I'm about to use the 50% Nerf on DOS2 Tactician, but I do not know whats the original XP RATIO in the game so I can calculate what this -50% will take off in total.
Divinity original sin 2 mods mods#
There are two mods out right now, one takes away 50% xp from kills, the other takes 75% xp from kills. This will create a progressive difficulty that will equalise the progressive easiness of the game. Then just place your seedling in the ground and watch it grow. Herb Gardens - Plant your own herb garden Take any herb and combine it with a bucket to create a seedling.
Divinity original sin 2 mods mod#
This should not conflict with any mod and is compatible with any kind of mod that alters enemy scaling. 8 Action Points - Increases the base maximum Action Points of hero characters to 8. Levels monsters up to your level upon entering combat. The best solution for this problem would be to reduce player progression rate. Monster Scaling for Divinity: Original Sin 2. Player gets powerful at a faster rate than AI. Its not an issue of general difficulty, its an issue of difficulty progression. I played DOS1 Tactician with only two players (a pure fighter and pure archer - no spells, no lonewolfs) and game became boringly easy again around the middle. DOS2 Tactician was awesome at the beginning, but became too boring for me at around level 17. I personally like games only as long as they pose a serious challenge that make me utilise every advantage the gameplay environment can offer. This makes the game reward versatility over specialization. (specifically Physical) One of the biggest advantages of Enemy Randomization for me is that you will see a far, far greater variety of enemy buffs and abilities.
One of the largest sources of this problem is the game's tendency to favor single damage type teams. This balance problem becomes more and more noticeable the more difficult you mod the game to be in my experience - I've tried making the game considerably more difficult, but it mostly just ends up making fights more tedious by spamming CCs for a longer amount of time. I also doubt any of these will address how ridiculous the CC abilities are - it feels too easy to break the enemies armor and then perma-CC them with the game as it stands right now to me - I guess more enemies mitigates that somewhat, but most of the best CC abilities can already hit AoEs of enemies anyway. In the case of more enemies I think that might even make the difficulty curve problem even worse, because in the lategame you'll have more AoE abilities than the early game. I doubt any of these really help make the lategame stay challenging compared to the early game (while they obviously make the lategame harder, they also make the early game harder, so it'll still leave either the early game too hard or the lategame too easy). I can't help but feel like these haven't really done anything to try to solve the actual balancing problems with the game - ie.