Divinity: Original Sin 2

Divinity: Original Sin 2

[Updated version in description] Incarnate Stat Buffs (DE)
6 Comments
The Goblin King 17 Mar, 2019 @ 9:37am 
thank god for this i have been going straight summoner and seeing other mods, summons with tons of health compared to the incarnate was shameful. Thanks for this!
Bomjus  [author] 14 Mar, 2019 @ 2:39pm 
also, if anyone feels this mod makes the incarnate unkillable, please post in the discussion that i made and post screenshots of your summoner's health, summoner's summon skill, and then the incarnate's health with and without the mod. the aim of this mod is to make it so incarnates don't die in 3-4 hits like they do in vanilla. however, the aim is not to make them unkillable. so tangible feedback is appreciated.
Bomjus  [author] 14 Mar, 2019 @ 2:34pm 
part 2: if you are playing lonewolf with this mod then the early game enemies will have a hard time killing the incarnate. because you will have significantly more points in summoning so the incarnate will have more health. it also means you will unlock incarnate champion sooner than a regular character would. this skews the balance early because your incarnate will easily outscale other enemies due to how many points you can invest in summoning.

in a regular party, i think this mod is fine as is. the summoner has to actively work to keep the incarnate alive from enemy attacks. on tactician your incarnate won't last that long in combat if you only put power and farsight infusion on it. fortify, frost armor, living on the edge, and other support skills are still useful and sometimes necessary to keep the incarnate alive.

i have not reached late game yet in my playthrough so i may still make changes. but at this time, i think it is fine how it is.
Bomjus  [author] 14 Mar, 2019 @ 2:31pm 
i don't quite understand your suggestion/request, but i'll answer as best i can.

the mod's purpose is just to buff the incarnate's base stats. i won't be screwing with what the infusions do or the effects of the infusions. if you want more infusions i'm pretty sure there are other mods for that.

as for totems i think they are fine how they are currently. you spend 2 AP for a totem that can attack immediately after the summoner's turn. this means its 2 AP for that attack and the totem can also attack for the rest of its duration. therefore i think the totem is fine how it is. 2 AP for some damage, and i believe that totems should be one shotted by enemy attacks so i won't be changing their health or damage.
Dũng M4 14 Mar, 2019 @ 6:34am 
Thanks for the mod friend, i've been digging in summoner build for my physical damage team and Incarnate have great impact with this. I just wonder if u can make change to those infuser and totem as well cause this mod only worth if i spend all the point into Summoning to make the different. Btw i also find that my Incarnate is too tanky that tactician monster can't bring it down
cesgarperi 10 Mar, 2019 @ 4:06am 
Won't be downloading this because I don't feel I need it/ want it right now, as I play with other summoning mods so don't use the incarnate much.

However, I wanted to wish you good luck in future mods. ¡Practice makes perfect! Looking forward for more mods from you :P