Darkest Dungeon®

Darkest Dungeon®

[21/02] Heroes Reborn [v1.3.1] Charmed
This topic has been locked
Quam 1 Aug, 2017 @ 3:59am
First feels on apprentice!
Okay I started a new save and did some testing on a new save.
Be Aware that this is based on apprentice lvl dungeons! So I will check out what's going on on vetera and champion lvls. Becouse there and above the use of marks will be handfull.
So this is based only on 4-5 runs with each class (Pitch Black that is, always, and not on highest difficulty - i don't like the week limits)

Arbalest is well done! For me it was too mark dependant.
I like the change to Supressing Fire it's a really powerfull skill and the -speed debuff is a great penalty for it. Like the class now.
She could also bring a bandage with herself (provisions)

Hellion - like the change made to Breaktrought now it's a really fun skill wihout scouting pings, also I started to use Bleed Out instead of Wicked Hack on some places (like the weald or the warrens). Nice QOL changes.

Houndmaster, Hound's Harry is a bit too powerfull on apprentice lvl when he was lvl 2 with armor and skills the bleed was too big. Same for Bounty Hunter's Caltrops with 2 of them all 4 targets had 6 pts/3 rounds.
PD stunned back row, Hellion front row 2x HM 12 pts after 2nd round.
YET I know they are lvl 2 characters with lvl 3 skills/armor, so they CAN be powerfull.
The + crit - bleed is strange... crit is too random for me, yes I think that's a nice change for how versitalie HM Was in vanilla.

Man at Arms... I notices he crits kile a truck, the crit boost is too big.
I made Antiquarian in position 2 giving guard on MAA and revenge and he sometimes crit 5-6 times in a row (Cove), Bellow and Rampart where allready strong as hell, now they are even stronger with more dmg.

Occultist.
I noticed that Hands from the Abyss are now usable/profittable only in low light runs. Becouse carrying him in position 2 only for stuns isn't payable.
For those extra torches I'll take a better stunner and with those empty bag space for troches I'll fill them with gold. Even the bonus accuracy won't make it. Why? Becouse I take him on position 2 to be a dediated stunner, healer. I don't need that extra accuracy.
And in low light he is too squishy for position 2. So uh... yeah. Interesting, needs further testing.
(Maybe a small dmg buff if torch under 26? Just thinking out loud)

Plague Doctor. Incision well done! Finally I can take him to the Weald as a dot curer, stunner and someone who can hit! I want to try him with the set trinkets from CC. Interresting change.
Noxious Blast... as for now it feels really strong, but i'll see how it it on higher difficulty.

Vestal... this one are wierd. So... OK I think Judgement and Dazzling Light are far too strong now.
First of all position 2... why should I use Mace Bash insteed Dazzling Light? The Undead bonus is... well OK but I can't stun position 3 while with DL I can, also the stun chance is bigger on DL, and accuracy is the same plus I can stun position 3.
Illumination and Hand of Light are quite interesting changes... Yet I don't need to use them. Why? Well DL and Judgement got a boost in acc, so no need to boost my accuracy even more, and waste a turn in witch I can stun something :)

Bounty Hunter, quite OK as for now, Yet Caltrops seems too powerfull hitting all 4 targets... maybe last only 3 and 4 would be ok, but all 4 is a bit too much. I'll test it :)

and for the dessert the Leper!
HOOOOOOOO BOY :D

This one is hard... I think NOW his accuracy could come back to the vanilla levels becouse this guy is one BADASS. And I need to play him more and see what comes up.
Purge idea is great! Never thought of it... it is GREAT idea yet... it bring Solemnity somehow down.
Intimidate is way out of control... the debuff after this should be -90% for 3 rounds... this skill make the game a walk in the park, not only does it stun, but also bring pos 3/4 enemies to position 1/2 where they mostly don't use their deadly abilities...
THIS skill needs to be changed. Even with -50% dmg the Leper still hits like a truck.
So... idk, the stun + knockback is ok but on 1 enemy, not both. and even tho this skill will be really powerfull.
(also I saw the debuff being 1 round makes no sense, should be at least 2 or 3, but I saw in the Sheet it is now changed to 2 rounds)

For the rest characters I need to play them a bit more, and use them in fights.

Yet thanks for the good work! Keep it up! Cheers! :)
< >
Showing 1-2 of 2 comments
Papergirl  [developer] 1 Aug, 2017 @ 8:04am 
Thanks for taking the time to write a review of the mod, I've shared slightly similar concerns before and its nice to hear the feedback from someone else. I will tweak here and there later this evening so expect an update at around midnight CEST. Cheers!

Edit: Check the spreadsheet for the changes that are being tested, mostly the Vestal and Leper
Last edited by Papergirl; 1 Aug, 2017 @ 9:07am
Quam 1 Aug, 2017 @ 1:25pm 
ooOO - OOoo
Knockback 3 (100% base), -20% DMG (100% base), Other Heroes: Stress +5

IMO on paper the skill is now worst than the vanilla one... becouse the vanilla at leat debuffs prot, if it where both 1~2. than maybe... but only knockback and -dmg... crap even with -99% dmg he CAN crit for 1 and couse stress to party, with stun he can't, that's the idea.

Knockback 3 + Stun + debuff self -50% (dmg 2 even 3 rounds) but only to 1 target position 1-2.

As for Revenge I will try it, but wasting 1 turn to buff rather than attack/stun is bad for me becouse the enemy will have a turn to couse tress or crit/dot.

Vestal changes looks nice, I'll try them in combat.
< >
Showing 1-2 of 2 comments
Per page: 1530 50