Darkest Dungeon®

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[21/02] Heroes Reborn [v1.3.1] Charmed
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Papergirl  [developer] 5 Aug, 2017 @ 3:30pm
Heroes Reborn v0.2 Change Notes And Discussion
v0.2
General
-Prot Debuffs Marks increased from [-10% - -30%] to [-20 - -30%]
-Crit
-G1 (Tanks/Supports) [1% - 3%]
-G2 (Tank/Support Focused Hybrids) [3% - 5%]
-G3 (Hybrids) [4% - 6%]
-G4 (DPS Focused Hybrids) [5% - 7%]
-G5 (DPS Characters) [7% - 9%]
-Ability Crit Modifier
-G0 (Stuns/Heals/Moves/Marks/0-10%-Damage Debuffers) 0%
-G1 (Big AoE DPS Debuffers) -8%
-G2 (Big AoE DPS) 0%
-G3 (Small AoE DPS Debuffers) [1% - 3%]
-G4 (Small AoE DPS) [3% - 5%]
-(DPS Characters/DPS Focused Hybrids) [5% - 7%]
-G5 (Single target DPS Debuffers) [3% - 5%]
-(DPS Characters/DPS Focused Hybrids) [5% - 7%]
-G6 (Single target DPS abilities) [5% - 7%]
-(DPS Characters/DPS Focused Hybrids) [7% - 9%]
-Notes
-Bleed/Blight abilities are DPS abilities
-Bleed/Blight Resist don't count as debuffers
-Antiquarian's abilities won't be balanced around this chart
-DPS Characters aren't affected by the "debuff lower crit"

Abomination
-Transform (Human -> Beast)
-Speed buff changed from [1 - 5] to [2 - 4]
-Damage buff changed from [10% - 30%] to [15% - 25%]
-Transform (Beast -> Human)
-Party Stress Heal lowered from [16-20] to 15 at all ranks
-Self Heal lowered from [5 - 13] to [5 - 9]
-Slam
-Damage lowered from 85% to 80%

Arbalest
-Sniper Shot
-Damage lowered from 120% to 115%
-Suppressing Fire
-Damage lowered from 25% to 20%
-Bola
-Damage lowered from 65% to 60%
-Battlefield Bandage
-Healing received buff increased from [20% - 38%] to [30% - 40%]

Bounty Hunter
-Collect Bounty
-Damage increased from 100% to 120%
-Damage vs marked lowered from +90% at all ranks to [+30% - +50%]
-Damage vs humans changed from [+15% - +35%] to +25% at all ranks
-Finish Him
-Damage vs stunned changed from [+25% - +60%] to [+25% - +50%]
-Damage vs humans changed from [+15% - +35%] to +25% at all ranks
-Caltrops
-Damage lowered from 10% to 0%

Crusader
-Smite
-Damage lowered from 110% to 100%
-Damage vs unholy changed from [+5% - +25%] to +25% at all ranks

-Stunning Blow
-Damage increased from 25% to 35%

-Holy Lance
-Damage lowered from 125% to 120%
-Damage vs unholy changed from [+5% - +20%] to +25% at all ranks

Grave Robber
-Thrown Dagger
-Damage lowered from 100% to 90%
-Self Crit Buff changed from [+4% - +8%] to [+5% - +7%]

Hellion
-If It Bleeds
-Damage lowered from 50% to 45%
-Breakthrough
-Damage increased from 25% to 35%
-Self move lowered from 2 forward at all ranks to 1 forward at all ranks
-Bleed Out
-Damage increased from 125% to 140%

Highwayman
-Pistol Shot
-Damage increased from 80% to 90%
-Grapeshot blast
-Damage lowered from 55% to 50%
-Castable ranks changed from 2-3 to 2-3-4
-Tracking Shot
-Damage lowered from 50% to 40%
-Duelists' Advance
-Damage lowered from 50% to 40%
-Riposte
-[WIP]

Houndmaster
-Hound's Rush
-Damage increased from 100% -> 115%
-Damage vs marked lowered from +90% at all ranks to [+30% - +50%]
-Damage vs beast changed from [+15% - +35%] to +25% at all ranks
-Blackjack
-Damage increased from 60% to 65%
-Stun effect chance lowered from [125% - 165%] to [100% - 140%]

Jester
-General
-Base Damage increased from [4-7 - 7-13] to [4-8 - 8-16]
-Harvest
-Bleed effect damage lowered by 1 at all ranks
-Inspiring Tune
-Stress Heal decreased from [12 - 20] to [10 - 18]

Leper(Check Notes)
-General
-Base Bleed Resist increased from 10% to 20%
-Revenge
-Self buff effect changed from ['+12 ACC, +1% CRT, +25% DMG, -15 DODGE, -25% PROT' - '+20 ACC, +5% CRT, +35% DMG, -15 DODGE, -25% PROT']
to ['+11 ACC, +20% DMG, -25 DODGE, -35% PROT' - '+15 ACC, +30% DMG, -25 DODGE, -35% PROT']
-Duration changed from 3 turns to 1 fight

Occultist
-Sacrifical Stab
-Damage lowered from 70% to 50%
-Damage vs eldritch changed from [+15% - +35%] to +25% at all ranks
-Abyssal Artillery
-Damage lowered from 75% to 65%
-Damage vs eldritch changed from [+15% - +35%] to +25% at all ranks

Plague Doctor
-Plague Grenade
-Damage lowered from 10% to 0%
-Incision
-Damage lowered from 70% to 60%

Vestal
-Mace Bash
-Damage vs unholy changed from [+15% - +35%] to +25% at all ranks
-Judgement
-Damage lowered from 90% to 85%
-Illumination
-Damage increased from 70% to 75%
-Hand of Light
-Acc debuff removed

Notes:
- Leper is imo in a good place now, if you read his lore on the wiki you will come around this part: "He does not need the aid of others, for he knows how to channel his energy into frightening power, or curative energy. He cannot help others with this power,". So the probability that I give him something that directly benifits his team is 0%. Let's talk about what the leper can do in v1.2 (and mostly v1.1). The leper has two great dps abilities, chop and hew can't hit backline but can from time to time get rid of nasty frontliners. Purge is the lepers' only ability that can hit the enemy backline directly. So how good is it? When the leper has level 5 weapons this ability will deal [6,5 - 13] damage. The hellion's Iron swan deals [8-16], but the leper has the added stress heal. This gives the leper something impactful to do in the race fase. Let's continue. Revenge (reworked) and withstand. Very situational abilities and there isn't much to talk about honestly. Same goes for Solemnity, very big self heal and self stress heal, very usefull is the stall fase.
Intimidate is the lepers' second ability that he can use in the race fase. Now this one is the most interesting ability he has. It deals no damage but gives a nasty debuff to the target and knocks it back 3 ranks. This ability has 3 total effects when nothing gets dodged/resisted. 1. The target (R1/R2) gets a damage debuff, very simple and can be usefull on some hard hitting frontline tanks. 2. The target gets knocked back to R4. Most frontliners deal half damage from the backline with their mobility spells and with the damage reduction buff your target just became much less usefull for 1-3 rounds. 3. The (most of the time) high priority target on R3 gets pushed away by your tatget to rank 2. And again, mirroring the frontliners, backliners often have a weaker abilities when pushed to the frontlines.
So what does intimidate do? It makes your target very weak for 1-3 rounds and makes the R3 enemy much weaker and more accesible.
His weakness is mostly his bad speed and still mediocre accuracy.
I hope that this clarifies the background of intimidate's design and hopefully the leper can finally be appreciated. :)
Last edited by Papergirl; 18 Feb, 2020 @ 7:40am
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Quam 6 Aug, 2017 @ 1:15am 
My thoughs based just on notes (I'll play more coupple next days on Veteran/Champion dungeons and will see how it feels!)

-Party Stress Heal lowered from [16-20] to 15 at all ranks

I think It could be 10 stress and 5 healstress on turning back on level 0, advancing +2 on each level.
Why? On lower levels (on game start) stress is something not easy to manage becouse od trinket lacks and random skills on some characters, gold is an issue etc.
Also, lvl 0 characters start with 10% stress on lvl 1 missions, most rank 3-4 stress dealing enemies are much faster than all Your team, so giving 20 stress on transformation might be hard to manage in fight.

This is something that I need to check in practise.
___________________________________________________________________________

I understand how Your thought process on the Leper yet... I can't find a place for him on Trash fights, he is GOOD even AMAZING in some places like Shambler fights, when he doen's get shuffled... Leper even there, needs a powerfull move resist trinket. And without scouting You do well... nothing.

Lore base, You got a point!

" The leper has two great dps abilities, chop and hew can't hit backline but can from time to time get rid of nasty frontliners"

You need to be 100% sure to 1 hit a fronliner, insted You give them an action, witch is bad.

Leper 2/2/3/3/4, Hellion speed is 4/4/5/5/6, MAA 3/3/4/4/5 both of them are faster than the Leper and they can stun rank 1-2 until the rest kills the nasty backline.

Stun = no action taken, no damage, no dots, no stress, no debuffs.

-1 Leper :(

Purge (and Iron Swan), I rarely use Iron Swan now, becouse the powerfull dots in Heros Reborn kills rank 3 enemies and rank 4 moves to rank 3, so I found out that on 10 fights I use it... maybe 2-3 times. Good thing the Hellion can attack rank 3.

But with this You can go on bosses like Prophet/Hag/Fanatic/Shrieker

+1 Leper!

So what left is Intimidate. Knockback and - %dmg vs MAA/Hellion/Crusader's stun.
It's usefull when there are 4 enemies, but usless when there are 2 enemies size 2.
Some sieze 2 enemies are best to keep in front lines (Boars), and some just doesn't give a damn about % damage (crabs).

Knockbacked enemies can still attack, can still do damage, can still crit and do stress.
Stunned cannot.

-1 Leper.

He's... ok on his own but still he does nothing someone else can do better.
Stuns are just so powerfull in this way the game combat is designed.

Cheers!
Last edited by Quam; 6 Aug, 2017 @ 1:21am
Uncle Al 7 Aug, 2017 @ 3:59am 
Thanks for the update.

My biggest concern is the number of bread-and-butter abilities that have a damage mod of over 100% (Things like collect bounty and sniper shot which are pretty much the 'default' attack of a class). This looks like inherent power creep to me, and will make the game significantly easier, which isn't a stated design intention of the mod.

I'd be very wary of having any attack with a damage modifier over 100% that doesn't have real inherent limitations (usually positioning/self move or debuffs). So lunge and point blank shot having modifiers over 100% seems fair enough, but giving most heroes a spammable attack that does over their 'listed' damage is just increasing hero damage across the board with no down sides.

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