Darkest Dungeon®

Darkest Dungeon®

Ironclad - Class Mod
ActionJack  [developer] 5 Nov, 2017 @ 10:52am
Balance Suggestion
If feel need some balancing tweak, feel free to suggest.
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Showing 1-15 of 24 comments
Gorilla Mode 5 Nov, 2017 @ 6:07pm 
Hi! Firstly, I love the idea and art behind the character, a big ol' tough steam(?) mecha is cool. That said, here's what I think so far after a little bit of play.

1: The palettes aren't really distinct enough. Ok, not a balance issue, but it's a thing that bugged me. Coloring the armor different colors would've been better. Maybe bronze/copper/I dunno what else.
2: The huge damage range is nice, and the accuracy is definitely a big penalty. I think thats roughly balanced for now. I do think his damage deteriorating and his stun might be a bit overkill combined. Maybe go for one or the other. His terrible accuracy alone is enough, possibly.
3: The Oil and Flamer skills are alright, but having to dedicate an action before using the flamer is honestly not sitting too well with me. I'd rather the flamer just hit 2 folks (with an appropriate damage penalty of course, not full damage!) without needing setup, than needing setup and it hitting 3.
SirUmnei 5 Nov, 2017 @ 6:23pm 
Love the class, gotta say, it's really creative. Here are my suggestions, which are slightly more balanced towards the end-game.

1: I feel like the debuff chance on Oill Spill (you mispelled oil :P) is just too low. For a setup skill for another one, I'd rather it to be slightly higher, around 120% on max level. Iron Fist's base Stun is pretty low as well, and even with the buff, it only goes up to 70%, which is not enough to stun most enemies from Veteran Levels, and unable to stun anything on Champions.

2: Grease Gear has no point in healing. Honestly, I'd prefer it to confer you a damage buff like it grants you a Stun Resist one, to counteract her other skills. Small bonus, maybe 15% at max level, would make a big difference.

3: Make one of her skills more her 1 foward. Because Drill Punch is locked to the first spot, it would be extremely useful if one of her skills, perhaps Iron Fist itself, could move her one foward. This way you could maximize her DPS, and also allows you to have more characters who like to move around.

4: I would give a lot of emphasis on the setup kind of gimmick you have going here. Using a healing skill or a debuff one to make the next one more powerful is genial. I simply loved the concept.

Aside from what I mentioned, the class seems pretty well balanced and fun. I really hope to have helped in any way. Thanks!
Gorilla Mode 5 Nov, 2017 @ 6:29pm 
Originally posted by SirUmnei:
2: Grease Gear has no point in healing. Honestly, I'd prefer it to confer you a damage buff like it grants you a Stun Resist one, to counteract her other skills. Small bonus, maybe 15% at max level, would make a big difference.

I agree with this to an extent. Instead of healing, it should probably wipe away the debuffs. That would give it a nicer niche.
Ailurid Express 6 Nov, 2017 @ 4:43am 
Degrading damage, low accuracy and self stun is kinda too much of drawbacks. And debuff chance on oil slick is rather low. Even with debuff trinkets it is often resisted.
(Seeking)Eye 6 Nov, 2017 @ 10:47pm 
i kind of like where this class is going, but the fact they have no movement ability and also cannot move under their own power if my apprentice test is any indication makes them a direct no use for me. it could still work in parties that move it around should it get displaced, but thats not what i tend to play, and it actually made them contribute very little. it was actually funny- i was going to try drill punch and the very first encounter they got punted to row 3 by a cultist push just before their turn and just.. kinda sat there due to move unlocks, spiking missiles that were mostly ineffective.

no idea what it's like at higher levels to be sure, and i like the look of the class, but... yeah, this ones really not for me, gotta say.
Gorilla Mode 7 Nov, 2017 @ 12:55pm 
I'd like to add that the class should definitely have movement ability. Just one square, forward and back. Make them slow but moveable. Otherwise you specifically need to take along a character that can force you to move if you ever end up displaced, which is a bit too ridiculous of a disadvantage if you need a whole other character just to "fix" the issue.
well possibly a 20% to 30% reduced healing because its a machine would be one thing to balance it, make em hard to heal ya know. not sure if you can do that but it might work.
Bomjus 7 Nov, 2017 @ 9:28pm 
cool mod, cool animations, love the skill synergy and the stunning self. but i have to ask, what is with drill punch and spike missiles base chances for their effects? even with the grease gear buff on it only has a 60% chance to stun at level 0? and the spike missiles only have a 70% chance to bleed. considering they are only a 2 use per battle skill why is the base chance and the DoT so low? i know you said in the comments you are nerfing the hero, but the fact it's CC has a horrible base chance and it can't move itself after being shuffled has me wondering why it needs a nerf? the aformentioned points i already made warrant a buff in my opinion. that's not including the fact the hero stuns itself, lowers damage after each attack, and has incredibly low base accuracy.

edit: did not see the 25% base PROT, that's a big deal. but i'd trade that for changes to what i said above and what sirumnei said.
Last edited by Bomjus; 7 Nov, 2017 @ 9:30pm
ActionJack  [developer] 7 Nov, 2017 @ 9:58pm 
So explaing some changes...

I nerf down its accuracy more by 5 or 10. So goal/idea is to give her more of a tank role, but make people work harder (more trade off) for the strong DPS role. She does still have big damages, but need trinkets and such to help with accuracy.

Also increase the stun debuff for level too. (or atleast with the skill level... so it actually make not increase skill level good too :) )


numbercrawdad50 16 Nov, 2017 @ 4:02pm 
The stun is after almost everymove is excessive also why not make it bleed, blight and disease immune i mean its a robot made of iron it shouldnt bleed, blight or catch diseases but those are just my suggestions.
Ranger 17 Nov, 2017 @ 6:14pm 
this looks awsome
R.O.D. 6 Dec, 2017 @ 5:51pm 
Originally posted by NumberCrawdad50:
The stun is after almost everymove is excessive also why not make it bleed, blight and disease immune i mean its a robot made of iron it shouldnt bleed, blight or catch diseases but those are just my suggestions.

Agreeded. At least an high bleed and blight RES like 180%-220%. Disease should be at least 55% RES.

By the way the Ironclad is horribly balanced, it stands just as a pile of iron, cannot be moved have horrible speed and ACC ratings, keeps stunnning, bad debuff and bleed chances, it has high prot and power thats good, but all else overshadow anything positive. I really like all the hard work you did here, but is not worthy playing the ironclad over other classes, base or modded.
Last edited by R.O.D.; 30 Jun, 2018 @ 7:07am
Curious Fox 29 Jun, 2018 @ 11:23pm 
So... digging up this really old thread, I see it relevant and I want to contribute to this.

I will first say I flumbled around the mod numbers myself, and thus, sort of came to a place that I want this hero to be. Here me out till the end as I did give some drastic ranges on this.

  1. Increased the Blight, Bleed, Move, Disease, and Trap resistance to 200%
    -> I did this because while there is a human inside, this is a complete ironclad armor. I was reminded to the Brigand Cannon on a similar scale and decided, it wouldn't hurt to make it virtually immune to these four things. For traps, I wanted to think that this thing was big enough to just crush the trap itself. Ignoring the dangers of it completely.

  2. Decreased the Stun and Debuff resistance to 0%
    -> I did this to compensate for the changes above. A person inside the thing can be very easily knocked out by blunt attacks. Think of it like wearing a pot on your head and getting smacked with something. While you might not have physical injuries, it will seriously dazzle your head. For Debuffs, I guess I wanted to make a fatal weakness in there, and make the self-debuffs impossible to resist.

  3. Increased the damage range to 10 ~ 18 on lv0 and put the speed increases to the weapon like other classes. Removing them from armor.
    -> Basically I increased the minium damage a bit.

  4. Crit chance to 2, 2, 3, 3, 4.
    -> ...I hope this is self explanatory.

  5. Decreased dodge chance (.def) to -15% on all levels. Increased protection to scale by 0.05 (0.45 at lv5)
    -> There is no such thing as dodging in this big clunky machine. It can't even move on its own in battle.

  6. Increased general accuracy.
    -> It still heavily misses due to the CoM update

  7. Make Drill Punch have a -20% damage multiplier, but can be launched from position 2 and hit both enemy 1 and 2. Also apply the same bleed as the missles.
    -> This hero desperately needs a move attack. Even if it's only from rank 2 to rank 1. Drills are sharp. Why not some weak bleed.

With these things, I found this class as the "You're up against the wall and I am the ♥♥♥♥♥♥♥ WALL" hero. (Quote taken from Payday2 Bulldozer) Demolishing the frontlines, and have an outrageous potential in terms of tanking shots. But have an extremely fatal problem with self-stuns. I ran a few times in the dungeons, and to be realy frank, it spent more time being stunned than actually attacking.

Though I can note that it still sometimes dodge things (as dodge can't go below 0, but being -15% means it can't be easily boosted either).

It also does still resist the self-stun time to time. Though to run this hero effectively, 2 trinkets (Wilbur's Flag, and Stun Amulet / Stun Charm) is absolutely mandatory to keep itself from stalling. Not to mention the stun resist quirk.

I can imagine "Hard Noggin", "Prismatic Soidity" (Though this is... only ideal to have as the IronClad will have too many difficulties in CoM), "Hard Skinned", and "Natural Swing" will really make this hero a solid killer.

I tried it out for a few days with the changes above and... the slow speed really kills it to the ground already. It packs a super hard punch as the drill can obliterate rank 1 and rank 2. But that's really about it. It hardly holds any more team utility than the Leper, and even the Leper is moderately fast enough to get his turn before the enemy...

I think this hero will be perfectly fine and balanced without the stuns...
Last edited by Curious Fox; 30 Jun, 2018 @ 11:44pm
TheMineKnight 24 Jul, 2018 @ 9:37am 
So, Here is what I would change, having used it on several occasions, and found it horribly lacking.

1. Increase Debuff and Stun Resist by 30% and 10%, respectively, as well as tweaking the Self-Debuffing and Self-Stunning to be up 10% each. It sucks to have one hero that deals a ****tonne of damage one round, only to be stunned for the next, as well as dealing less and less damage as the fight goes on. The IRONCLAD is also absolutely screwed against enemies with Debuffs, and stuns, and will almost always succumb to them from an enemy, rendering it further useless, sometimes making you fight with only 3 heroes for extended periods of time.

2. Make the PROT scale by 5% per Armor Level, and Dodge to -10 Base that doesn't change. That way, it ends up being at 45% at level 5, which counteracts it's absolutely horrible dodge, as well as making its Dodge nearly impossible to buff.

@Curious Fox already pointed out most of the other things I would have done.
TheMineKnight 25 Jul, 2018 @ 12:15pm 
Please do. I would love to see it, I've always wanted a massive Warmachine in Darkest Dungeon. I will volunteer to play-test it as needed.
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