Darkest Dungeon®

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[21/02] Heroes Reborn [v1.3.1] Charmed
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Papergirl  [developer] 1 Aug, 2017 @ 2:46pm
Heroes Reborn v0.1 Change Notes and Discussion
v0.1

-Bounty Hunter
-Caltrops
-1 bleed dmg per rnd

-Hound Master
-Hounds' Harry
-1 bleed dmg per rnd

-Leper
-Chop
-5 Acc (+5 compared to Vanilla)
-Hew
-5 Acc (+5 compared to Vanilla)
-Intimidate
No more stun
No more self damage reduction
Can target R1-2 (from R1+2)
Target Damage reduction is back (-20%,-23%,-26%,-30%,-33%)

-Man at Arms
-Base Crit
from (5, 6, 7, 8, 9) to (1, 2, 3, 4, 5)
-Crush
Crit From (5, 6, 7, 8, 9) to (2, 2, 3, 4, 4)
-Rampart
Damage from 50% to 40% (Same as vanilla)
-Bellow
Damage from 20% to 10% (Same as vanilla)

-Occultist
-Sacrifical Stab
Damage from 100% to 70%
Added bleed (3,3,4,5,5)

-Vestal
-Mace Bash
Damage from 100% to 66%
Stun chance +25% at all levels
-Judgement
Damage from 100% to 90%
-Dazzling light
Stun chance -25% at all levels
Can target R1-2-3-4 (from R1-2-3)
-Hand Of Ligth
Damage from 80% to 100%
No more acc self buff

Notes:
Leper, the leper was overbuffed, insane levels. Too many buffs were applied at the same time. He got his well deserved nerf. Intimidate is still under testing.
Vestal, Mace Bash was supposed to have the better stun in the first place, fixed now together with some other changes.
Man at Arms, was perfectly fine in vanilla and unnecessary changes were made.
BH and HM bleed, bleeds and blights have a really akward scaling. They are almost always be at their best at apprentice level. I'm gonna take it slow with these two and only nerf the bleed slightly and see how it works out now.
Last edited by Papergirl; 18 Feb, 2020 @ 7:40am
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Showing 1-9 of 9 comments
Quam 2 Aug, 2017 @ 2:44pm 
Nice work there!

As for Leper, intimidate is quite usless now.
Target Damage reduction is back (-20%,-23%,-26%,-30%,-33%)
BUT... did You consider a -crit chance debuff insteed dmg? That would be amazing.
Yet he is finding his place, I like him. The only skill I won't use (only once for testing) is Rvenge
And I was thinking maybe change revenge so it will give a party member a -% stress buff? Or even buff the whole party with -% stress.
This could be handy on some heavy stress mosnters or countering those stress dots what do You think?

The Occ is so damn good now... I started not to run Vestals.
To be honst, all Occ skills are so well done I want to use all of them!

Love the Hellion now, Arbalest is one of my favorite with Suppressing Fire (yet I think it should have a negative crit chance mod, it is sometimes too powerfull)

I'll do futher testing.
Keep it up!
Uncle Al 2 Aug, 2017 @ 4:36pm 
Definitely enjoying the variety of playstyles the mod brings, so thanks again for your work so far.

I didn't have a leper on squad when he had his double stun of doom, but he's back to lacklustre now. I can see your problem, because I don't have any genuis ideas or how exactly to fix him without making him disturbingly similar to another character (things like giving him a rear hitting attack like iron swan, or a guard so he can actually tank). Although he's a bit of a ranter, check out DirtyRobot's leper video on Youtube. He highlights in detail why the leper is so bad, because he's so out of synch with the whole meta of successful strategies. Might give you some ideas of where a fix is needed.

Arbalest seems to do outrageous damage now, but I'm still only in apprentice dungeons and may have had some lucky rolls.

Grapeshot blast might be a little overpowered. It was nerfed to the point of uselessness in vanilla, so the improvement is appreciated, but regularly comparing tooltips in actual combat its damage is often very close to a pistol shot on an unmarked target, making it your go to move alarmingly often. Possibly that's because pistol shot is still too weak, but possibly a 5% downtweak in damage modifier might be appropriate.

Oh you might want to consider changing one or two of the highwayman's melee abilites to hit beyond the second rank. I seem to remember PBD, among others, lets duellist's advance and open vein hit third rank, possibly with duellist's advance hitting anywhere. Can't recall exactly but it worked very well. The issue is that a lot of the HWM's trinkets encourage him to go all guns or all melee, and all melee just isn't an option when you can't hit beyond rank two (because you're now an even worse leper....). Damage on duellist's advance seems very lacklustre but I haven't tried out any really abusive riposte shenanigans yet.

Last point on riposte moves. I haven't got far enough into the game to see, but (unless it's been fixed) riposte's accuracy didn't increase with skill level in the vanilla game, so they became useless in champion dungeons, because the riposte always gets dodged. Might want to have a look at the accuracy numbers on the riposte if you're playing around with the skills anyway.

Keep up the good work!
Quam 3 Aug, 2017 @ 12:13am 
The problem with Leper is that in slot 1-2 there are classes that can do their roles better than him.

Leper cannot heal, stress heal, buff, debuff, stun, attack rank 3-4, do anything when shuffled to back ranks. In other words he needs a very specific team comp to be effective and a scouter not to be shuffled or a + move resist item on fights like Shambler.
So any other class in his position bring more profit to a party.
His accuracy is not a problem You can camp buff him, give him a Sun/Moon ring.
Or look for quirks with +acc vs specific enemies.

Also his skills are badly design, 99% You use only Chop/Hew/Whithstand/Solemnity so only attack, heal and stress heal, nothing else.

Revenge is garbage, becouse while You waste a turn to buff wbile You can kill something, finish something or do some damage while some other character kills it.
Why would You even consider NOT attacking with Leper?

Knockback skills are usless, the front rank isnt that dangerous (outside the Cove, and even with 4 enemies the same type why would You knockback?) and the back goes before the Leper does. That is why BH and PD are nice becouse they can stunshuffle the back ranks to position 1-2 and than the Lepers eats them, this is the only effective Way... also RNG when You stunshuffle a position 3 into 4... well too bad for You ^^

As for bosses, outside of pounder and ship I don't see a place for the Leper.
Ruins: Necromancer? - killing skeletons.
Warrens: Not.
Cove: Ship
CC: never.

I have ideas for Leper, but I lack the ability for doing this kind of things.
Withstand change, Guard position 3+4 for 1 maybe 2 rounds, limit the use for 1 or 2 per battle - is this even possible to guard 2 position at once? idk... mark himself and/or put some debuff on himself even for 1 battle.

Stress handling, I would delete revenge skill and change it to something else.
A party buff that reduces incoming stress, starting from 10% @ lvl 1 going to maybe 16-20% @ lvl 5, one use per battle lasting 1 battle.

He can also take away party stress and giving it to himself (he can self heal stress), witch includes taking Horror debuff on himself.

I think this would be a nice change to make him a heavy stress handling character outside Jester/HM and Crusader

I also notice that aoe skills are a bit to powerfull in damage, tbh I thout about aoe skills, and they are hard to balance, if You do them too powerfull, You can make the game to easy, if You make them to weak... they are useless. The BEST think what comes to mind is making them hit 2 targets, like rank 1-2/2-3/3-4 or make them hit 3/4 targets really low like -90%/-85% but debuff them with speed/accuracy/crit chance/dodge.

Highwayman can't hit rank 3, Pistol Shot would be useless, this is not his strength, his strength is riposte witch grants him so much extra attacks.

Maybe take away the -dmg modifier of Pistol Shot but limit it's use to rank 3 and 4.
HWM strength is in riposte, on bosses that have multiple turns he can attack every single time he takes dmg this is insanely good! Also he shines with Antiquarians Protect Me, witch is absolutley amazing.

As for riposte acc is there not for a reason, it limits the user not to have too many actions, in other word You have to invest in accuracy trinket, camping skills, quirks, buffs.

The default HWM riposte stays at 85% base acc while MAA stays at 90%.
Last edited by Quam; 3 Aug, 2017 @ 12:16am
Papergirl  [developer] 3 Aug, 2017 @ 12:34pm 
Changes to most of the classes that you guys mentioned are being tested atm. Riposte scaling acc is getting looked into. No changes are planned for Intimidate. Besides revenge the leper looks fine to me atm. Full reasoning behind this will be posted with the patch notes of v1.2.
Quam 3 Aug, 2017 @ 1:16pm 
I did some Veteran runs today, with killing the Hag, Siren and Crew.

Well... the Hag died with a 20 point bleed dot. Occultist got his HP reduced to 60% in the pot before she died.

The Occultist Sacrificial Stab dot is too powerfull, why?
He CRITs like a truck, and crit dots are applied for 5 rounds not 3, on bosses with multiple actions he wrecks them with his crit dots.

Houndmaster, such small nerf as removing the bleed from Hound's Rush made him really weak, the bleed should come back. With Arbalest being so strong there is no place for Houndmaster now.

About Arbalest she is a bit too strong, all her attacks hit like a truck. She hit a veteran 55% prot skeleton fo 1/2 his HP no crit not buffed. Sure I had +35% dmg from trinkets yet the damage she does is too much, Bola damage is also too big.

Abom is a beast, hits like a truck, bleeds like crazy, and his transformations heals stress.
He is now not a risk - reward character. The stress heal should be max 50% his transformation stress.

Grave Robber, not bad, but her crit buff should be only 2 rounds so she can't tack it too high, becous she crits like a monster with + 14% she goes allmost to 40% crit.

The Vestal changes went nice, she is a really good position 2 character.

This is for now, I'm going back to the game :)
Quam 4 Aug, 2017 @ 1:11am 
I started posting before Your comment about 1.2 changes. Looking forward to it!

Played some more later on.

Yet as for now I have a feeling that dot damage is too powerfull and should be a little but cut down.
Later that day I found a Shambler on a dark run in a random corridor fight on Veteran dungeon. I had an Antiquarian that Was supposted to be a gold run...
Antiq-Occu-Flag-Helion*
As for Hellion I don't use Wicked Hack and Iron Swan, don't see a point, they are too weak compare to the dot damage now.
YAWP-If it Bleeds-Bleed Out-Adrenaline Rush.
Shambler had 20+ points of dot all the time.

So i started thinking.
The dot numbers are so high, maybe limit the duration from 3->2 so it won't stack so high.
Dots are good when it comes to bosses that have a minimum of 2 actions, this is where they show their power, the CC intoduced bosses with 3 actions so the dot damage did full power on 1 turn.

Yet on trash mobs it didn't, never. There are rare example od a full 3 turn dot tick on an enemy.
As a PD I apply blight, they take damage and do action, and than I stun them.
So we have a full 3 turn dot, becouse the 2nd tick is on the turn where they get out of stun and the 3rd tick should be lethal.
Buffing dot damage made the damage get a little bit out of control especialy on fights when You focus 1 enemy.

I also noticed that buffing stun/debuff chance made me avoid using stun/debuff trinkets so I can focus more on raw damage.

Some other toughts:

With boosted crit chance I don't need a stress healer, I don't take stress becouse the enemy die so fast they can't do anything. I met a Unclean Giant, marked it, and the Arbalest almost 1 shot him with a crit.
Suppresing Fire is a 4 target aoe, I always see a minimum of 1 target getting crit, sometimes even 2.
Occultist crits with his dagger 7/10 times (with his trinket for +4% crit vs eldrich, he's a crit machine).
I think crit need some down tuning.

I started to think about MARKS.

You had a great idea to combine marks with a buff or a good (prot) debuff.
That really made it better.
I was thinking to make marks last 1 battle so it would make sense to take some classes on miltiple action bosses. But i don't know if it would be too op.

So I tought... what if hitting a marked target would make You a stress heal?
Amplify it to a skill:
+50% dmg vs marked
+5% crit vs marked
-10 stress cured when attacking marked

Also You could do simmilar thing to a skill with mark self, when the enemy attacks You (the marked target) other party members lose stress (a small amount od 2-5?).
Imagine the Leper using Withstand, mark himself and 2 Fungal Scratchers or Spiders or Cultist Brawler who love to hit mark targets happen in a fight, SURE they can crit and couse stress, but they also can heal stress.

I don't know if that's doable, but I think I share my thoughts and maybe You'll make some use of them ;)
Uncle Al 5 Aug, 2017 @ 2:50am 
Originally posted by Quam:
I did some Veteran runs today, with killing the Hag, Siren and Crew.

Well... the Hag died with a 20 point bleed dot. Occultist got his HP reduced to 60% in the pot before she died.

The Occultist Sacrificial Stab dot is too powerfull, why?
He CRITs like a truck, and crit dots are applied for 5 rounds not 3, on bosses with multiple actions he wrecks them with his crit dots.

Houndmaster, such small nerf as removing the bleed from Hound's Rush made him really weak, the bleed should come back. With Arbalest being so strong there is no place for Houndmaster now.

About Arbalest she is a bit too strong, all her attacks hit like a truck. She hit a veteran 55% prot skeleton fo 1/2 his HP no crit not buffed. Sure I had +35% dmg from trinkets yet the damage she does is too much, Bola damage is also too big.

Abom is a beast, hits like a truck, bleeds like crazy, and his transformations heals stress.
He is now not a risk - reward character. The stress heal should be max 50% his transformation stress.

Grave Robber, not bad, but her crit buff should be only 2 rounds so she can't tack it too high, becous she crits like a monster with + 14% she goes allmost to 40% crit.

The Vestal changes went nice, she is a really good position 2 character.

This is for now, I'm going back to the game :)

Just passing through quickly, I'll try and be more detailed next post, but I pretty much agree with all of Quam's findings on this lot.
Papergirl  [developer] 5 Aug, 2017 @ 9:34am 
v1.2 releasing in around 6 from posting this, crits has been relooked at entirely and should be less of a problem now! This post will be locked once v1.2 releases. Cheers!
Last edited by Papergirl; 5 Aug, 2017 @ 9:36am
Quam 5 Aug, 2017 @ 11:25am 
Nice! Looking forward to the changes!
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