Divinity: Original Sin 2

Divinity: Original Sin 2

Stormcaller
103 kommentarer
A nondescript pumpkin 5 dec, 2020 @ 19:26 
can someone please add the DE version to steam workshop
RoozterIllusion 11 mar, 2020 @ 21:28 
going to be converting to de if possible since the link below is apparently not working....
SuperKeksKrieger 26 feb, 2020 @ 14:47 
NO De version D:
Shade 23 sep, 2019 @ 0:48 
Please revive the DE version! D:
Rhyme Minister 8 apr, 2019 @ 10:25 
Why was the DE version taken down? Please upload it again.
Wesker's Hoe 2 jan, 2019 @ 1:09 
Super sad that the verison made for DE was taken down ):
Kryptonite 13 sep, 2018 @ 5:25 
For those that are wanting Stormcaller for DE here you go. https://steamproxy.net/sharedfiles/filedetails/?id=1511071949
Kryptonite 11 sep, 2018 @ 1:30 
I think I may have figured out how to do it but I will need somethings from you. I added you and we can get what I need.
Kryptonite 10 sep, 2018 @ 20:01 
I have time to figure out how to do everything I'll take a look into it and see what I can do. It's the pefrect time for me to learn something new.
Claivain  [skapare] 10 sep, 2018 @ 8:03 
To those wondering about a conversion to the DE: Unfortunately, it does not seem to be as simple as importing the original files to the updated editor. I did look into a conversion however ran into a number of issues which I simply do not have the time to fix/learn how to work around. If anyone would like to pick up where I left off, I am more than happy for you to do so as long as I receive a mention for my original work.
Stark 9 sep, 2018 @ 0:40 
absolutely need this for DE
Kryptonite 2 sep, 2018 @ 7:49 
Any chance of you adding this and your other mods to the definitive anytime soon?
dotori242 20 aug, 2018 @ 22:33 
Really love the visual and concept but unfortunely it's insanely out of balance. It's good if you have more monster mods but well.. a mod's default prob shouldn't be based on that.
Freak613 20 jul, 2018 @ 14:50 
this pairs beutifully with the cryomancer class perfect sub class
helaene 21 jun, 2018 @ 19:31 
Sorry to hear your health has been poor - I hope you feel better soon!
Lost Crane 6 jun, 2018 @ 9:52 
@Claivain

So after doing a bit of playtesting in the early game, I think the changes to Lightning Ball are great. It still feels very powerful, and getting a nice aoe damaging stun on a 3 turn clock is potent. The 1 turn stun is very meaningful but not completely game-breaking. The ability definitely feels like it changes the fight in your favor, but not so much so that fights are no longer challenging. Thanks for the update.
Lost Crane 5 jun, 2018 @ 8:42 
@Claivain Sweet! I will do some playtesting. I will let you know what I think. Thanks for taking the time to change it.
Mr. Silvr 4 jun, 2018 @ 1:26 
Is there anyway you'd be willing to make a finesse scaling verison of this mod?
I love the idea of more electrical attacks but would love for my ranger to also take advantage of such skills.
Claivain  [skapare] 3 jun, 2018 @ 11:33 
That change has now been made :)
Claivain  [skapare] 3 jun, 2018 @ 11:22 
That sounds fair. I'll make the change!
Lost Crane 3 jun, 2018 @ 8:34 
Can I suggest a nerf to Lightning ball? This ability honestly really is game-breakingly overpowered. I love this mod and my friend and I have been using it in every playthrough. However, I just feel that a 2 turn aoe stun on a 2 turn cooldown is absolutely game-breaking. It is honestly so powerful that I have had to tell people explicitly not to use this ability. I think That there could be a simple fix by making the stun 1 turn and changing the cooldown, perhaps to three turns.
camdeng806 16 maj, 2018 @ 14:18 
Fantastic! Although it would be really cool if it has it's own source spells
Rziha 11 maj, 2018 @ 22:45 
Great mod! Please consider making more spells! Lovin´ it thus far!
Cao Cao 1 apr, 2018 @ 8:52 
I'm loving this mod in my current playthrough. Would you consider making the text consistent? Some moves have | | around the text, which don't match other moves in the game. Otherwise, fantastic work and a lot of fun.
NekoValkyrie 24 mar, 2018 @ 9:11 
This mod may feel a bit OP in the base game. But that happens alot in modding and thats when you go find other mods that increase the difficulty to balance out all your crazy stuff. Im playing with this and the two mods that add extra mobs in random places, and doubles the amount of enemies in normal fights. This makes it look normal and quite fun. I suggest checking them out ;).

Great mod Claivain btw, makes my Lightning Knight even more badass.
Ahhh 24 mar, 2018 @ 1:06 
Oh and one more note, Storm Aura cast completion is unusually loud compared to the fire aura from the warlock mod.
Ahhh 24 mar, 2018 @ 0:54 
Great mod, incredibly powerful, can basically stun lock bosses and kill them that way. During act two when you talk to the troll to pass a bridge I just stun locked him with a spam of "Fan of Sparks" and "Lightning Ball" and thats how I got a lvl 18 ring with 200 MA at level 13 (tbh I know it's cheesy but I couldnt help myself) Lightning sphere could do with a higher CD or maybe not 100% to stun I beat every boss this way at one point.

I also paired this mod with your Warlock mod (which btw is amazing) which could have also empowered me insanley.

And one last thing, Storm Cover is kind of an eyesore with the constant sparking I dont really have an idea of how to replace other than a boring storm cloud or just reduce that sparking somehow.

Love the mod so far can't wait to see what you come up with for source abilities. :D

Claivain  [skapare] 23 mar, 2018 @ 13:35 
@Darkness If it's stupid, I would suggest you don't use it, and I invite you to make your own mod to your liking. I encourage feedback but I expect polite discussion. I look forward to seeing your work.
Zoey 23 mar, 2018 @ 7:08 
okay so as great as this mod is in concept there are multiple things that are very very overpowered

i will go through the spells:

stormbolt: it is the same AP cost as dazing bolt, it has a 5m radius rather than 3m radius that dazing bolt has, it doesnt target allies so no friendly fire damage, it sets stun rather than shocked, and despite all these buffs it has the same damage as dazing bolt

channel the storm: 2 turn cooldown, hits 4 targets, 2 ap and with rain it will set 4 targets to stunned. the damage may not be ridiculous but the CC for the AP cost (and no source cost) is stupid
Zoey 23 mar, 2018 @ 7:08 
stormwind: longer range, cheaper cost, quicker cooldown than teleport. doesnt even require more aerotheurge. okay it does no damage but the damage is neglible anyway

storm cover: this is by far the most OP spell in this mod. 1 ap cost, 2 turn cooldown, does RIDICULOUS damage

call the storm: compared to the tornado from the warlock mod, this is complete shit. 6 ap rather than 4 and it does basically nothing in my experience

fan of sparks: first of all the description is wrong, it doesnt shoot in a cone in front of you, its like searing daggers. for two AP you can do moderate damage and stun two targets (shock + shock = stunned) and can stun 4 targets that are wet. for 2 AP its very strong
Zoey 23 mar, 2018 @ 7:08 
lightning ball: same damage as electric discharge (one target) yet has a 3m explode radius. also sets stunned rather than shocked

storm aura: no memory, no AP while adding air damage, resistances and immunity to stunned. lasts 5 turns and 5 turn cooldown so you can have it all the time. why would anyone use jellyfish skin (which requires source) with this here?


in conclusion this mod basically makes vanilla spells completely useless rather than just enhancing aerotheurge and completely overpowered. at least with the warlock mod things were interesting and different

I like this mod but its completely overpowered
Digan 21 mar, 2018 @ 20:15 
and some cooldowns could be looked into aswell as adding lv req maybe :) cuz it reallly is super strong soo early
Digan 21 mar, 2018 @ 19:32 
Yeea i do agree the dmg on those is abit much... :D
Zawakawaka 8 feb, 2018 @ 13:48 
also the Aerothurge class was just terible completely overshadowed by the fire and earth trees so the game needed something like this
Zawakawaka 8 feb, 2018 @ 13:42 
i have to say the stunning capabilities are a bit high but overall in the game before using this mod everyone sat in CC permently(on highest difficulty)anyways so its not the much different only spell i would change would be the lighting ball i would make it 25-50% chance to stun
CharChar 21 jan, 2018 @ 2:22 
Way too overpowered; it makes the Aerothurge class completely obsolete
Backshots Machine 18 jan, 2018 @ 15:25 
Thanks. Excited to play it with my friends and meme them with the rain shock combo
Claivain  [skapare] 18 jan, 2018 @ 0:49 
@Smellcrow, All skills are now flagged as usable in GM mode, as is the mod itself. In theory, that should work now...I think...
Claivain  [skapare] 18 jan, 2018 @ 0:39 
@Smellcrow It works fine in multiplayer. I've not had any experience with GM mode, so likely that's the issue. I'll have a look.
Backshots Machine 17 jan, 2018 @ 20:30 
any plans to make this work for multiplayer? want to use it in a custom campaign with friends but can't.
Bishop 15 jan, 2018 @ 18:20 
So this class is cool but it seems EXTREMELY OVERPOWERED! Me and a couple of friends are doing a playthough and throughout it my friend who plays the stormcaller has been doing RIDICULOUS AMOUNTS OF DAMAGE! Like its not even funny. This class is cool but it definately needs a rebalance, like increasing the cooldown on the skills that stun.
Claivain  [skapare] 8 jan, 2018 @ 8:34 
Alpha, both! It's available as a starting class, but you can also purchase the spells from Stormcaller vendors. @HomicidalGenius There are vendors in Fort Joy, and later in Driftwood.
Fenrok 8 jan, 2018 @ 5:58 
Hello! You mod looks really cool. Is this a new class or are these speels added to the preexisting aerothurge class?
HomicidalGenius 2 jan, 2018 @ 10:13 
Love this and your other class mods, just curious, is there any other places to get the spells other than the vendor at the start? (friend kinda killed most the vendors in a murderous spree... thats what i get for telling him he could do whatever he wanted) or is there any item id's for spell tomes ?
MrTimofy 31 dec, 2017 @ 5:55 
Just a note, this is my opinion, the class is good and well made with cool spell ideas, but it's either accidently really strong, or purposfully really strong and I've missed the idea.
A 2 turn stun with a 2 turn cooldown ina 3m area? This class has perma stun capabilities with little effort, some changes could be made to help this balance out in comparison to another modded class like valk. Reduce Fan of sparks to 3 shots, but keep the cooldown, lower the range of the chains on Channel the Storm, fix audio and visuals for; Storm Aura (Sound way to high), Storm Cover (The visual is really "flashy", a single dome that lasts the duration might be better). All I can think of for now, but if I come across anything later in my playthrough, I'll come back and mention it.
Leester 29 dec, 2017 @ 20:11 
Is it possible to add a skill that adds more significant air damage to weapons? Would love a playthrough with this as more of melee with an electric staff.
Lost Crane 26 dec, 2017 @ 9:48 
Completely understandable =P I had an idea for one that might be cool. I have played around with skills a bit in the engine; but basically the one I was thinking about would be a teleport spell similar to backlash, but for the animation, your chaaracter turns into a stream of lightning, hurling toward the enemy and then you manifest behind them. It deals lightning damage of course =P. Could be fun for the melee type builds. If you wanted to get even crazier with it, you could go for one that jumps between a couple different enemies as well, like a channel storm mixed with backstab.
Claivain  [skapare] 26 dec, 2017 @ 7:57 
Hey, yes I'm still open to adding more. I'm just back to working a lot of hours, so can't do daily updates like I used to!