spell in every skill that requires more than a whole 3 point investment to acquire (which seems like an unadjusted left-over from D:OS1 where the max of skills was 5) so having access to almost everything is really easy to do without even detracting from your main build.

-That's where I decided that I wanted the awesome new memory stat to be used in some sort of cooldown manipulation (D:OS1 had cooldown reduction attatched to certain break-points of the main stat and that really helped lock in the feel of an archetype since warriors/rogues couldn't even use scale-less support spells as much as a wizard). Didn't really know or care what form it would take and I just sort of landed on having duplicates as extra "charges" of an ability as the most feasible way of making it happen while also capitalizing on the fact that any points above 5 in a combat skill unlock absolutely nothing. Furthermore, abilities in this game are mostly designed around non-stackable status effects so increasing the frequency of use only marginally increases total effectiveness, however the spells that are totally spammable are usually mage spells. That's right, this mod disproportionately buffs mages over the typical all-physical team comps, hallelujah.

-Crazy new, specific builds are also on the table with this mod (without dumping out a fat stack of highly specific, custom designed and balanced abilities like every class mod does). Right now, i'm testing out a melee-ranged "genji" rogue that just permanently has Spider Legs on and the Opportunity attack avoidance talent so with the haste of the webs and the bonus movement of scoundrel he can zip around and throws knives into peoples backs twice a turn without risking melee damage in return. Or the Totem Meister that basically just has double the totem spawnage with double Door to Eternity keeping them around until you Thick of the fight for like +150% damage without even enemies in range. That one's probably a terribly slow and immobile idea, but it should be fun at least. Of course there's also double Skin Graft and double Adrenaline for an obscene +10 ap (after SG cost), but fully resetting all cooldowns is always broken regardless of what game it is. If that overly bothers you then just get a mod that nerfs SG into reducing CDs by a flat amount or increase the source cost to 2 or something.
-Update: I actually took to time to Cheat Commander myself to Act 2 in order to test the SG+Adrenaline combo out and it turns out the adrenaline drawback is completely conservative. with 6 ap/turn from LW, having 6 stacks of Adrenaline will consume your next turn and the turn after will generate no ap. I mean, still totally op, but bravo for that design foresight.

Notes:
-Without another mod that drastically changes the way source works then yes, having a secondary 2 or 3 source-cost spell is totally useless, but it's in there anway.
-The combo abilities have a significantly higher barrier to entry since something like Raining Blood requires 6 Necro and 6 Hydro which is 10 more total points required instead of just 5.
-This mod is technically compatible with everything since it only adds with no modification to vanilla stuffs. All skillbooks and abilities are set to use their vanilla counterparts as a "parent" so it will inherit any changes from other mods, but my abilities will still have the name and requirements set to original+5. So inconsistent at worst, but never outright incompatible.

So that's all there is to it. I hope you like it or don't download :)
10 Comments
Odemay 3 Mar, 2019 @ 7:08pm 
That's probably it lmao,download that mod bruh, it's not even game breaking, at least not on honour
Odemay 3 Mar, 2019 @ 7:07pm 
OH mind you im also using a mod that lets you have 5 attributes on level up..
Odemay 3 Mar, 2019 @ 7:04pm 
Oh I been playing as a necromancer/summoner with a warrior idk what kind of build he's doin, a pure damage rogue (which is kinda op), and a cleric
Akadosh  [author] 27 Feb, 2019 @ 5:18pm 
@Odemay
I did a double mage Lone Wolf (yin-yang style where one was full pyro/geo and the other hydro/aero) play-through on hard after I made this mod and nearly every single fight ended with both of them exhausting basically all of their dmg-based CDs in order to get the killing blows. Probably way better with 4 mages though since LW got nerfed so hard in DE, lol.
Odemay 27 Feb, 2019 @ 9:25am 
on average i can dish out almost 100 a turn, this is playing with 4 people btw, if only i could use lone wolf... =/
Odemay 27 Feb, 2019 @ 9:24am 
im not sure i follow man, i've been doin 60-70 crits at lv4 with 3 turn cd magic, why do people seem to think magic is under powered? 50 or so on the regular with 1 turn cd magic..
Steel 31 Dec, 2018 @ 5:57pm 
Man, this is really nice. I'm worried that there's gotta be overpowered combos and being able to perma-stun things could be an issue, but otherwise great work.
Vicky 11 Oct, 2018 @ 12:17am 
Just to note on the '2 or 3 source-cost spells are totally useless for duplicates"
Apotheosis would make that useful. Additionally with this mechanic in place you would be able to use Apotheosis a second time right before the duration ran out, giving you four whole turns of essentially unlimited source and +2 to all stats.
DotuLord 23 Sep, 2018 @ 11:06pm 
Without a higher damage output the increase in requirement per spell is a bit ridiculous, in my opinion.
RamRod 23 Sep, 2018 @ 3:06am 
I like it.