Divinity: Original Sin 2

Divinity: Original Sin 2

Odinblade's Harpy Class (CLASSIC EDITION)
 This topic has been pinned, so it's probably important
Odinblade  [developer] 10 Mar, 2018 @ 5:24am
Suggestions and Balance Improvements
Got any skill ideas? Any improvements or tweaks to make the existing Harpy spells better? Suggest away!
Last edited by Odinblade; 8 Apr, 2018 @ 2:02pm
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Showing 1-15 of 18 comments
TreSPassR 10 Mar, 2018 @ 7:12am 
I know you already have a wings type of mobility skill, but how about a mobility skill that doesn't use the wings (not everyone likes them). Something like the Void Knight class "jump" skill, but with wind asthetics instead. Something like a 1 turn cd. People will say that that's op, but the Dragonknight class mod has a "Power Jump," mobility that has a 1 turn cd, and it great, and doesn't affect anything. Especially since this seems more mage focused. Just throwing out suggestions. More to come later.
Magnus 11 Mar, 2018 @ 1:08pm 
Maybe you could add an option somewhere to hide wings if people don't like them, I don't know if thats possible but just an idea, I personally like the wings though :)
TreSPassR 11 Mar, 2018 @ 3:00pm 
Ideas:

Wind Shear: Target a mid sized area. Any enemies that move in this area are struck by wind debri, taking damage to their physical shield. Any enemy with no physical shield will be struck will take damage and are weakened for 2 turns. 3ap, 5cd, 13m.

Sedate: Target enemy with a meletonin feather that puts enemy to sleep (1 turn), and or silence for 2 turns. 2ap, 4cd, 15m. Physical and magical resist.

Jetlag: Target a small area, where feather blades spike up from the ground, causing slow for 3 turns (bypasses armor), and knockdown for 1 turn. 3ap, 5cd, 15m.

Feather shield: Increase physical armor and steals more from enemies around you. 2ap, 5cd, 5/10m radius from caster.

Wind Gust: Speed up the air currents around you, making you invisible for 2 turns. 2ap, 5cd

Stasis slash: Time slows for up to 6 enemies, as you zig zag, and slash each enemy at super speed, inflicting physical damage, and a chance to cripple and weak each target for 2 turns. 3ap, 5cd, 15m radius. Physical armor resist.

Aerial Debri: Drop debri on an enemy that stacks on each hit.
1st drop- Base damage.
2nd drop- Damage over time and weak for 2 turns.
3rd drop- Base Damage and if target is weak, causes cripple for 2 turns.
4th drop- High damage and if target is weak and/or crippled. Target gets Atrophy for 2 turns.
5th drop- High damage over time and if target is weak/crippled/atrophy. Target gets knockdown for 3 turns.
2ap, 1cd, 18m. Physical armor resist. (Might seem op. but fights don't usually last that long).
Tjw 11 Mar, 2018 @ 4:28pm 
Some games have Harpies with seductive singing voices, like for exmaple, Dragon's Dogma, perhaps a skill having to do with singing? Maybe not outright chamming an enemy as that might be too similar to the Succubuss class another mod creator made. Perhaps you could sing a song that dazes nearby enemies, or makes an enemy go deaf for a short time, or sets fightened or weak? Perhaps a combination of any of those debuffs.
Odinblade  [developer] 13 Mar, 2018 @ 6:07am 
@TreSPassR @ 2kwolfking @tjw Thanks for your suggestions! I've released the newest update which introduces 5 brand new skills. Be sure to have a look!
h 13 Mar, 2018 @ 2:09pm 
Is it possible to get the novice spells after you get out of fort joy? I didnt see them on the vendor
h 13 Mar, 2018 @ 2:12pm 
Ahh it be because the spells r new. sorry
Odinblade  [developer] 13 Mar, 2018 @ 2:15pm 
Originally posted by Ⓟⓐⓣ | Sfm Commisions Open:
Ahh it be because the spells r new. sorry

Hi, just to clarify, can you see all of the Starter and Novice spells in Mai's inventory (either in Driftwood or on the Lady Vengeance)? Seems good from my Act 2 test save, but could be an underlying issue I haven't picked-up! Thanks :)
h 13 Mar, 2018 @ 2:16pm 
Yea I looked at the skills and realised there were skills I hadnt looked at yesterday, I assumed I just didnt see them. I should be able 2 just fine
Odinblade  [developer] 13 Mar, 2018 @ 2:17pm 
Originally posted by Ⓟⓐⓣ | Sfm Commisions Open:
Yea I looked at the skills and realised there were skills I hadnt looked at yesterday, I assumed I just didnt see them. I should be able 2 just fine

Ah right no problem. I hope you enjoy the new skills - I was planning to release them earlier but they needed some work before release! :steamhappy:
h 13 Mar, 2018 @ 2:18pm 
Yea! Keep up the great work man! Your mod is fun asf!
Calasari 14 Apr, 2018 @ 11:07am 
Hello,

first of all: great work, having a lot of fun with this mod :)

1)
Why is the class focused around suffocating targets & got only one skill to follow up on it?
Its a kinda weak status since once i start focused a target an i usually don't worry much about its magic armour 2 turns after my initial hit.
I think the idea of "Throat Slash" is great. Changing suffocating to an more useful status by applying it a second time. But the ability itself is rather useless to me since it requires scoundrel and competes with hard cc abilitys, which i'll use anytime if something is within 4m of my character :)
If the effect of Throat Slash would be a ranged skill i would use it a lot more even if the duration of the silence would be reduced to 1 turn.


2) Fatal Attraction & Wicked Touch
Having abilitys to destroy magic armour is great. Espeically at the beginning of the fight. Not so much if its a single target 4m range skill (a range at which i don't want to start my engagment with my harpy).
But my main issue with those 2 abilitys is the addition of the madness / weak or charmed in case of fatal attraction, which are blocked by magic armour making the effect useless one closes into 4m to destroy the last part of the magic armour and (hope) to cc the target (which isn't even the best idea if the target is mad and not charmed).
Are these two skills like that to balance out the class overall and prevent an availability of "only good" spells?
If thats not the case and having to many raw dmg skills is a concern of yours, exchange the effects with exsting skills:
e.g. Zephyr could get its dmg replaced by a value of magic armour destryed and keep suffocating as effect while e.g. fatal attracting deals dmg and has a chance to charm.


Zephyr was just my example, its properbly not the best candidate because it would weaken the early game of the harpy even more.
Feather Shot would be properbly a better candidate. Exchanging the status effects with Wicked Touch might make it more interessting too since disarming a target within 4m of the Harpy is a good thing against all melees compared to setting madness, which will lead to the target attaking the closes thing nearby - properbly still the caster of the skill.
TreSPassR 14 Apr, 2018 @ 2:07pm 
@Bobelium- Hmm, interesting. I agree with everything you said. There will be situations where your mage will be surrounded by enemies to use the slash and touch skills, but it's not enough to keep them on the hotbar at all times. I was going to give throat slash to my melee, but she doesn't have aero points (She's the Spectre :steammocking:)
Odinblade  [developer] 14 Apr, 2018 @ 2:26pm 
@Bobelium Hey there! First off, thanks so much for your feedback - I'm always looking for ways to improve my classes! I agree with your points. I think I wanted to give the Harpy some high risk high reward skills (seeing as the Harpy is very mobile), and having strong cc on a low range skill was my initial idea to do this. I think your suggestions would help make them stronger skill choices.

I really want to look at making some improvements along the lines of what you have suggested, however I have some bad news - my hard-drive completely died a couple of days ago, destroying my source code for all of my mods. This means I can't directly change them :steamsad:

I've tried everything to get them back but have had no joy and I am absolutely gutted. My fault for not making a backup :steamfacepalm:

I need to see if there's a way I can make a separate mod to patch some improvements as I won't be able to make small changes the same way I did before. Feelsbad. Hope you can continue to enjoy my mods as they are. Thanks
Calasari 14 Apr, 2018 @ 5:36pm 
@TreSPassR: yes, but if i am surrounded a single target spell just won't do it, espeically if i have to invest 3 AP :)

@Odinblade:
More of a high risk high reward skills? Sounds good. Maybe changing one of them to an SuperNova like AoE (without damage the caster maybe? :) ) around the Caster could do the trick. Inflicting Madness & jumping out of the center of the group sounds like devilish fun :)
Either the damage value and or the chance to inflict the status could be nerfed significantly for that.

About the Hard-drive thing....Oh those are some really bad news. Don't be to hard on yourself, i hope you'll find a solution to it ;)

And yes, the 3 melee spells won't stop me from playing the Harpy, she is a lot of fun :)
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