I won't back down from demanding a fleshed out wild surges table) and hold on to the saying "those that try to please everyone, often discover that they didn't please anyone". Not sure what you mean by this? Like story mode being the easiest difficulty? Or skipping the party/camp monologues?Īll this said though, I'm still a firm believer of "Less is more" (in general. They seem quite iron willed on this not happening though I believe this has already been confirmed to comeĮasy fix I guess but kinda takes away the risk of dying imo :P But, for the sake of Rogues dignity and as an apology for the atrocities they have submitted that class through so far, Hide as a bonus action should be hard coded to rogues(and other classes according to raw)only. But should be a an easy fix I guess.Įasy fix I guess to all three. I guess this is already covered in my comments aboveĬonsidering it took them a year to change this I'm not sure they would be willing to give us options. Don't like sorcs getting so much power at clvl 3 already but like some the changes they did with ranger. This would require two different versions of each spell Larian decided to change but since this is my number one pet grieve I think it's worth it. Ex: Instead of chromatic orb:lightning creating a water puddle, I should have to cast create water where I see fit and then follow it up with a lightning spell to get the same effect. Can only speak for myself here but I'm not necessarily against the use of surfaces, I just feel they should be up to the player to create strategically. Chromatic orb with or without surfaces etc. Rather I would see this as an option to use the RAW implementation of spells. This would require them to remove said surfaces that are already coded into the areas. I sincerely hope that the basic game will allow to change these parameters instead of relying on 3rd party mods.Įven though there is a lot here I see implausible for Larian to do now since they already come so far in the development, and they are Larian, I do agree with some and do not see it as an overly huge amount of extra work(do note though that I don't work with coding so don't actually know how much work each change would need): toggle on/off spell components : spell focus, somatic(free hand) and ingredients. toggle on/off the food required for long rest toggle on/off dice rolls messages (especially the failed perception)
DIVINITY ORIGINAL SIN CHANGE DIFFICULTY FULL
toggle on/off NPC HP numbers (instead of exact HP numbers, just indicated full health, injured, heavily injured, etc) increasing difficulty should be according to DND rules (CR) not just by simply increasing HP/Damage by % allow optional player death situations (immediate death or unconscious, etc)
![divinity original sin change difficulty divinity original sin change difficulty](https://vignette.wikia.nocookie.net/divinity2/images/6/63/Character_Creation.png)
during character creation, apply point buy or 3d6 rolls toggle on/off the shove attack as bonus action toggle on/off the potion drinking as bonus action
![divinity original sin change difficulty divinity original sin change difficulty](https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/26064318/6a07b00af80265cd16affe67b94198789ddbaafb.png)
turn on/off splashes from arrows/spells (balance is not a concern, this is not a MMO) I would like to see is a complete and detailed set of options to satisfy as many players as there are.