Divinity: Original Sin 2

Divinity: Original Sin 2

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[DE] Rogue Tweaks (with Translations)
   
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Type: Add-on
Game Mode: Story, Arena
File Size
Posted
Updated
2.627 MB
12 Apr, 2019 @ 9:38am
19 Apr, 2019 @ 2:52am
9 Change Notes ( view )

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[DE] Rogue Tweaks (with Translations)

In 1 collection by Favmir
Favmir's Divinity Mods
2 items
Description
I love playing as a sneaky mofo, but was disappointed at how playing sneaky fragile twin dagger rogue is baiscally impossible. I was willing to endure the low damage somewhat, but what is even the point of a dagger-wielding rogue if you cannot even sneakily assassinate one enemy(Especially since there are builds that can kill multiple enemies in one turn), or go on disrupting enemies while being hidden? Overall, the goal wasn't to make rogue a DPS powerhouse, but rather buffing their potential at strategies involving sneaking and disrupting.

This mod should work with all languages(That is, no random English skill names while playing in another language).

Chloroform: Now doesn't start combat if you're successfully sneaking. Increased duration up to 5 turns(Enemies wake their teammates up anyways, so this change is mostly just to make this skill useful for pickpocketing moving targets. Also, what kind of 'sleep' only lasts 5 seconds?). Increased cooldown up to 4 turns. NOTE: if you sleep someone who's in turn-based combat you'll be included into the combat while still hidden. This skill is still being adjusted from time to time due to me being new to Divinity modding and how little info there are available on scripts...

Mortal Blow: Now deals pierce damage(instead of normal). Doubled both the AP cost and Damage(So the DPS is staying the same). This is a 3SP ultimate skill that can only be used once in a combat, which also requires you to either enter sneak or invisibility. It is more than justified that it should be able to "Assassinate" at least one target(this also fills the niche of taking out defense-heavy targets). I mean, have you seen what happens when a mage uses their 3SP skills?
Also, enemies' Mortal Blow damage and cost are raised only by 50%, because uh, it might not be fun to play against if it one-hits you.

Cloak and Dagger: Sets Invisibility on self for 1 turn on use. Now you can enter the combat invisible, go all-in on one key target using Adrelaline and Mortal Blow etc., and bail out with your other invisibility skill. I wanted to have this skill require dagger to use, but since the meta of the game revolves around having as much mobility as possible and most players tend to learn every jump skill available, I didn't want to make the change while Tactical Retreat and Pheonix Dive are still unchanged.

Gag Order: Does not break stealth. Mute duration increased by 1 turn. This skill doesn't really deal real damage so the stealth is justified.
Wind-Up Toy: Does not break stealth.
Throw Explosive Trap/Deploy Mass Traps: Does not break stealth.
Sabotage/Mass Sabotage : Does not break stealth.
These magic skills now don't break invisibility, so you can still do something when you're hiding invisible after spending your AP last turn. Also fits in with the characteristics of rogue.

Daggers Drawn: Staying the same for now. I would've preferred making it more multi-hit attack, but that's not possible without some more serious changes to the game. I wanted to keep this mod light and compatible with vanilla as much as possible.

Terrifying Cruelty: Now deals 100% of normal attack DPS, instead of 70%. Increased fear duration by 1. This skill doesn't deal any magic damage so it is hard to apply fear already.

Throwing Knife: Now deals 100% of damage, instead of 85%. Range increased from 8 to 10.
Fan of Knives: Range increased from 8 to 10.
Considering how Scoundrel increases your movement and Pawn gives you free movement, it is hard to justify the use of throwing knife instead of just walking up to them. Especially if it deals less damage.

Guerilla Talent: Now reduces sneak AP cost by 3. It was a garbage talent since the attack buff doesn't apply to any skills and enemy AI doesn't properly 'ignore' you sneaking mid-combat. Well, those haven't changed much, but now at least sneaking mid-combat doesn't decrease your DPS by 44%~50%. Now it only decreases DPS by 3.3% if the sneak was successful, and 33% if the sneak failed.

-------------- To-do List -------------------

Make Guerilla Talent increase damages of skills

Make Guerilla Talent work on invisibility

-----------------------------------------------

Any bug reports are welcome.
40 Comments
ClayMore 16 Nov, 2020 @ 8:12pm 
이 모드 혹시 적들한테도 영향이 있는건가요? [ 아 참 재밌게 잘 쓰고 있습니다~ ]:steamhappy:
庞皮莱姆 8 Oct, 2020 @ 6:54am 
well,man,you really thought a lot and make some interesting changes.however it's still very week and not useful to stealth and assassinate....
Laidback 5 Jun, 2020 @ 1:12pm 
yikes. how about making these changes only affect players?
OneofakindKnight 30 Dec, 2019 @ 4:00pm 
This is a pretty good mod, but getting slept for 5 turns myself and seeing a Crocodillian teleport and disappear are a bit tough. A turn or two off of the Chloroform sleep and cooldown might balance that idk.
It definitely helps with my hit-and-run spellthief I'm trying to play as, but since we don't have much for magic dmg my chloroform rarely sleeps even smaller targets in one go, buffing the Chloroform's magic armor dmg would be very nice.
zerocola 22 Nov, 2019 @ 4:16am 
잘쓰겠읍니다,,
Deathroll블터 10 Oct, 2019 @ 11:16am 
감사합니다.
잘쓸게요
Favmir  [author] 7 Oct, 2019 @ 10:28am 
@DoRin-E One of the objectives of this mod is to be as compatible and unintrusive as possible, and changing those skills' properties into physical is overstepping the boundaries for that goal. This mod aims to be a direct upgrade to the vanilla with no downsides, so I don't want to make such change. If it did change those skills to be not deal magical damage, it would be problematic for people who want to stick to the vanilla visions provided by game devs.
Favmir  [author] 7 Oct, 2019 @ 10:22am 
@한식구 뭔가 답변이라기엔 너무 늦긴 한데, 나중에 볼 사람들을 위해서라도 해명을 하자면 이 게임이 원래 이동기들이 좀 센 편이라서 밸런스 조정을 제대로 할 거라면 궁수 이동기인 전략적 후퇴와 전사 이동기인 불사조 스킬도 고쳐야 합니다. 하지만 이 모드는 도적만 건드리는 모드이기 때문에 이 모드의 목적을 벗어나는 행위이니까 그렇게 하지 않은 거구요. 은밀한 발걸음에 투명 성능을 넣었음에도 불구하고 여전히 궁수 이동 스킬인 전략적 후퇴와 성능은 비등비등합니다. 전략적 후퇴는 1AP짜리 이동기인데 무려 1AP를 추가로 주는 상태효과까지 걸어주니까 사실상 0AP짜리 이동 스킬이거든요.
Wshams 2 Oct, 2019 @ 7:44pm 
can you make [Gag Order] and [Chloroform] pierce or physical damage? Since I'm playing this mod with DW but they are magic damage :steamfacepalm:
HEY KID IMA COMPUTA 11 Jun, 2019 @ 2:04am 
Can you make an option to disable the cloraform change? I like how the skill is currently TBH but felt underwhelmed by mortal blow and the lack of sneaking.