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"Drain Life": A simple ability with a simple effect, it's most comparable to the Vestal's "Judgement" Ability as it heals you, although this is worse since it doesn't hit every Rank, doesn't provide immediate healing and has low Critical Chance. Nevertheless, it is much more accurate at hitting enemies. I think for what this Ability offers, it's fairly balanced, although slightly more healing would be welcome for the reasoning of the underneeth Ability.
"Healing Mist": Unarguably the strongest Ability in the Druid's repetoire, AoE Healing in the Darkest Dungeon is amongest the strongest things as it can put multiple Heroes away from Death's Door, this does that and doubles as a tool from saving them from dying to DoT Attacks as the healing kicks in before the damage. Though it doesn't provide much upfront healing, it is extremely good when stacked. Although it isn't strictly overpowered, it makes "Drain Life" somewhat superfluous as it also heals the Druid. I suggest changing so it doesn't affect the Druid herself as to make "Drain Life" more critical for self-preservation.
"Tremors": A niche, albeit quite useful Ability in certain circumstances. The idea of shuffling an entire enemy team is in theory very strong, but the problem lies that most enemies can always attack or do something in any Rank making it less strong than it seems. The shuffling effect can even be harmful as some enemies are more dangerous in other ranks, such as the "Fungal Artillery" from the Weald. It's mostly useful against 4 enemies at once, most particularly in the "Ruins" since they tend to be very specific in their line-ups, such as having "Bone Courtiers" or "Bone Arbalests" in the back that are prone to being shuffled into the front. It has niche uses, but it isn't a staple Ability.
"Summon Thorn": This ability is simply put, weak. It is designed to be more of a upfront damage Ability compared to "Drain Life" but doesn't strike as good enough as it's targetting is more restricted to compared to it and it's Bleed Damage is very weak. Although it can hit Rank 1 unlike "Drain Life", hitting that particular Rank is not very valuable as killing the backlines are much more important and your other Heroes can be much more effective at it. I suggest upping the Bleed Damage a tiny bit and make it also apply a Debuff Effect of some sort. Alternatively, you could make a wacky concept of making it both Bleed AND Blight, assuming the Thorn itself is venomous. Making it strong against enemies with low resistances to those ailments.
"Rejuvenate": It's about the same as "Healing Mist" in terms of function, except it's more single target healing over time. It isn't quite as strong compared to it though, so my suggestion is to make it also apply a Buff to the target similar to stated Ability. Whether it does provide a Dodge Buff but stronger is up to you, i mainly find it to be slightly weaker than a standard heal.
"Cleansing Rain": A fairly useful trick, removing both Bleeds and Blights from the entire team is very valuable in certain locations, the Stress Relief it provides is a nice bonus, no complaints here.
"Entangle": A decent Ability that provides some crowd control with good reach. I would say it is a mite boring, lacking creativity compared to the Vestal's "Dazzling Light" as it has exactly the same Rank requirement to be in, and also targets the same Ranks like it. The only real difference is the SPD Debuff instead of the Torchlight increase which is arguably worse or better in some circumstances. I don't know how to make it more interesting, but you could maybe figure something out!
Now for Camping Skills (Character Specific Ones)...
"Loud Complaining": An alright Camping Skill, it is a bit on the weaker side for Self-Stress Relief compared to other characters. I'd either reduce it's Cost to 1 or up the Stress Relief alittle bit.
"Commune With Nature": A very pricey one, for benefits that other characters can typically provide better with. I'd increase Scouting Chance from 20% to 30% to make it worthwhile it's cost more.
"Make Soup": A situational but very good Camping Skill, providing some emergency healing at a low price with relevant buffs for future fights. It is good as is.
"Cleanse Campfire": An acceptable Ambush preventer, while also providing some slight Stress Relief on top of it. I have no issues or complaints about this one, it is perfectly fine.
And that concludes my research of the Druid, hope you found my thoughts helpful in thy quest for balancing the character. I'll be looking foward to any future ones you might make!
I kinda already felt like the mist ability was a bit too strong, even more so at higher levels, was thinking about removing the 1 HP heal from it.
Thorn is indeed a bit weak I intended it to be an ability you can use when forced into close range but it could probably use some buffing (your blight idea sounds good)
- made the dodge bonus of healing mist scale slower than before. (it starts at 4% and stops at 6%)
- healing mist no longer heals 1HP when cast (this should make the healing of this ability no longer the best option in every situation)
- Summon thorn now also inflicts a weak Blight (this was sugestion of Sifr, I'm not sure this is the right step but it sounded like an intresting abilty)
-Summon thorn deals slightly less damage (90% now down from 100%)
- Drain Life now deals slightly more damage. (90% now instead of 80%)
- Entangle now also marks the target for 1 round, this means that the mark wil disapear the moment the stun wears off.(this should make the abilty slightly more intresting)
"Drain Life": Not much of an adjustment besides dealing some more damage, i think i would prefer if it had no negative Damage Mod to be consistant and maybe SLIGHTLY reduced Accuracy, like -5 or so. It is incredibly accurate which i love, but hurts buffing other areas on the Ability.
"Healing Mist": This ability got absolutely gutted by the nerf, while i think it was a good change to remove the initial heal, the ability should have had a small +1 Heal on the Regeneration effect, whether as more healing per turn or just lasting 1 turn longer as compensation for removing it on the ability baseline as that also reduced it's overall healing, much more than i anticipated.
"Summon Thorn": The ability has more uses now, but i feel the ability could use to have it's niche reinforced as such that it should be an attack when compared to other typical DoT attacks. Take the Plague Doctor for an example, i feel "Summon Thorn" should be below average compared to Noxious Blast when it's used against certain enemies (Skeletons resist the Bleed, but not the Blight), but ABOVE average against enemies with low resistances against both Bleed and Blight. My suggestion is that the ability should take a HUGE Damage Mod nerf to like -70%/80%, but heavily buff both it's Bleed and Blight in return. Maybe 4 damage Blight/Bleed per turn at Level 5?
That puts it above most other DoTs if both are applied, but is less than most if only 1 is applied.
"Entangle": The added Mark to the ability, although short lasting helped the Druid massively into fitting in additional parties, not surprisingly the ones that can benefit from the Mark itself. Though it was a relatively minor change, it helped the Ability become more interesting and useful. Only thing i think is that it should lose -5 Accuracy like Drain Life to keep it abit more in check. Good job at making it more interesting!
No need to discuss the Camping Skills, the buffs you made to the ones needing it are much more useful now!
- lowered Cleansing Rain stress heal to 0 at level 1 and 4 at lvl 5
- Summon thorn can only be used now in rank 1 and 2
the extra blight damage made summon thorn a bit too powerfull and I didn't realy want to make it do less damage so it's now more risky to use.
Cleansing rain compared to Cry Havoc was much more consistent and only healed sligthly less stress, the stress heal was always meant to be a bonus to the skill so I nerfed it a bit.
I also lowered the Druid's speed by 1 and lowered the damafe of entangle to -85% instead of -70%, I also slightly lowered the damage of Summon Thorn to -20% instead of -10%.
-Cleansing rain: Seems redundant. Most blight/bleed effects in game are 2-4 damage for 2 rounds, so rejuvenate can easiy overcome those effects and still heal a bonus. Mass blight/bleed effects are very very rare, so rare I can't even remember which monster can cause them.
I would buff this ability, 1 of 2 ways: Moving the stress heal to the level 1 ability and adding a minor buff like speed or ACC or making cleasing rain also remove stun, horror and either debuffs or a chance (50-70%) to remove debuffs.
-Healing mist: While it's a party wide heal, I think it's too weak compared to other supports' party heals, even with the dodge buff. An instant 1 point heal seems to be over the top so my suggestion is either another minor buff to another defensive stat like prot or resistances or a bonus to incoming heals.
-Thorns: Seems odd, I mean why would someone pick this ability? if you place the druid in possition 2, she can't really do anything useful and she's limited to cleasing rain, healing mist and thorns, which again are not very powerful.
I would change this ability in 1 of 2 ways: Simply make using the ability move her back 2 spots, so it's a disengage in case you have a hero class that moves your party around or the enemy pulled her to the front or make it useable from aany position.
-Comune with nature: Ok, this one is op, like way too op. Most heroes, both vanilla and workshop heroes rarely go over 15-20% chance of +monster/-party surprise and this ability adds scout chance as a bonus too. All its bonuses need to be reduced. The baseline surprise chance is 10% for both sides when there are no light modifiers. At radiant you get +25% monster surprise and you only get extra hero surprise at shadowy (15%) and bellow. So this skill almost nullifies surprise for your party and make monster get surprised most of the time. It's a hell of a bonus.
he had a very similar attack to the vestal's "judgement" but it couldn't hit rank 1
his single target and aoe heals make use of the restoration effect and restoration healing effects cannot benefit from "increased healing skills" so it's hard to use him as a dedicated healer
his stun was on par with the vestal's though since, if i remember correctly the druid's stun can hit ranks 234 while vestals hits 123.
i think an amazing way to increase the druid's healing effectiveness and healing synergy is making it so his restoration buffs also increase healing received. since healing received DOES increase the healing restoration does this would make the druid heal more. so keep his restoration numbers relatively low but add healing received. this means the druid wouldn't be very good at being the party's lone healer. however, he would be incredibly strong when paired with another healer that could make use of the healing received. a druid could help keep the team off of death's door and an occultist could use the healing received to get those insane 30+ heals.
you could also buff his stun to be a strong stun (on par with blackjack or yawp) to help make him a utility powerhouse.
those are my suggestions. but i personally think the class is weak. for mod classes i always think its better to make your class a little OP instead of a "balanced"
like your dragonslayer class. that class is, to be honest, a little bit OP. but it's because of that he makes the game interesting by being able to add him to unique party compositions. i wouldn't add him to my parties if he was worse than a vanilla class. with the druid i just think "why not just take a vestal with double heal trinkets"
and maybe get a different graphic for her armor and weapon lol