Darkest Dungeon®

Darkest Dungeon®

[OUTDATED] The Mountain - New Dungeon - Community Project
Ideas for Themes & Uniqueness of The Mountain
Theme:
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As discussed in another thread some have talked about some animal spirit/totemic theme and I asked myself what would give this dungeon more relevance.

Discussed were also the ideas of dead spirits, be they animal or human, possessing the living through various means, thus making the mountain inhabited by a combo of Beast + Unholy enemies.

Unholy types were formerly either restricted to the Ruins or given to various random encounters sprawled throughout the other dungeons. The idea of the spirits of the dead, instead of animated bones, should give it a whole new take on the Undead theme and an identity of it's own.

This would in turn give the Crusader and the Vestals +Unholy Damage abilities and quirks/trinkets more relevance!


Light-Meter:
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Much like the Crimson Court has a special torch that also counts for all intents and purposes as light level 75+, then maybe in this dungeon things should count as light level -25 (concerning trinkets and quirks).

I also like the idea of instead of a light meter it counting as a heat meter, requiring the party to keep warm via camping through firewood - which means additional firewood needs to be purchasable at the provision screen.


Trinkets and late game grind:
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Further, to get back at the spirit/totemic theme, maybe the sole reason to grapple with this dungeon is to gear up with some special trinkets.

Special trinkets, though, would either lead to making old ones obsolete, or not bringing anything new to the table, so why not instead of making whole new trinkets, have the ability to further improve already existing trinkets, infusing them with the spirits of the mountain/animals, giving them some minor additional strength, like for instance the Blasphemous Vial of the Plague Doctor, having instead of +15ranged accuracy +18ranged accuracy, or a small, different suffix/prefix, just to give people the option to farm for some cutting edge, instead of oversaturating the trinket table?
Last edited by Schadenfreude; 23 Jul, 2017 @ 12:58am
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Showing 1-13 of 13 comments
Schadenfreude 19 Jul, 2017 @ 9:34am 
Rations:
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Ration finds should be scarce, requiring stacking up on rations pre-embarking, and curios may reward parcels not whole stacks of food, making you conserve rations to use all the firewood to stay warm, instead of blowing it all on elaborate feasts to reduce stress and keep healing.
Last edited by Schadenfreude; 19 Jul, 2017 @ 9:39am
Le Comte Noir 19 Jul, 2017 @ 9:43am 
If there happens to be "ice" themed monsters in this dungeon, freeze-like stun effect would be nice. But ofc I don't really know much about moding.
Schadenfreude 19 Jul, 2017 @ 9:45am 
Originally posted by Caporegime WooJhan:
If there happens to be "ice" themed monsters in this dungeon, freeze-like stun effect would be nice. But ofc I don't really know much about moding.
I agree, there should be more hazards regarding the stun status effects, making things like Willburs Flag and the Hard Noggin quirk/Trinkets with stun resist or skills removing stun effects more relevant.
Last edited by Schadenfreude; 19 Jul, 2017 @ 9:46am
Yar 19 Jul, 2017 @ 9:52am 
Ghosts. Remember that banshee in the opening cinematic? We need more ghosts!
Moon/Void Slime 19 Jul, 2017 @ 11:04am 
I am working on a custom Heat meter atm. Currently both Torches and camping give warmth. High warmth functions like Normal light, while low warmth decreases stun resist and increases stress gained.
Moon/Void Slime 19 Jul, 2017 @ 11:06am 
I do agree that the undead, ghosts, spirit theme should be more present to give this area a more unique flavor. We have had very little to deal with the paranormal past the opening cinematic ghost, and the curio one.
Schadenfreude 19 Jul, 2017 @ 3:08pm 
Originally posted by Dizzy The Lucario:
A large amount of Debuffing related to Protection, dodge and speed if affected by a ice-like stun should ensue, showing how dangerous the area is to you and your armour. :yawp:

I'm not fond of the idea of another debuffing heavy zone, the Weald already provides pagens inflicting their damned hexes on the Heroes, so that theme is already present.

I personally would like to see this become a very unique Dungeon in it's own right and it's own challenges, which is why I like the aforementioned idea of stuns (not saying this zone shouldn't carry any debuffing enemies).

But I have to admit that stuns alone are lacking variety.
Last edited by Schadenfreude; 19 Jul, 2017 @ 3:20pm
Vampyr Valkyrie 19 Jul, 2017 @ 3:54pm 
Originally posted by Moon slime:
I am working on a custom Heat meter atm. Currently both Torches and camping give warmth. High warmth functions like Normal light, while low warmth decreases stun resist and increases stress gained.
i think lower warmth should give speed debuffs as well.
Vampyr Valkyrie 19 Jul, 2017 @ 3:57pm 
Also if we wanted to draw from some more Lovecraftian like things, there's an area in the Lovecraftian Horror board game "Shadows of Brimstone" where there is alien technology, having small machines being curios or enemies. Maybe a thrall-like creature that serves as an alarm for reinforcements
Schadenfreude 20 Jul, 2017 @ 6:00am 
Originally posted by Dizzy The Lucario:
Originally posted by Schleicherfreund:

I'm not fond of the idea of another debuffing heavy zone, the Weald already provides pagens inflicting their damned hexes on the Heroes, so that theme is already present.

I personally would like to see this become a very unique Dungeon in it's own right and it's own challenges, which is why I like the aforementioned idea of stuns (not saying this zone shouldn't carry any debuffing enemies).

But I have to admit that stuns alone are lacking variety.

I was using some logic of science and so on when thinking of this brand new area, and the challenges the heroes may face within.

Well, at least PROT% should be debuffed in some way, as basically no enemy in the entire game does so, and in the freezing cold, Metal armours wouldn't stand up very well due to the tendancy to break on hard enough impacts.

In other words, The stuns and in general entire area should have some kind of debuffs, but not the standard Dodge or Accuracy reductions, Making it further Unique, you know?

As you quoted me, I didn't say there shouldn't be debuffs. Also no, just because it's cold metal doesn't break, you'd need unfathomably cold temperatures for that, if anything cold makes metal harder until a certain breaking point... this isn't science though and I don't wanna play this game, because this is a videogame and we already suspend our disbelief for Cosmic creatures and magic, just saying that things shouldn't make sense from a RL standpoint, but a gamewise one, you can then make a theme around the mechanics, everything else serves false dichotomies. :)
Last edited by Schadenfreude; 20 Jul, 2017 @ 6:02am
Schadenfreude 20 Jul, 2017 @ 6:25am 
Originally posted by Dizzy The Lucario:
Sorry, let me restate my point. Use -PROT% debuffs on enemies who cause stun. Prevent the Man-At-Arms and possibly a couple other heroes from just being just as good as they are in other areas. It'd also open up the different skills setups and party formations you may be able to bring, Like using Houndmaster's Defend ability as a alternative to the Man-At-Arms Defend. Because A: The variety of Debuffs used in main game isn't very diverse, usually just being the basic speed, accuracy and dodge debuffs, saving -% Healing Recieved and other, more devastating stat debuffs for a very select few enemies. B: I know science doesn't apply really. But some semblance of logic is required...

I like the idea of making certain heroes undesirable, instead of just heroes be either neutral or favorable, in certain dungeons. I second this, but such debuffs would entail utter annihilation of such a stat, like theChavalier's debuff of whoppin' -50 Dodge!
Last edited by Schadenfreude; 20 Jul, 2017 @ 6:26am
Schadenfreude 20 Jul, 2017 @ 6:36am 
Originally posted by Dizzy The Lucario:
Originally posted by Schleicherfreund:

I like the idea of making certain heroes undesirable, instead of just heroes be either neutral or favorable, in certain dungeons. I second this, but such debuffs would entail utter annihilation of such a stat, like the Chavalier's debuff of whoppin' -50 Dodge !

The debuff doesn't have to be as huge as that bloody annoying debuff right there, but it should be persuasion that if you're going to try and use say, Man-At-Arms, it may be more preferable to use Debuff Resist boosting trinkets rather than Barristian's Head and Tough Ring, so you have a much more reliable, but overall less potent, stat. Say, -5 / -7% / -10% PROT on the stunning enemies would really emphasise that point (Based on Dungeon Level, as a Debuff usually has a higher chance than a Stun, and they can really stack up if multiple stunning enemies target him, either coincidentally or because you may have been marked).

Meh, if you do something do it right, a miniscule debuff isn't gonna disuade me from picking an accordingly fitting party comp.
Schadenfreude 23 Jul, 2017 @ 1:01am 
On the discord Meep issued an idea for varying sorts of activities for quests on The Mountain.

My idea for progressing tiers of this dungeon would be to, instead of progressing through conventional means (completing random quests) you'd need to complete quests that are about "Scaling the Mountainside", which have very linear corridors, while the other quests will be centered around doing activities on the current and next plateaus that have been scaled so far, with greater branching corridors and room setups.
Last edited by Schadenfreude; 23 Jul, 2017 @ 1:21am
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