Darkest Dungeon®

Darkest Dungeon®

Marvin Seo's Seraph Class Mod
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Marvin Seo  [developer] 4 Dec, 2017 @ 12:09am
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Another great mod by Marvin Seo! the art and comic looks really nice and fits the DD theme well. The Seraph is an interesting character with quite a "neat" set of skills, she can mark, stun, riposte, guard and can de-stealth enemies...what else would you need?
Her camping skills are interesting as well, they provide some useful buffs, heals and stress heals to religious party members while damaging, debuffing and stressing out those who are not.
As expected, she works really well with Crusaders, Lepers and other religious characters but thanks to her mark skill and bonus damage against marked enemies she can also be very effective in mark comps.
All in all, she is a versatile warrior and a great addition to your roster and the DD setting as a whole.
Last edited by AoFA | VindictiveBrigand; 4 Dec, 2017 @ 6:04am
Omicoatl.ttv 4 Dec, 2017 @ 6:52am 
Love the art, as always. Very interesting to see such an offensive, mark-based "tank" in DD. I love the theme of cleansing holy fire in particular - fire-based abilities were something I felt was missing from the game and fits the aesthetic + theme very well.

I really like the consumption of marks by her abilities - it brings a welcome twist and risk to the mark mechanic, rather than just yet another mark comp member. I also like the negative team-stressing abilities, very interesting. If the artstyle of your heroes wasn't strong enough on its own, your creativity in coming up with unique abilities would STILL carry these mods far.


One thing I don't care for so far is the +dmg to unholy. I feel like a frontline tank character with +dmg to unholy is infringing on the Crusader's niche. He's a fairly meh damage dealer outside the Ruins already, and the Seraph kinda just feels like she outshines him even here due to her own +dmg to unholy. These abilities seem strong enough even without the +dmg to unholy, honestly. Alternatively, you could give them a different, more unique secondary ability. IDK if this is possible within the scope of DD's modding capabilities, but a unique-to-Seraph DoT mechanc based on burning would be super cool. It could be different from blights and bleeds in that it has no resistance stat, or increases over time, etc. Like I said though, just my two cents on the +dmg mechanic.

EDIT: Just came to me that +dmg against Bloodsuckers is a mechanic not present on any heroes currently as far as I know. Would further differentiate her from the Crusader and makes perfect thematic sense - holy light and steel for skeletons (and I guess ghouls and the prophet, I always though it was weird he was unholy), holy fire for fleshy, insectoid vampires.

Anyway, great as usual man!
Last edited by Omicoatl.ttv; 4 Dec, 2017 @ 6:58am
Rhidlareh 5 Dec, 2017 @ 5:49am 
Hello again Marvin! Time for another Class Review and Feedback eh? The Seraph to me strikes as the oddball character in Marking Parties, mainly because she has Synergy and Anti-Synergy with them as she can apply Marks, but immediately consumes them upon her own attacks.

Also, there's a weird terminology with her that she excels well in Religious-only parties, though none of them (refering to Main Cast) actually has any attacks that benefits from said Marks.

Regardless, she is very versatile character as she can offer conditionally high damage, flexible attack ranges, guards and being fairly sturdy, although she is definitely more along the lines of a Soft Tank due to her low DODGE and only slightly above average MaxHP.

"Vindicate": Apart from it's low ACC, this is a standard attack that hits the front two Ranks, with the applied condition of making her low-to-average damage hit extremely hard assuming the attack target is Marked or not. This makes her (as mentioned above) good in Mark Parties, but also kind of unwelcome in them since this attack consumes the Mark, meaning a new one needs to be applied right away.

"Wrath": By trading half the damage of "Vindicate", this Ability has considerably better range and ACC in comparison towards it. There isn't much to say outside of that, since they have fairly similar mechanics. The added Torchlight is a nice bonus.

"Vengeance": The coup-de-gracé esque attack of the Seraph, this Ability can deal tremendous amounts of damage in the right circumstances. The 33% HP requirement is fairly steep, but considering the damage potential it is understandable. The main issue i find with it is that if you can continously keep the Seraph's health low without compromising her position (achievable through another Guarder) and repeatably spam this Ability for bursts of damage. I think it'd be better if the HP Requirement was raised a bit, but applies a Debuff to "Vengeance" Damage as to prevent it from being spammed. Alternatively, it could use a 1-2 Limit per Battle usage.

"Visage": As you probably know by now, any Ability with a double Stun is a strong one. This is no exception, as it's closest comparison is to "Barbaric YAWP!". It's not overpowered persay, but it's Stress Damage applied is almost negligible. I'd say increase it more, or make it Religion-based that it Stresses non-religious characters heavily, but i'd rather have the former solution.

"Intervention": As we all know, Guards are strong, Ripostes are strong, this Ability neatly packs both into a bundle and as such it is incredibly strong in that regard. I personally have no issue with a few Heroes having strictly better Abilities compared to others, but as we know, the Man-at-Arms known Identity is the primary Tank and this Ability trumps out his "Defender" in the long run. I would suggest either removing the PROT Buff and/or reducing the duration of the Riposte and Guard to only 2 Rounds as opposed from 3 to differentiate their power to each others.

"Cauterize": Probably the Seraph's most underwhelming Ability, mainly because it is inflexible at what it exactly achieves. It is strictly only usable at curing Bleeds and lowering the chance of future ones'. The Torchlight is fairly insignificant and the added Stress seems unnecessary. If you want to keep the theme of the Ability, it can remain to do what it does, but the Buff it applies need to be substantially more potent in combat. What kind of Buff it should be is up to you, whether you want +DMG, SPD or anything else that seems appropriate.

"Brand": Her only Marking ability, dealing very soft damage. This Ability is entirely plausible as it fulfills her own needs of requiring a Marked target, but also at aiding her own teammates that benefit from it. Being able to De-Stealth enemies is a nice added benefit.

And that concludes what i think about the Seraph thus far, she is a nice Class overall! Having her Strengths and Weaknesses. I'd cover her Camping Skills as well, but there isn't really much to talk about them since they all outside from "Guardian Angel" and "Martyr's Offering" are strictly for Religious-only Parties.

By the by Marvin... this is a rather unfitting place to do such a request, but i'd like to see if you were perhaps interested in doing a Collaborative Work on a future Class Mod? It is perfectly reasonable if you say no, i bet a lot of people are looking for your intention, but i thought i'd just offer since you are especially skilled and keep your Mods as true to the Darkest Dungeon universe as humanly possible, at which you are doing a stellar work of.

I'll look forward to the next Class to rate and review upon!
Marvin Seo  [developer] 5 Dec, 2017 @ 2:52pm 
Originally posted by Sifr Ivangellis:
Hello again Marvin! Time for another Class Review and Feedback eh? The Seraph to me strikes as the oddball character in Marking Parties, mainly because she has Synergy and Anti-Synergy with them as she can apply Marks, but immediately consumes them upon her own attacks.

Also, there's a weird terminology with her that she excels well in Religious-only parties, though none of them (refering to Main Cast) actually has any attacks that benefits from said Marks.

Regardless, she is very versatile character as she can offer conditionally high damage, flexible attack ranges, guards and being fairly sturdy, although she is definitely more along the lines of a Soft Tank due to her low DODGE and only slightly above average MaxHP.

"Vindicate": Apart from it's low ACC, this is a standard attack that hits the front two Ranks, with the applied condition of making her low-to-average damage hit extremely hard assuming the attack target is Marked or not. This makes her (as mentioned above) good in Mark Parties, but also kind of unwelcome in them since this attack consumes the Mark, meaning a new one needs to be applied right away.

"Wrath": By trading half the damage of "Vindicate", this Ability has considerably better range and ACC in comparison towards it. There isn't much to say outside of that, since they have fairly similar mechanics. The added Torchlight is a nice bonus.

"Vengeance": The coup-de-gracé esque attack of the Seraph, this Ability can deal tremendous amounts of damage in the right circumstances. The 33% HP requirement is fairly steep, but considering the damage potential it is understandable. The main issue i find with it is that if you can continously keep the Seraph's health low without compromising her position (achievable through another Guarder) and repeatably spam this Ability for bursts of damage. I think it'd be better if the HP Requirement was raised a bit, but applies a Debuff to "Vengeance" Damage as to prevent it from being spammed. Alternatively, it could use a 1-2 Limit per Battle usage.

"Visage": As you probably know by now, any Ability with a double Stun is a strong one. This is no exception, as it's closest comparison is to "Barbaric YAWP!". It's not overpowered persay, but it's Stress Damage applied is almost negligible. I'd say increase it more, or make it Religion-based that it Stresses non-religious characters heavily, but i'd rather have the former solution.

"Intervention": As we all know, Guards are strong, Ripostes are strong, this Ability neatly packs both into a bundle and as such it is incredibly strong in that regard. I personally have no issue with a few Heroes having strictly better Abilities compared to others, but as we know, the Man-at-Arms known Identity is the primary Tank and this Ability trumps out his "Defender" in the long run. I would suggest either removing the PROT Buff and/or reducing the duration of the Riposte and Guard to only 2 Rounds as opposed from 3 to differentiate their power to each others.

"Cauterize": Probably the Seraph's most underwhelming Ability, mainly because it is inflexible at what it exactly achieves. It is strictly only usable at curing Bleeds and lowering the chance of future ones'. The Torchlight is fairly insignificant and the added Stress seems unnecessary. If you want to keep the theme of the Ability, it can remain to do what it does, but the Buff it applies need to be substantially more potent in combat. What kind of Buff it should be is up to you, whether you want +DMG, SPD or anything else that seems appropriate.

"Brand": Her only Marking ability, dealing very soft damage. This Ability is entirely plausible as it fulfills her own needs of requiring a Marked target, but also at aiding her own teammates that benefit from it. Being able to De-Stealth enemies is a nice added benefit.

And that concludes what i think about the Seraph thus far, she is a nice Class overall! Having her Strengths and Weaknesses. I'd cover her Camping Skills as well, but there isn't really much to talk about them since they all outside from "Guardian Angel" and "Martyr's Offering" are strictly for Religious-only Parties.

By the by Marvin... this is a rather unfitting place to do such a request, but i'd like to see if you were perhaps interested in doing a Collaborative Work on a future Class Mod? It is perfectly reasonable if you say no, i bet a lot of people are looking for your intention, but i thought i'd just offer since you are especially skilled and keep your Mods as true to the Darkest Dungeon universe as humanly possible, at which you are doing a stellar work of.

I'll look forward to the next Class to rate and review upon!
Thanks for the feedback! I just made some changes to the Seraph. Unfortunately I'm not available for work right now. If I do, I'll be sure to post about it :)
Do I even need to say anything about her guard/riposte being completely broken? like do we not remember when the MaA was released and how stupid and broken retribution was AND IT DIDN'T ALSO GUARD. I think its okay for her to have guard riposte in 1 move but IT CAN NOT BUFF PROT like literally this one move is solo raidboss god Seraph, it needs to debuff herself at minimum debuffing her reposte damage or accuracy possibly even both. honestly I think if its going to guard and riposte it needs to have a -prot or -dodge (probably both) and it'd still be crazy good, as it stands though this ability is not okay and just ridiculous
Last edited by 1leggedroflcopter; 6 Dec, 2017 @ 1:35am
Marvin Seo  [developer] 6 Dec, 2017 @ 3:23pm 
Hey everyone! I've made a big change to the Seraph's kit in response to the feedback I've gotten in the last few days. Here are the changes:
Vengeance now activates Riposte.
Intervention PROT buff increased.
Intervention no longer activates Riposte, but has a chance to heal stress for the target.

I hope this helps to make her feel more balanced. Let me know what you think and thanks again for playing the Seraph!
李特尔费诗 6 Dec, 2017 @ 5:23pm 
I was disappointed to see this change. The brother above didn't even play this mod. He finally ran the game in November 21st when the mod didn't come out at all. Originally, protect and low DMG riposte is the characteristic of Seraph, for boss, there is no protective effect on AOE, so just low DMG riposte with PROTbuff, however, Seraph's base DMG is very low, so I don't feel what is IMBA, now Seraph lost her characteristics.
Nive 6 Dec, 2017 @ 6:23pm 
I agree, her damage was so low, the riposte didn't really do much, I think the highest damage I saw it do was 4.
Seignar 7 Dec, 2017 @ 2:02pm 
I would like to congragulate you for another amazing class! She fits very well in the game; one would hardly suspect she was a modded hero. Not to mention I absolutely love her comic. I've only played with her for a couple of apprentice dungeons, but here is my opinion:

Vindicate: The marking bonus is too low. Her "Consume Mark" mechanic means that her bonus
damage should be higher than average to compensate for the potential loss of damage from your other heroes. Just for that, there is no reason the marking bonus should be identical to that of the Arbalest's Sniper Shot, which has additional benefits such as higher ACC and the ability to hit the back ranks. I feel like the bonus could be +75% - 125% or even share Vengeance's +100% - +150%, especially since this move is limited to hitting the front 2 ranks, which often have PROT to counter its high damage.

Wrath: This move is OK. It is a bit on the weak side, but benefits from being able to be used in nearly all circumstances (usable in 3 ranks and can hit any rank) as well as increased ACC and even a little bit of light, so it balances out.

Vengeance: Being completely honest, I feel like you've made all the wrong changes to this move. This move can hit any rank for a lot of damage and obliterates any marked enemy. It does not need a riposte on top of that. Guarding the Seraph was an effective strategy, but it isn't the main problem with this ability. The problem is that you can spam this move. Every. Single. Turn. What this move needs is a way to limits its uses through per battle use limits, long debuffs that may persist to other battles (for example, -ACC to Vengeance for 12 rounds) or outright disabling the ability for some amount of time (you can give this ability a hidden effect, then give her a debuff that disables skills with that effect)


Visage: Simple and effective, like Barbaric YAWP! The only thing I can say is that maybe you can increase the stress damage a bit, then make it scale down as you level up the skill. As it is, it feels like the penalty is a bit too low in the early levels.

Intervention: I liked the Guard+Riposte version of this skill. It gave it a unique identity from the MaM and HM guards that were purely defensive. I do think that the original version may have been overpowered, but only because the Riposte damage scaled up as you levelled the skill. It may have been better to maintain the Guard+Riposte and just make the Riposte damage weak or limit the duration of the ability to 1 turn. Right now, it IS a great skill on par with MaM Defender, but it just feels too similar.

Cauterize: I never use this move, but not because it is useless. You don't need to use this to know that Uca Savages have nightmares about this skill. It is extremely effective at doing what it does, but suffers from being VERY limited in what it can do. If there is no bleed, this skill is a wasted slot. Even in the Cove, where bleed effects are plentiful, there is no guaranteed this skill will help me. Maybe there were no enemies with bleed attacks? Maybe there were enemies, but they never had the chance to do such attacks? Maybe they did do the attacks, but my hero resisted them? On one hand, I like how it effectively shuts down most bleed threats, but on the other, I cannot justify dedicating an ability slot over a more versatile ability.

Brand: Like all characters with marks, it is only logical for her to have her own marking skills. Sadly, I think her's is the worst. The value I place on a mark depends on the hero's
SPD. If the hero has highest SPD in the party, they can mark the target, then every other hero can almost immedietly benefit from the mark. The Seraph has the lowest SPD among all other
heroes with marks. On one hand, this is PERFECT for her "Consume Mark" mechanic, as the other heroes have had their oppurtunity to benefit from marks and the Seraph just deals a powerful finishing blow! On the other hand, her mark is far weaker because you want to take advantage of the mark another hero placed! Her mark deals damage, but I feel like this is a pretty bad effect. With the low amount of damage it deals, it is good for dealing chip damage to finish off an opponent, but the Seraph already has a better skill for finishing off weakened enemies: Wrath, which also benefits from mark damage bonus! Not to mention that using a mark to finish off an enemy means you can't benefit from the mark because the enemy is already dead! The only good thing about this skill is that it is a mark that you can use in the occasion that your last hero killed off a marked target and you need to apply another one or if you have a boss with too many initiatives per turn that you just need all of your heroes to have marking abilities equipped.

In camping, she is not that good. Her religious skills don't synergize with her combat skills, if only because most religious characters want to be in the front rank (where she is) and
because most religious characters mark themselves, rather than their enemies. You could say that you trade the Seraph's combat effectiveness for her camping effectiveness, but just
about anything the Seraph's camping can provide, so can other marking heroes (Arbalest: SPD & Healing, Houndmaster: Ambush Protection & Stress Healing)
Balgin Stondraeg 9 Dec, 2017 @ 5:45am 
I'm so glad Intervention got tweaked. Having Riposte and Guard on the same skill was just insane.

Guard and riposte are a really good combo, kept in balance by the fact that typically it requires two turns to set it up (and two different skills). Lumping them both into one skill breaks the action economy and devalues other heroes who have similar skills.

Moving riposte to the Flagellant style low health skill is interesting. I'll need to play around with it a bit more to see how it feels.
Rhidlareh 9 Dec, 2017 @ 6:59am 
I don't necessarily disagree with Balgin about Guard + Riposte being insane together, i think they could co-exist with each others at once, it's just that it needs to be properly balanced and tuned for them to not be completely insane... and i honestly think the Ability should be reverted back into what it was before, since it lost quite abit of it's identity having a Stress Heal instead.

However, to balance it out this time, it's Riposte and Guard should last 1 Round less than your average Guard or Riposte of 3 Rounds (so 2), and just make it not grant a PROT Buff this time, in addition... you could limit the Guard Skill so it's only usable from Rank 1 and 2, since it is the Seraph's preferred positions anyways. "Intervention" is just so dull now, and i like to portray that the Seraph should be considered as an "aggressively" stated Soft Tank.

"Vengeance" preventing the Seraph from being Guarded doesn't really prevent the Ability from being used repeatably, it just makes it more risky to utilize since somebody else can't babysit her after using it which in turn just makes the Ability less exciting to use rather than effective, i would personally see it gone and just changed so it's usable only once or twice per Battle instead as i've mentioned before in an earlier post, and though... i did insinuate that Guarding her before or during using "Vengeance" was a main problem, i apologize for that... It was a problem, but not necessarily the "main" issue with the Ability, i was merely stating it as it was a potential way to abuse it.

Riposte on "Vengeance" just feels like overkill, not because it is broken or anything, but rather because it is just a huge attack in by itself already, if the Riposte were to be placed back unto a more balanced version of "Intervention", i'd like to see this Ability's name changed into something more appropriate, like "Scintillate" or "Scintillation" as it is an attack that focusing on a beam of destructive light. Merely a suggestion though, if you like it the way it is, then it's fine by me. ^^

"Cauterize" is as mentioned above, still just way too hard focused to counter Bleed that it has no other real uses of Ability, maybe the Ability should be tweaked to also "Remove Marks" from the ally it's used upon while granting them a substanial +DMG Boost? Giving it some further "niche".

Anyways, those are my current gripes about the Seraph, she is good... but i feel her identity could be reinforced upon and brought back so she can feel like and play more along the lines of an "Aggressive Tank" rather than "Tank Tank". Keep the good stuff coming as always!
GhostLiner 9 Dec, 2017 @ 11:08am 
Hey I have a small non-gameplay suggestion for the Seraph.

I feel like Vengeance's sound effect is not "good enough" compared to how it should be. It should feel like a powerful attack and while the current sound effect isn't bad, it doesn't feel as rewarding as it could be.

I imagine something along the line of the Mammoth Cyst's gaze attack. It feels powerful. You fear that attack. And because it is somewhere along those line in term of power I feel it should be reflected in the sound effect.
Balgin Stondraeg 14 Dec, 2017 @ 3:15am 
Looking at her camping skills I feel there's a slight imbalance in the time unit cost.

Martyr's Offering only costs 2 time units. Virtually every other skill that removes Death's Door debuffs costs 4 time units. The Crusader's Stand Tall costs 4. The Occultist's Dark Ritual costs 4. Even custom classes generally avoid having a cheap Death's Door debuff removal camping skill (the Librarian's Soothing Chatter costs 4, for example).

Does the self sacrifical nature of this skill justify the 2 time cost? Not quite. 33% health isn't that much especially as the target is going to be gaining the same amount (proportionally speaking). You might want to adjust the cost of Martyr's Offering up to 4 time units. 3 if you really feel that the health loss is such a big hit.

Guardian Angel, on the other hand, costs 4 time units. It's an ambush prevention skill. It grants the Seraph 15% Prot for 4 battles. It's very expensive for what it does. Ambush prevention skills are never cheap but 15% prot for 4 battles ..... for 4 time units I'd expect something more like 10% prot for 4 battles for the entire party. This camping skill could honestly be reduced to costing 3 Time Units.

TLDR: I recommend chan ging Martyr's Offering to cost 4 time units and changing Guardian Angel to cost 3.
Lios 17 Dec, 2017 @ 7:02am 
Small tweak suggestion for Cauterize; maybe split the bleed resist into two for example:


instead of:
55% bleed resist for 3 turns.
make it:
40% bleed resist for 3 turns
and 10% bleed resist until the end of the current battle.
Nive 21 Jul, 2018 @ 1:54am 
I miss the Riposte on Intervention, even though I understand why you got rid of it. I also think it's a bit overkill and unfitting on Vengeance. So I have a suggestion: move the Riposte back to Intervention, but make it a strictly supportive Riposte that buffs herself or her allies, if possible. The Guard+Riposte combo just had so much flavor.

For another, more vague suggestion just to get the creative juices flowing, use some more bizarre mark mechanics so that her abilities could do more than just extra damage.

As a sort of spitball example, you could retool Vengeance so that it has a -100% ACC debuff to Vengeance that lasts a few rounds to prevent spam, but also has a +100% ACC buff to Vengeance when it consumes a mark, so they cancel each other out as long as you keep feeding her marks (You'd probably have to remove the mark damage buff and rebalance it accordingly as well).
Last edited by Nive; 21 Jul, 2018 @ 2:23pm
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