Darkest Dungeon®

Darkest Dungeon®

Paladin 2.0
Caedwyn  [developer] 16 Mar, 2018 @ 1:21am
Paladin: Balance Feedback
Is something OP? UP? Let me know!
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Showing 1-15 of 25 comments
Thrair 26 Apr, 2018 @ 4:03pm 
So, balance feedback. Most of this is from the 1.0 version, but I'm going to move to the 2.0 version in a few mins. And most of it still applies atm.

    Main Abilities:
  • Crusader Strike:
    Bread and butter damage ability. It has high base accuracy, solid damage, and crits often. But the big draw is the stacking buff and the virtue boost. It's mandatory really, barring maybe the Insight build.
  • Divine Storm:
    The other staple. It's strong on its own, being similar to the Crusader's Zealous Accusation. But it still counts as melee for Quirks, which is very nice. Also ignores some armor, benefits from the stacking buff of CS, and gets a boost from Virtue. But the Crusader has more tanky leanings (a lot more health, for one), so it's doesn't seem out of line. As an aside, not having the knockback (that doesn't even do anything without the trinket) makes it feel a LOT more intuitive.
  • Hammer of Justice:
    This one's a good general purpose. And pairs nicely with Seal of Command, which is my prefered Seal atm. Speed reduction debuff helps land followup hits before the stun wears off, which allows for some self-sufficiency in terms of using the Paladin's anti-stunned bonuses. Have to be careful to target something that's acted already, but that's not a big issue. Also a very reliable stun, especially with the Seal of Command.
  • Holy Light:
    This one's just slightly weak. The base healing is small, so even with the stacking buffs, it's not that great. Usually better to take advantage of high stacks to land hard-hitting Divine Storms. That said, it *might* be good with the Seal of Insight. A small buff to make it more appealing for general use might be to give it some small +torch, like the Crusader and Vestal do. Name kinda screams for that, too. OTOH, this class isn't a primary healer, so....
  • Sacred Shield:
    Solid defensive ability. Good for bosses. And especially those that target marked enemies, since using it marks yourself and so self-casting tends to bait out those big hits. Not so good for trash, though. Losing the stress reduction isn't going to be a big deal and is a justified nerf to a strong ability, imo. The healing recieved buff is still going to be appreciated when you're stalling to heal someone critically wounded with the primary healer.
  • Judgement:
    I tend to omit this one. It's a ranged Crusader Strike that does less damage unless they're marked, and also brings you forward. Unless you're going against a boss that shuffles you a lot or going Insight build, it's kinda meh.
  • Blessing of Freedom:
    I tend to ignore this one, as well. Cleansing someone else's stun effectively trades the Paladin's action for theirs. So that's only valuable if the stunned ally happens to have a more valuable ability they can use than the Paladin. The speed boost is nice at higher levels, but costs a turn to do it and most fights don't last long enough for it to be worth spending a turn on that. As an added downside, it still self-marks the paladin, which can lead to some pain. And it's definitely a waste at lower levels when the speed boost is still neglible.

    Camping Skills
  • Vengeance:
    Solid ability, and I think fairly OP. Compared to similar abilities (Like the Bounty Hunter's TIHWDI, the Jester's Tiger's Eye, Crusader's Unshakeable Leader, etc), it does a lot more for the same cost. This should really cost 4 points with the current stats it provides. Especially since Accuracy is so damn good.
  • Hope:
    I'm torn on this one. It is nice for getting nearly guaranteed Virtue on the Paladin (with the set bonus), but it's pricey and you have to time your camp really well with the 4 battle limit. Overall, it's in a good place. Hard to use, but huge payouts if you can time your resolve checks just right and if you get a little luck on the other allies. And the Paladin's passive boosts while Virtued are really strong.
  • Cleanse:
    This is undertuned, I think. Compared to similar abilities like Wound Care, or Plague Doc's Leeches, it costs a lot of respite. And it's very situational, as well. Rarely have both targets able to benefit. Wound Care also heals, as does Leeches. OTOH, making it cost 2 Respite makes it a better version of the Graverdigger's Snuff Box. Gripping Hand, Snuff Box is itself pretty crap. Dunno what to do here, really.
  • Eye For An Eye:
    A bit poor. Lasts 6 battles to the typical 4, but it's a fairly small damage boost to be risking yourself at being so low on health. And at 3 Respite, there's usually something better to spend it on. Namely Vengeance.


Overall:
I like the balance, on the whole. They have average damage and durability, but get stronger over longer battles or high-stress dungeons. Trade off is that they lack specialization.

That said, I'd say they have a little too much power in their Virtue status. Virtued they are incredibly strong. Might tune that down to 15% or 20%, given it's not THAT hard to get them to nearly auto-success with (Base+Hope+Set Bonus = 90%) and Virtue itself is already REALLY good. I like the theme of them bein' the uber resolve-check beast that Virtues more than they become afflicted, but Virtue already has a lot of power. 30% to their main abilities on top of that is kinda nuts given they virtue so often.

As an aside, if it is decided they need a small nerf to trim their power a bit, I the SPD bonus of their armor upgrades would be my first pick. It's nice to have, but I'm not all that sure why it's there. Don't think any other classes in the base game get anything except health from armor upgrades. SPD stat usually comes from the weapon.
Last edited by Thrair; 26 Apr, 2018 @ 4:07pm
Caedwyn  [developer] 26 Apr, 2018 @ 4:17pm 
Thanks for the feedback!

The Virtue damage buffs were reduced in 2.0. They're supposed to imitate Avenging Wrath from World of Warcraft. That said, I left the virtue damage buff at 15% iirc.

I'll look into applying your ideas to the camping abilities. It's nice to have some feedback on them.

Concerning Blessing of Freedom, I think I'll toy with the idea of giving it no turn cost, but only allowing it once or twice per turn, and X number of uses per fight. I really appreciate your feedback on this one. Some beta testers said it was fine as is, but I think your criticism is more accurate.

Holy Light is harder to balance simply with how numbers work in this game in terms of item modifiers and the stacking passive. I think it's fine as it is, although I might buff insight by an additional 50% just to make this heal more in-line with other healers should players prefer the healing build.

I really appreciate your feedback. I'll change the code asap. Expect an update shortly.
Thrair 18 May, 2018 @ 7:12pm 
If you're still interested in feedback, I played with the new version and made an effort to experiment a little with changed stuff, especially the Seal of Insight and Blessing Freedom.

Camp Skills:
-In a much better place. Vengeance is still strong, but costs a fair bit now. Cleanse is still very niche, but dirt cheap and is fairly useful in the Warrens and (to a lesser extent) the Weald.

Seal of Insight:
-Is not OP with the changes, imo. It makes the Paladin into a solid healer. With the Seal of Insight, the Paladin is pretty on par with the Vestal for single-target healing. It brings Holy Light to about the same healing as Divine Grace. Both also have a good stun skill.

-The Paladin has much better damage output than the Vestal and can ramp up their output over a long fight if they open with some judgements. However, they don't benefit as much from +Healing Skill trinkets. The Vestal will pull ahead with the right healing trinkets, as the larger base numbers for +Healing and two open trinket slots allow for much stronger dedicated healer. Especially since the Vestal also has a party-wide heal.

-In short, I think the Paladin is a solid healer with the buffed Seal of Insight. Not top tier for raw healing, but providing more damage than most healers while maintaining respectable output. Neither OP or UP.

Blessing of Freedom:
-Think this one might have swung too far in the other direction, tbh. Where before I felt it was a trap at low levels and only good for a very select few boss fights with lots of shuffle abilities.... it's now rather OP. At max rank, it provides +5 Speed for 3 turns, and you can cast it on three characters on the first turn of combat and STILL take your own turn. Then get the remaining character on the second turn and still have a 5th use in reserve.

-Most battles being short is part of why it wasn't great when it cost an action, but with so many uses and no turn cost, that actually is to its benefit now. Most trash battles will see you essentially granting the whole party +5 SPD and immunity to Stun/Move for the majority of the fight as an almost passive benefit. Even on bosses, same thing still applies because of the sheer number of uses allow using it proactively as a buff rather than reactively to cure a stun.

-Imo, it's just too much, now. Most other limited use abilities are one (Highwayman'sTracking Shot) or two (Shieldbreaker's Serpent Sway/Jester's Solo) per battle. I'd say leaving this one at two/battle is a good bet. Make you *think* about when to use it. You could also limit it to once/turn as well, but that alone wouldn't be enough if it had 5 uses.

-It still scales with the speed buff as you upgrade, which is useful enough to warrant upgrading. If you really want to have an incentive to upgrade the skill, could tie some of the resist % to the skill rank. Although even if it started at 100%, that's still pretty overkill for almost everything. And 3 turns worth of buffing speed and move/stun resist is still really kickass for a non-turn action, even if you don't cure a stun with it.

-As a final thought, it's still my least favourite ability on the lineup. It's hard to find a line between "useless sans chessing boss mechanics" and "OP". If you end up replacing an ability with that Blessing of Kings ya cooked up, this would be my pick of skills to lose.




Final comments:
-I think I figured out what caused that UI error to show up the first time I used Sacred Shield each turn. I think it tries to pull up the tutorial tooltip from the Shieldbreaker DLC for Blocks, but obviously causes an error if you don't have the DLC. I didn't have it appear in the 1.0 version after I bought it. No idea if the error still occurs in 2.0, and I can't test that anymore since I now own said DLC.

-Secondly, I think Holy Light might be bugged with Virtue. It says "Buff Self: +50% Healing Skills if Virtued", but I have not seen it giving any buff when casting Holy Light while virtued. Final rank is a 4-4 heal, and was healing for 4 when I had the Powerful Virtue, not 6.

-Thirdly, are Seals supposed to be stackable for the set bonus? I was using The Wistful Locket and Seal of Command together for ages, but when I went to try out the Seal of Insight, I noticed I could equip it with the Seal of Command and get the set bonus. On the one hand, they pair up decently well for gnarly Judgement hits on stunned targets. On the other hand, it potentially allows you to cheese a little bit by equipping the Locket for the resolve check, then swapping it out for matching Seals once it's done, since the Locket's bonues (Stress resist and Virtue chance) no longer matter.

-Not as big a deal with the other combos. Seal of Blood is definitely the weakest Seal trinket in and there's not as much Synergy with the other two. On that note, Seal of Blood is a bit UP. Max health penalty HURTS, and the damage bonus applies only when below 50% of THAT. It's not that it's weak exactly, and Paladins *do* get above average health. But it requires you to be playing with fire and the other trinkets are REALLY good. (Seal of Insight changes how the class plays, while Command has no downside and makes HoJ one of the most reliable stuns in the game in addition to the icing of bonus damage.)


Sorry for the second wall o 'text.
Last edited by Thrair; 19 May, 2018 @ 1:00am
Caedwyn  [developer] 18 May, 2018 @ 10:19pm 
Great feedback! I'll make these adjustments.

I prefer the art in 2.0, so I've made all of my balance adjustments for that class. The 1.0 release is deprecated.

I'll make Blessing of Freedom only useable 2 times per fight.

Yes, the set bonus is intended for everything. I wanted to encourage Paladin and only Paladin trinkets for this guy.

I'll make some adjustments to Seal of Blood. Namely, I'll probably add a few more damage thresholds. It's a bit weird compared to other things, but that was one of the Paladin's seals in WoW.

I'll investigate the healing buff.

I'll update the patch notes later today with the progress.
Thrair 19 May, 2018 @ 12:59am 
Ah, so it'll be a bit like the Hellion's CC trinket? With boosts at 75%, 50%, and 25%? Yeah, that'd make it a bit less binary. Let it provide some benefit before you drop to 37.5% of what your max health would have been without it. Might toss some Death Blow resist on the thing. -25% max health's steep.


As an aside, if you ever add a tank theme seal, I suspect it'll end up being paired with Insight to double-dip on the self-marking. Funnily enough, I did run a Prot/Holy paladin through arenas in wrath with a buddy who ran a resto druid. Wouldn't believe how much people hated it. Was a troll comp. No DPS at all, but we won a few games when the other duo decided it wasn't worth their time and left. :P
Caedwyn  [developer] 19 May, 2018 @ 1:25am 
Prot/holy is probably the most fun paladin healing ever was! Having Avenger's Shield and tons of stamina + spellpower was great fun, plus an undispellable Divine Plea iirc.

It had clear weaknesses, but also fun advantages. Such a shame it was nerfed.

I'll update later today, for sure. Today being Saturday for me in Moscow.
Pyromania 20 May, 2018 @ 3:44pm 
There seems to be a problem with using him along with scorpiovaeden's paladin mod, maybe just rename him to like retribution in the files or something so they wont conflict
Thrair 21 Jun, 2018 @ 9:33am 
"Healing buffs now cap at doubling healing (sum total of Healing Done + Received buffs cannot exceed 100%)."

The stun changes make the class a bit of an outlier in stun strength now, but this is the biggest change. Seal of Insight already provides +100% healing skills, making the buff from Crusader Strike/Judgement utterly redundant and Sacred Shield's buff useless to the Shockadin.

My suggestion would be to increase the base healing on Holy Light to 6-7 at max rank, lower the Strike/Judgement buff to +20%/stack, and Insight to +30% Healing Skills. You could compensate for the increased base healing by attaching a -20% healing skills penalty to the Seal of Command and Seal of Blood, which would likewise result in similar numbers to before.

Healing differences with this change:

Pre-patch:
Base Heal, max rank: 4-4, Avg 4
-With Insight (+100%): Avg 8
-With 2 stacks of Judge/Strike (+100%): Avg 8
-With 2 stacks and Insight (+200%): Avg 12

Suggested Changes post-patch:
Base Heal, max rank: 6-7, Avg 6.5
-With Insight (+30%): Avg 8.45
-With 2 stacks of Judge/Strike (+40%): Avg 9.1
-With 2 stacks and Insight (+70%): Avg 11.05

-With suggested penalty from Command/Blood (-20%): 5.2
-With suggested penalty from Command/Blood, but 2 stacks (Total +20%): 7.8

I think this gets the numbers close enough to pre-patch values, and leaves a little wiggle room for the 100% cap (For things like the Altar of Light buff or Healing Recieved buffs). It marginally reduces the value of stacking Strike/Judgement relative to the base heal compared to pre-patch, but not hugely so. And the numbers sit fairly close to their pre-patch values.


As an aside, I would also lower the base stun chance of Hammer of Justice by about 10% to keep it consistent with the general stun nerfs. That'd still be a 170% stun chance with the Seal of Command. Which is still damned good. Could give it a little less of a damage penalty as compensation, or just leave it as is, since it applies a SPD debuff.


Anyways, just my thoughts for the patch.
Last edited by Thrair; 21 Jun, 2018 @ 9:40am
Caedwyn  [developer] 22 Jun, 2018 @ 12:41pm 
Update incoming tomorrow. Big changes.

Your ideas are congruent with mine. I think you'll be happy, as well as the subscribers.

Tons of general content for this mod, too.
Thrair 27 Jun, 2018 @ 7:30pm 
Feedback regarding the CoM changes:

Camp Skills:
Vengeance: I like it. Loses the stress resist (which wasn't always wanted if Virtue-fishing), but becomes cheaper. Better for DPS builds.
Hope: Again, it's cheaper. I dunno if it was needed, but it's still a gamble to use unless setting up for it (which comes at its own cost), so making it cheaper does make sense.
Eye For an Eye: Again, I like it. Damage Reflection makes it closer to the WoW version than the damage boost when low on HP. Also makes it more broadly useful (such as to Insight builds). I do ponder at the "Until Camp" duration. Most are 4-battle limits. Either event, it's probably a bit underpriced for the current value. 2 points for 50% damage reflect is pretty damn strong, let alone for the rest of the dungeon.

Seal of Blood:
-Love the change. Makes the self-marking more prominent for the DPS builds and adds a good level of pain without feeling like it was going to waste unless low on health. The crit increase is also just lots of fun. The crit noise (from WoW I think?) is a lot of fun to hear.

Seal of Justice:
-The on-friendly-kill Guard effect is incredible. And allows for an actual tank spec. However, being able to maintain Guard on multiple targets (lasts 3 rounds) is a bit much. Especially since blessing of freedom lets you get the Guard off on two people from the very first round.
-The damage reflect is very nice, and not as OP as I thought it'd be. If it applied to pre-mitigation damage, it definitely would be. But if you get your prot up, it means there's less damage to reflect. So either you eat as much damage as a squishy, or if you stack prot it becomes neglible.
-The on-hit stun effect is weird. It's great on paper, but by the time you get CoM trinkets, you'll be running Champion Dungeons and everything will be nearly immune to it without stun trinkets. There is synergy with Seal of Command, which turns it into some bonus stuns while continuing to deal damage.

Seal of Sanctury:
This one is OP on its own, and becomes rather broken when paired with Seal of Justice.
-35% Health and Prot is very nice, but a bit much. It puts their health into the top of the bracket while having Prot values unmatched by anyone but a Defending MaA.
-12 Stress Healed on a friendly is the big offender, here. It's as much Stress healing as a Jester, but also while the Paladin heals/shields/freedom buffs. And if matched with the SoJ, Guards as well (while reflecting damage). With that combo, there's almost no reason to consider bringing a MaA. Or indeed any Guard class. On top of that, working with Blessing of Freedom means you can get -12 Stress as a free action. In 3 rounds of combat, a Paladin with this seal can heal 72 points of stress damage. That's a wee bit insane.


General Thoughts:
CoM trinkets are a bit broken right now. Mostly via Seal of Sanc. They also both kinda split tank-seal roles between them in an odd way. But aside from that I think the healing/damage balance is in a good place. A good number of QoL changes were made, and there's a lot of viable Seal combinations now, with other seals or with regular trinkets. That said, I'd consider shuffling the stress heal to Insight and lowering it something like 3-4.

Set Bonus:
I feel the Wistful Locket has lost some impact sans Virtue-fishing or filling your roster with an excess of paladins. Neither new Seal pairs with it, Command pairs better with Justice, you'll get a lot more mileage from a healer pairing Insight/Sanc than they'd get with a virtue buff (I am still not 100% on Holy Light not bein' buffed when Virtued).

It's the best choice to pair with Seal of Blood, however, as the damage penalty makes the CoM seals a poor fit, and the healing penalty doen't play well with Insight. Command is alright with it, but no more so than a damage trinket.

I think the problem it has is lack of specialization. It allows for 40% Virtue paired with those seals, but the 10% Prot is relatively small and the -15% stress makes it a bit harder to stress up enough to get to the Virtue check in the first place, making it a bit counter-productive. Especially since if you're going for the set, you're going for Virtue fishing. I'd replace the stress reduction with a SPD penalty of 2 or so. Paladins are hella fast, anyway.




On that last note, you said you were thinking about a proper CC set? Given Insight covers healing and the CoM trinkets are tank's delights.... I'd say focus on a dedicated Ret set.


PS: While Command and Blood being common now is ideally a buff, it makes them no longer show up as dungeon rewards past short apprentice. Blue rarity allows them to show up at all resolve levels, from Long Apprentice to Short Champion. And they are kinda strong.
Last edited by Thrair; 27 Jun, 2018 @ 7:35pm
Caedwyn  [developer] 27 Jun, 2018 @ 11:16pm 
Excellent feedback! Your thoughts mirror mine a lot. I have some changes I can upload soon.

Sanctuary's strength will be reduced, and it will bear all of the damage reduction, leaving Seal of Justice for utility/reflection. The stress heal will be changed to the guard.

Seal of Justice will lose the guard and damage nerf. It will gain the nerfed stress heal.

The on-hit stun is a reference to the old, old Seal of Justice proc stun effect. I think I can afford to make it slightly higher without breaking the game. We'll see.

Damage Reflection for a camp bonus is a bit tricky to balance. The person with the buff doesn't always get hit, even when marked, making the choice randomly effective. It does stack nicely with Seal of Justice, though. I can reduce it to a 4-battle duration.
Caedwyn  [developer] 27 Jun, 2018 @ 11:27pm 
On the locket:

Virtues by themselves are still powerful, and bring their own bonuses. It's randomized, but they're quite good, and they also block 200 stress for free.

I think the locket is under-rated for CoM content. I'll provide minor buffs to it to make it more attractive, though.
Caedwyn  [developer] 27 Jun, 2018 @ 11:32pm 
For speed, I'll just nerf the paladin's base speed by 1. Progressions will be 3/3/4/4/5
Last edited by Caedwyn; 27 Jun, 2018 @ 11:33pm
Caedwyn  [developer] 27 Jun, 2018 @ 11:50pm 
Update out. Full details in the patch notes.
Thrair 28 Jun, 2018 @ 12:02am 
Neat stuff. But, um.... I don't think the set bonus is meant to give 1,500 dodge while virtued.
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