Darkest Dungeon®

Darkest Dungeon®

Marvin Seo's Falconer Class Mod
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Marvin Seo  [developer] 19 Jun, 2018 @ 10:19am
Have Any Feedback? Talk About It Here!
With Color of Madness, I've done many changes to existing elements of the Falconer. Let me know what you think! :D
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Showing 1-12 of 12 comments
Domino 20 Jun, 2018 @ 6:53am 
As for overall feedback, I actually really like this. I'm picky when it comes to mods, especially big ones that add a lot such as extra characters (this is the only one of those I have), but I find it the Falconer very unique and interesting, and especially well-balanced after this update. It fits in well with the vanilla characters after using it a bit with an open mind.

That all being said, some of the animations and sounds are just a bit off-putting to me. The falcon's battle idle animation in particular seems really.. jagged to me. The wings look and move too stiff and kind of "snap" into place rather than flap up and down. The attack hit/miss sounds could also afford to be touched up a bit in general, but these are nitpicky complaints, if they can even be called that.

Another thing to consider is that I believe her damage output might be a bit too high. She's advertised as a debuffer first and to be weaker than most characters, but yet has more base damage and crit than the Vestal, Highwayman (in the case of crits), even the Arbalest and if you don't count bonus damage vs marks. That's not even mentioning the much higher speed. I sometimes feel compelled to not even bother with using her to mark for the other heroes since I can just spam volley at the backline for just as much and more immediate (albeit spread out) damage output. I would suggest lowering her minimum and maximum damage by 1 and her crit rate by around 2% at all upgrade levels to bring her more in line with other heroes, as her ability to deal huge amounts of damage early or even first each round of combat becomes very apparent in the lategame.
Last edited by Domino; 21 Jun, 2018 @ 6:26am
Irkhal 2 Jul, 2018 @ 11:51am 
Hello, I'm currently playing Your mods, and enjoying them greatly. However, I found a typo in falconer's journal (Journal of Diana, the Falconer 6/7) - word "mouthes" is used instead of "mouths". Furthermore, in Ancestor's statue Pages from a Lost Diary are going in wrong order - 1, then 10, then 2, 3 and so on. Once again, great mods, and waiting for the fixes :)
Irkhal 4 Jul, 2018 @ 4:56pm 
One additional thing - using your journals mod fixed that issue - all I had to do was put it on top of the mod queque, and both the typo and the strange numbering went away (so I guess it simply overwrote everything with the corrected version). So sorry to bother you, and keep doing your great work!
Raygan 11 Jul, 2018 @ 9:09am 
This is going to be a long crash/bug report so bear with me.

It all started when the game would crash from loading into a veteran or higher mission. The game would simply crash on the loading screen so I set out to find what mods were causing that. Through long and extensive testing I have found some weird interactions with your class mods:

Whenever I load into a veteran (or higher) mission with either Thrall or Falconer mod (not both) the mission would load fine but when I exit to main menu while in the mission the game would crash.

Whenever I tried to load into a veteran (or higher) mission while having both Thrall and Falconer installed the game would crash on the loading screen.

This also happened whenever I paired these two mods with any class mod from s-purple (Slayer, Omen seeker etc.) so these mods seem to have some compability issues.

From my testing it would seem that Lamia and Seraph classes seem to be working fine. I hope this will help you find the source of these problems.
phantasmal 17 Jul, 2018 @ 4:52pm 
If there's one thing I would complain about is that the soundbalance feels off a little. Like some noises just feel too quiet and don't really have any umph to them. Like the arrow shooting sound is barely noticeable.
Nive 20 Jul, 2018 @ 10:52pm 
Since this is your oldest class mod, I can't help but feel like there's been a lot of "power-creep". Many of her skills are mixed bags that don't really feel all that focused, and now that you've been re-tuning her after CoM, these problems only seem exacerbated.

As an example, Fleeting Escape in particular has gotten a lot of focus, even getting a matching camp skill, but the Falconer has no way of moving into rank 1 or 2 on her own in order to bank on it, leaving her totally reliant on enemies and teammates in order to access such an important skill. I suppose you could tack on a Move Forward 1 to Diversion, but the Stealth and Self-Mark wouldn't mix at all. The new Stealth is very interesting, but it was added to an ability that already did a whole lot.

On top of this, she also doesn't have that much of a solid identity. Judging by the description, originally she was supposed to be a dedicated debuffer, but you've seemed to move away from this without trimming much of that identity away. That's totally fine, but there are so many buffs and debuffs in her kit, it's pretty messy.

A debuffer/off-damage hybrid is an untapped role, one I feel the Falconer would fill better if her skills were less bloated, and each debuff was more punchy.
Nive 21 Jul, 2018 @ 2:27am 
One thing you could do to give the Falconer a unique identity is really utilize marks in neat ways so that her abilities have "double layers". A quick example would be making it so Flurry (which I think is a pretty lackluster ability with too many different debuffs) has a stun chance against marked enemies.

You could even do a sort of "double mark" tactic with Eyethief where it has a potent effect when used on an enemy that is already marked. You could go nuts with that one, the possibilities are endless. It could be as simple as a mega ACC debuff and bleed to something as wacky as +400% damage on Flurry (non-serious example).

A last, unrelated suggestion: Diversion is a very strange ability. I understand it's supposed to turn her into a dodge tank, but to me it doesn't really jive with what the Falconer is about. So the suggestion is that she can use it on anyone in the party, including herself. You could even double it up so that the Falconer gets buffed herself in someway no matter who she uses it on, so that when she does use it on herself, she recieves a greater total effect.

Plus, the concept of her marking her own teammates really sells a "Mark Specialist" identity.
Irkhal 23 Jul, 2018 @ 10:18am 
It is an awesome mod, and Your class mods mesh very well with Darkest Dungeon atmosphere. However, I have noticed that Your style has very much improved since the very first mods (for example, Sisters mod is more or less completely indistinquisable from the official content), so I have one question - is there a possibility You might consider reworking Falconer and some others armor and possibly trinkets icons artwork some day? Thank You whatever Your answer may be, and keep doing the good work :)
Last edited by Irkhal; 23 Jul, 2018 @ 10:20am
Fishy 27 Jul, 2018 @ 12:06am 
Ok so Fleeting Escape has a stealth ability with some buffs, but I really don't understand what the Falconer should be doing in pos 1/2 in the first place. She has no way of getting there and if the intent was for her to start in 1/2 and use escape as her first move...well that's just wasting a turn.

Furthermore, I don't understand why her CC trinkets buff her in pos 2. Is there something really obvious I'm missing? Does this class sit in the back dealing high aoe damage or does she sit in the front spamming marks and...flurries? Even with bonus 100% damage (maybe the calculation is weird) she still deals single digit damage with whatever abilities are available.

A bleed on eyethief is nice I guess but it seems out of place. Bleed doesn't mesh with any of her debuffs or skills.

Diversion, Flurry and Spirited Cry feel very meh to me, like they do a lot of different things but nothing particularly useful that other classes can't do better. They feel like wasted skills on the bar that I never have a reason to use. Flurry for example shuffles the front 3 ranks but I have trouble
finding a use for this. Generally speaking, enemies in these positions don't care about shuffles. Cove, Warrens and Weald mobs just keep attacking anyway. Not to mention Bloodsuckers.

Overall I'm very confused by this class. I don't know where to put her or what to do with her aside from shooting the scary things with lots of arrows.
Last edited by Fishy; 11 Aug, 2018 @ 6:04pm
Nive 27 Jul, 2018 @ 1:40am 
We're on the same page, Fishy, she needs work.

The stealth would be better fitting on Diversion, in my opinion. That mixed with my earlier suggestion of letting her have the option of giving the dodge buff and mark to another teammate would really make the ability unique and grant her access to stealth in any position. And even though marking another teammate could screw them over, the dodge buff could very well save them. It's also the kind of cut throat tactic I'd expect from an ex-brigand.

Something like:
Diversion
Mark Target
Buff Target:
+XX Dodge
Buff Self:
Stealth
+X SPD
(Usable in any rank, usable on self or any teammate)

Flurry is weird. I think at the very least it should shuffle the whole enemy team. But even then it wouldn't be very useful. The move resist and stun resist debuffs aren't really that useful either. Most enemies that resist those have ridiculous resistances and would need to be hit with huge debuffs to make a difference. The only way I could see such a debuff working is if it only lasted 1~ round and the debuff chances had to be itemized for or built up first with other abilities.

It would be cool if all her attacks did something new of the enemy was marked first. She's an archer with a falcon afterall.

Plus, if she could mark herself or her teammates with Diversion, Spirited Cry could also have an extra effect on marked heroes, which could be really cool.
Last edited by Nive; 27 Jul, 2018 @ 1:57am
Darkstar113 4 Sep, 2018 @ 5:19am 
I love the artwork and animations and how they stay true to the DD atmosphere and aesthetic. Yet, The Falconer seems to be out shone in every regard by other classes, be it damage or utility. The Houndmaster and Arbalest do it much better. The Falconer has no real strengths or uniqueness. She is a jack-of-all-trades class but doesn't do that all that well. Early game, she is great, mid-game, the other classes are a better pick, and by late game her power in comparison to others really is underwhelming.

Her debuffs need to either be strengthened or her abilities need to be able to synergise and strengthen well with other classes to make her feel unique.
White Walker 14 Oct, 2018 @ 5:44pm 
I really like her aesthetics, and her role, but every "meta" player will find her Diversion, and especially Spirited Cry speed + crit buffs pretty op. The speed and crit stacking of the diversion, (in addition to the reclaim usage of the stress heal) that lasts 3 rounds will make your characters (in addition to the great camping skills that make enemy more likely to be surprised) OP when they can out act the enemy too effectly. Id suggest to make her speed buff one time use, nerffing it to 1/1/1/1/1 or shortening the effect time to last only coming next 1 or 2 rounds. Also her accuracy debuff is super usefull when stacked. The only redeeming quality that is making her less op is her low hp. I hope you look into these to make playing with her not feel like cheating. She is great cosept overal.
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