Darkest Dungeon®

Darkest Dungeon®

Cho's Boss Reworks
 This topic has been pinned, so it's probably important
Chogex  [developer] 9 May, 2018 @ 8:56am
Suggestions
Anything that you think could be improved upon? Leave your suggestions here.
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Showing 1-10 of 10 comments
shadowbuster0451 11 May, 2018 @ 5:25am 
Could you make hag some kind of attack that pushes her forward when I have 2 heroes left?
Last edited by shadowbuster0451; 4 Aug, 2021 @ 3:53am
Chogex  [developer] 11 May, 2018 @ 6:08am 
No. You should be able to kill her without losing a hero and also plan your team around her being in pos 3 & 4.
shadowbuster0451 11 May, 2018 @ 6:09am 
Okay.
spiritblood 13 May, 2018 @ 11:33am 
Do something about flesh boss. 4 man stun with amazing hit chance is kinda broken.
Chogex  [developer] 13 May, 2018 @ 11:58am 
The stun only works against bleeding targets and the attack has 20 less accuracy than the average attack. It does have a higher stun chance than it probably should though, I'll give you that.
Last edited by Chogex; 13 May, 2018 @ 11:58am
Damon_Vi 4 Oct, 2018 @ 8:41pm 
Would LOVE to see a standalone release of these boss trinkets. the vanilla trinkets are mostly useless, and yours feel much more appropriate to how using a boss' weapons/benefits would.
Circlesho 25 Feb, 2019 @ 2:47pm 
I really have no clue in the world how to deal with a veteran sunken crew. 300 health, 21 health on the anchor man, and an automatic self heal. He's insanely tanky...
Nico 25 Aug, 2019 @ 7:03pm 
Originally posted by Circlesho:
I really have no clue in the world how to deal with a veteran sunken crew. 300 health, 21 health on the anchor man, and an automatic self heal. He's insanely tanky...


I know this is a pretty big necro, but Plague Doctor works wonders for that fight. Hell, anything with DoT can shave down the Crew's health pool.

Not to mention that if you kill the anchorman, they suffer a healing debuff for the rest of the battle.

It's a DPS Race basically. If you can't keep up with the DPS/DoT, you AREN'T gonna win that fight.

Aggression is key. That's also why I suggest bringing a Leper, due to the very high damage he can output.

Any class that hits hard/gives decent DoT is a godsend for the fight.
Pumpkinreaper 3 Aug, 2021 @ 2:38pm 
I commented on the mod itself but figured it'd be a good idea to post here too.

Swine Prince: Please, please PLEASE change it so when Wilbur uses 'Finish them' to mark someone at death's door, the Swine Prince doesn't act immediately afterwards. You should be allowed some sort of recourse if you get hit particularly hard (since you know, Wilbur is all but guaranteed to outspeed everything).

Sunken Crew: The fight is just a slog where the boss doesn't feel threatening at all, then it hits 25% health or lower and immediately starts hitting most of the party for a significant amount of damage while inflicting bleed + blight on everyone AND stunning half of your party. This is just an insane tempo shift from the rest of the fight that punishes you for not bringing multiple characters that can throw out a decent heal or two, or have a high stun resist (or overgear the fight with resolve 2 heroes using lvl 3 weapons and skills).

The only other bosses I've done so far are the Necromancer Apprentice (interesting, though it has that enrage mechanic that all of your reworks seem to have when a boss hits low health), Siren (this is probably the most interesting redone boss fight out of the bunch, though it'd be better if her health were lowered and all that extra damage she puts out at 25% health be more spread out across the fight) and the Prophet (the reduced blight resistance debuff + him kinda going crazy before hitting the halfway mark in health made this fight kind of ridiculous? I have to attempt it one more time before passing judgment, but he feels overtuned too), so I can't comment on the others yet or their higher level versions. Hell I might not be able to since I'm on bloodmoon and losing a consistent amount of heroes from the boss fights.
pencil 6 Feb, 2022 @ 12:38pm 
This mod is well made and many of the changes are interesting, but some of the design choices are questionable. Instead of making the fights more interesting, you've limited the players options severely, pigeonholing them into specific strategies. For example:

1. Debuffing the prophet is no longer a viable strategy. He cleanses all debuffs for free every turn. Now the player must focus on buffing/guarding strategies. This was already a fine option in the base game.

2. Pulling and one-hitting the fuseman with a high damage hero like Leper or Bounty Hunter is no longer viable. He gets blocks randomly. Now you must use AoE damage or stuns. Again, these have always been viable strategies. All you've done is limit our options.

I don't like this at all. Many of the bosses like the hag and the swine king can be dealt with using the same strategies as in the base game, albeit with some new ways for the boss to disrupt these familiar strategies. This is good. Outright removing certain strategies as options is not good.
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