Darkest Dungeon®

Darkest Dungeon®

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Vigilante Minor Rebalance and Tooltip Patch
   
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Class Mods: New Class, Class Tweaks
Tags: vigilante
File Size
Posted
Updated
369.950 KB
14 Sep, 2022 @ 4:14pm
7 Aug, 2023 @ 11:09am
21 Change Notes ( view )

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Vigilante Minor Rebalance and Tooltip Patch

Description
DISCLAIMER & IMPORTANT INFO
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REQUIRES THE ORIGINAL CLASS MOD TO FUNCTION:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2738094975
THIS PATCH MUST BE PUT ABOVE IT IN THE LOAD ORDER TO WORK PROPERLY.

All credit for creating the class goes to Badger and the following:
Sprite art by RedDye and Turtle.
Icons, equipment and trinket art by Terkmc.
Animations by 54NBB.
Writing by Cat.
Custom sound effects by Terkmc.
Wallpaper and splash art by Zar.

There would have been no class for me to rebalance without their work so do support them if you can, they do great work. There are links to a couple of their Patreon pages on Badger's mod page.

WHAT I CHANGED
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~SKILLS~
- Combo Shot: Tooltip for Combo 1's 'enemies other than target' fixed
- Combo Shot: Combo 1's effect changed from flat damage that would pierce armor to a 3 round bleed
- Anticipation: Damage bonus on riposte heavily reduced (though the damage bonus still remains positive), both in the innate damage of the Riposte skill itself and the buff it provided. As a balance to the damage nerf, it now lasts as long as the Highwayman/MAA's Riposte. In practice, I find the damage to now be comparable or slightly higher than the Highwayman's Riposte.

In general, I find the rest of the Vigilante's abilities to be fine as far as balance is concerned. Anticipation was the biggest balance offender in my mind as every other character with a Riposte gets a damage reduction while the Vigilante was getting a rather sizable damage buff. It was only a 1 round Riposte and he is rather squishy, but it was still absolutely destroying whenever I used it. Additionally, the flat damage on Combo Shot was rather strong and could be done turn 1 for some chunky field wide damage. I changed it to a Bleed so that it wouldn't be so 'nuke-y' while also giving it a chance to be resisted.

~Trinkets~
- Stim Pack: The 'increased damage taken debuff on friendly skill' changed from lasting for 1 battle to lasting the next 3 rounds. Debuff slightly increased in strength to compensate. (explanation below)
- Reinforced Vambrace: Removed the Riposte damage debuff since I already reduced the damage on Riposte. Otherwise unchanged.
- Ultimatum (CC trinket): Removed -30 dodge, added -15% max HP.
- Robust Shackles (CC trinket): Tooltip for increased crit against full HP enemies fixed. Removed -40% damage and added -100% crit against enemies with under 75% HP.
- Crimson Court Set Bonus: Removed +20% damage vs stunned. Added +20 accuracy.

The reason for the Stim Pack changes was because the damage increasing debuff on friendly skill was proccing at the end of fights. This is because the Vigilante's Combo is effectively just a set of transformations and he has to change back to Combo 1 at the end of a fight which was being counted as a friendly skill. Because of this, you would get a +5% damage taken debuff after the fight had ended and be forced to go into the next fight with that debuff still on you since its length was '1 Battle.' This didn't seem intentional, so I changed it to only last for a few rounds and slightly increased its strength to compensate for it not infinitely stacking throughout a fight. It's still possible to go into another fight with a debuff from the previous, but not guaranteed anymore.

For the Vambraces, they technically got a buff but it should even out with the nerf I gave to the actual riposte skill. I considered decreasing the odds of proccing the block as well, but I figure a self mark on one of the squishiest classes I've ever played with was risky enough already.

The CC trinket set got the biggest changes by far. I think I understand what the original intent was, to provide an alternate style of play using the set, but it was underwhelming and very counter to the glass cannon playstyle of the class at base. The original set seemed to be intended to turn the Vigilante into a backline stunner/debuffer by increasing the odds of both and adding a stun on crit effect. However, the -40% damage was pretty brutal and the +20% vs Stunned on the set bonus was highly situational and still left you dealing much less damage even if you did manage to get it working for you. Considering the Shackles came with a +100% crit against full HP enemies, I decided to change the set into something intended to make the Vigilante into a full-on alpha-striker with the downside being that he loses all crit against any enemy under 75% HP. This makes him a beast against trash mobs but less effectual against bosses. For the set bonus, I removed the damage vs stunned considering its hugely situational use and instead added accuracy as that's an important thing that the set is missing. The set, particularly the Shackles, is likely a bit on the strong side now but I feel that's ok for CC trinkets.
9 Comments
George, prophet of Yakub 25 Aug, 2023 @ 6:47am 
Dont you think Crystal Mask is near entirely useless? A tradeoff, not even a strict buff, that makes ranged skills more reliable - for the price of an entire trinket slot, and some comet shards.
Id actually consider it worthwhile if it affected global acc and crit. To land the vampiric axe Chop can be quite important.
George, prophet of Yakub 25 Aug, 2023 @ 6:38am 
I dont think Combo Shot's AoE is op. AoE's against front line positions generally arent, and thats what this skill is, pretty much
Ossium  [author] 7 Aug, 2023 @ 11:17am 
@OxTailSafu
Just updated it and it's working for me on my save now. Give it a shot.
OxTailSafu 6 Aug, 2023 @ 1:27pm 
Does anyone have any idea on how to add the missing bleed splash effect for combo shot?
Amainy 12 Jul, 2023 @ 3:08pm 
.info file called for the wrong effect for the Combo Shot's splash bleed.

"vigilante_shot_splashrb" does not exit
firstername 28 Mar, 2023 @ 12:08am 
bleed on 1st combo still not working for me?? pretty sure i have it updated
Ossium  [author] 16 Dec, 2022 @ 6:36am 
@Paco da Pea
You are correct. Guess I forgot to copy the actual effect over when I was making the public version of this.

Got it added now so should be seeing that update come through in not too long.
Paco da Pea 16 Dec, 2022 @ 12:11am 
After doing a bit of digging I notice that the effect that is supposed to be at play doesn't exist in the effects file, so on 1st Combo the Combo Shot would just be a generic ranged attack.
Paco da Pea 16 Dec, 2022 @ 12:05am 
Is it just me or is the Party Bleed from Combo Shot's 1st Combo effect not working?