Darkest Dungeon®

Darkest Dungeon®

29 ratings
Old Heroes New Tricks
   
Award
Favorite
Favorited
Unfavorite
General: Gameplay Tweaks
Class Mods: Class Tweaks
File Size
Posted
Updated
583.979 KB
29 Nov, 2020 @ 10:13pm
1 Dec, 2020 @ 9:21pm
4 Change Notes ( view )

Subscribe to download
Old Heroes New Tricks

Description
This is an attempt to combine numerous one off class mods along with some other ideas to give new life to the old heroes. Changes are meant to open up greater team comp flexibility, and make abilities that were often skipped a bit more attractive. More lengthy wording of the changes can be found in the mod's "Change Notes" file. The character limit here means I've had to reduce each description's length, especially in the camping section, to the bare minimum.

Abomination
Transformation: Buffs last indefinitely in beast form instead of 4 turns. Usable 4 times per battle up from 2.
Manacles: Usable in rank 1.

Antiquarian
Nervous Stab: Attacks a random enemy target and reduces stress by 3.
Get Down!: Increases Debuff Skill Chance by 10-15%.
Flashpowder: Damage increased to -50% from -100%. -ACC debuff increased to 10-18% from 10-15%. Debuff duration increased to 3 from 2.
This should now make for a competitive alternative to spamming Invigorating Vapours.
Fortifying Vapours: Cures horror and gives -10% Stress Received. Bleed/Blight resists removed.

Arbalest
Sniper's Mark: -DODGE debuff duration increased to 3 turns from 2 turns. See Mark notes below.
Battlefield Bandage: Cures bleed.
Rallying Flare: Cures horror instead of stress healing for 1-3. Clears effects on Arbalest as well as others.

Bounty Hunter
Collect Bounty: Targets enemy ranks 1-3, same as Finish It.
Mark for Death: Mark duration increased to 3-7 from 3. -PROT debuff removed. See Mark notes below.
Come Hither: Targets enemy ranks 2-4.
Finish Him: Crit chance increased by 2%, same as Collect Bounty's. Renamed to Finish It so as not to assume the enemy's gender.
Caltrops: Targets enemy ranks 1-4.

Grave Robber
Flashing Daggers: Bleed resist debuff changed to blight resist.
Toxin Trickery: Cure bleed and +DODGE effects removed. Now cures blight and increases blight damage by 25%, blight resist by 10-15%, and SPD by 2-4 until battle ends.
Blighting Satchel Trinket: +1 SPD and -4 DODGE removed. Now +20% Blight Skill Chance, attacks blight enemies for 2/2 on hit. Attacks blight self for 2/2 on miss.
What could possibly go wrong by combining Blighting Satchel, Topshelf Tonic and Toxin Trickery?

Hellion
Exhaust debuffs from abilities can now be cleared with Herbs or...
Adrenaline Rush: Free action that no longer ends turn, clears debuffs, and only usable once per battle. To compensate: Healing reduced to 1 from 1-4 and damage reduced to 10-20% from 20-30%.
Use it turn 1 for the ACC + damage for burst, or save it for the cleanse or to get off Death's Door?

Highwayman
Wicked slice: Usable in ranks 1-2 (no longer 3) and targets enemy ranks 1-3.
Open Vein: Usable in ranks 1-2 (no longer 3) and targets enemy ranks 1-3.

Houndmaster
Is now Religious. Yay with Vestal, boo with Abomination?
Hound's Rush: Usable in rank 1.
Target Whistle: -PROT debuff chance reduced from 170% to 140%, and duration reduced to 3 rounds from 4 rounds. See Mark notes below.
Cry Havoc: Usable in ranks 2-3 (no longer 4). Stress healing scales from 4-6 up from 2-6. Chance percentage per level scales faster but still ends at 75%. This improves it at lower levels while keeping it the same at level 5.

Leper
Intimidate: Usable in ranks 1-3 and has Forward 1. No longer ignores stealth and destealths.

Man-at-Arms
Crush: Has armor penetration
Bellow: Each enemy hit has a 33% chance to be Marked.
Take that Battle Ballad and Command >:|

Occultist
Crits buff healing by 1 in addition to 25%. A heal for 0 after a crit theoretically shouldn't happen.
Sacrificial Stab: ACC increased by 5 at all levels to be same as Antiquarian's Nervous Stab. Usable in ranks 1-2 (no longer 3).
Weakening Curse: Damage increased to -50% from -75%. -PROT debuff moved to Vulnerability Hex and replaced with -5-10% Crit chance.
Wyrd Reconstruction: Usable in ranks 2-4 (no longer 1).
Vulnerability Hex: ACC increased by 5 to be same as all other Mark skills. Debuff chance increased by 10%. Is now -10-15% DODGE and PROT for 3 rounds. See Mark notes below.
Hands from the Abyss: Usable in ranks 1-4 and targets ranks 1-4. The Abyss cares not about positioning.
Daemon's Pull: Usable in rank 1 and can target enemy rank 2.

Plague Doctor
Crits also increase bleed skill chance by 20%, same as blight.
Incision: Usable in ranks 1-2 (no longer 3) and can target enemy ranks 3. ACC increased by 10 to be same as her other skills.
Battlefield Medicine: Usable in rank 2.
This should make a rank 2 Incision based Plague Doctor viable if that's your thing.

Mark notes:
Anyone looking closely at the original Mark abilities of the different heroes will notice discrepancies.
Houndmaster has an abnormally high debuff chance AND his debuff lasts an extra turn than usual.
Arbalest's debuff only lasts 2 turns.
Occultist, the least likely of these heroes to be given a +ACC trinket (cause he's holding stun and debuff trinkets?) has -5 ACC compared to the rest.

Old Mark skills @level 5:
Sniper's Mark: 120 ACC, Mark for 3 turns, -30 DODGE (140%) for 2 turns
Mark for Death: 120 ACC, Mark for 3 turns, -20% PROT (140%) for 3 turns, +5 SPD
Target Whistle: 120 ACC, Mark for 3 turns, -30% PROT (170%) for 4 turns
Vulerability Hex: 115 ACC, Mark for 3 turns, -20 DODGE (140%) for 3 turns

Looks like some pretty clear Houndmaster favoritism to me...

I've tried to bring the numbers in line with each other and give each Marker their own niche.
Arbalest and Houndmaster now have competing 30% debuffs.
Occultist splits the middle with 15/15 and a 10% higher Debuff chance.
Bounty Hunter Marks for an eternity at the expense of no debuffs, but should be effective against bosses with multiple turns per round such as Shrieker.
Man-at-Arms brings a potentially AoE Mark, but you never know if or where it will land.

New Mark skills @level 5:
Sniper's Mark: 120 ACC, Mark for 3 turns, -30 DODGE (140%) for 3 turns
Mark for Death: 120 ACC, Mark for 7 turns, +5 SPD for 2 turns
Target Whistle: 120 ACC, Mark for 3 turns, -30% PROT (140%) for 3 turns
Vulnerability Hex: 120 ACC, Mark for 3 turns, -15/15 Dodge/Prot (150%) for 3 turns
Bellow: 115 ACC, Mark (33%) for 3 turns, -8 DODGE (130%), -6 SPD (130%), +5% Crits received if Marked (130%) for 3 turns

Camping Skills
All camping skills have had their Time Cost rebalanced with a few themes in mind:
Self buffs cost 2.
Companion buffs cost 3.
Other companions not including self cost 4.
Party buffs cost 5.
Skills with detrimental tradeoffs cost 1 less than a similar skill with same targeting.
Many Companion targeting abilities now have use limits of 3. Spread the love!
Ambush Prevention skills cost 4.
The different Scouting Chance skills are normalized to +30% chance and cost 3.

See "Change Notes" File for full descriptions. Here are the major changes

Bounty Hunter
Tracking and Scout Ahead: Merged both skills into just Tracking with a cost of 4 and 30% Scouting Chance up from 25%. What was formerly Scout Ahead is now named The Right Stuff.
The Right Stuff: Costs 2 and targets self. Increases Stun and Movement skill chance by 20% for 4 battles.

Grave Robber
Snuff Box: +40% disease resistance instead of removing diseases. 3 uses.
Gallows Humor: Replaced with a new skill named Tango so that only Highwayman has Gallows Humor.
Tango: Costs 2 and targets a companion. Self: +2 SPD, +15% damage while in position 3. Companion: -2 SPD, +15% damage while in position 3. Please excuse my art.
Do you even Lunge?

Houndmaster
Man's Best Friend: Costs 1. 3 uses. Reduces stress by 5 and loots a Dog Treat.

Plague Doctor
Experimental Vapours: Targeting changed from One Companion to All Companions.
Leaches: Costs 2. 3 uses. Target suffers 10 stress and has a disease removed.
The Cure: Renamed Borborygmic Study. Costs 2 and targets self. +10 ACC, +33% Blight/Bleed Duration for 4 battles.
Self-Medicate: Costs 2 and targets Self. -10 Stress, heals 20% HP, removes bleed, blight, and a disease. +20% disease resistance for 4 battles.
4 Comments
E.R.I.N. 5 Nov, 2022 @ 7:40pm 
My only real issue with this is that you reworked Toxin Trickery. Other than that, great rebalance.
DetourDunnDee  [author] 30 Nov, 2020 @ 7:45am 
@ironsuaba I was mostly just being cheeky. There are a few very silly easter eggs tucked in some of the tooltips and *barks* that I will probably revert later on, but for now I hope they give people a good laugh.
strike478 30 Nov, 2020 @ 6:30am 
Good job
ArachnidCommunist 30 Nov, 2020 @ 1:01am 
Had a laugh from the "Finish It" renaming. I understand the reasoning, but... it's a reference to MK, you know?