Darkest Dungeon®

Darkest Dungeon®

Gyll's Vanilla: Heroes
Uncle Al 12 Dec, 2019 @ 5:28am
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Turns out I talk too much for a comment.

Outstanding mod, thanks so much for this. I'm currently about 40 weeks into a new game with this as my only class mod and having a blast. I'm stunned you managed to get the balance judged so well. The game doesn't really feel easier or harder, but definitely different. I even have lepers on the team!

I have a few bits of feedback where I'm scratching my head over a design decision, which I've detailed below. I haven't detailed the positive stuff because there's too much of it!

Is there a plan for a trinket expansion to go with it? I appreciate you've stuck to your design goal of keeping vanilla trinkets usable, and you've done a great job, but several now mesh rather badly with the new play styles of the classes, and I can't see myself every using them.

I really like the rework you've done to the Flagellant, and it meets your design goals really well. I'd even take him into the farmstead now! Great job. I don't understand why he get's basically no resistances though. From my experience it's DoTs that cause deaths in late game, not to mention how diseases can end a run in one go, and having -20 to ALL resistances compared to everyone else just seems an excessive and arbitrary weakness. I certainly wouldn't want to take one to the Darkest Dungeon, where massive blights and bleeds are very much a thing.

The plague doctor seems to really suffer from losing her utility stun. Blinding gas is a great opener (and I understand why you've nerfed her speed and the ability's accuracy) but after that it's not usable so she really suffers from not having a viable front rank targeting stun. Corpse explosion is a great idea, but I never seem to get any mileage out of it. Even being able to hit R1 would be a bonus, as frequently that's what you're targeting when you have a couple of corpses lying around, but I find the damage distinctly lacking even with two corpses (and it's really rare you have two corpses and a viable target still standing).

Anyway, great mod and keep up the good work!
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Mokona 2 May, 2020 @ 9:55am 
My feedback on looking some of the skills.

Things I dislike

Hellion Bleed out. Never going to use. Best possible outcome, low chance, 8 damage for 3 rounds for 2 rounds you now are useless. Lets look at jester real fast now, best possible outcome, pretty much ever time, 6 damage 3 rounds. Can continue to be useful either with the same skill or other skills

Hellion yawp. Just my own opinion but if I have something bleeding im probably going to kill it the same round the hellion is going to move so all this is is a nerf to the chance of stun so never going to use it now.

Plague doctor. The loss of the single target shuffle stun really sucks, I found that to be the most useful of his abilties and not everything creates a corpse so the new ability is not really worth taking.

jester loss of finale buffs. Even if they where reduced I would of like to keep the buffs stacking for finale but overall I do like the jester changes

Occultist wyrd. Now it has a very high chance of just killing your team should at least give it some + minimum heal if you are going to guarantee we get bleed by the skill now, no longer a useful healer

Houndmaster is a nice idea but the minus 40%-50% damage has already made this low damage class even more useless. Most of the skills dont function together in the same rows so his kit is limited terribly. He has no other way to mark a target other than a 0 damage move that gives his hound average damage only if the target is already marked. This means you need someone who is faster then the houndmaster to mark the target first or you need to waste a turn of low damage with the hound masters mark first. Mix that in with how marks work. Most skills that mark dont really have any real benefit be it damage a good debuff so you are lossing 100% of damage on someone just to pull off a skill that does average damage, mine as well not even do it. As well as the limited number of turns marks last and most things you want to mark, bosses, can pretty much ignore marks due to extra turns.

What I like

Musketeer is interesting and makes sense for what she is.

I like how I can now use finale without first having to waste a turn putting myself in harms way while doing nothing with solo. Dirk stab has made me care the the jester again

Idea

So right now you have the hound masters treats taken away and heres just an idea on what they could become. Have them be a camping item only that allows him to use camping skills without the cost of points. Hound master has some good skills to use and honestly the treats never felt useful and are often forgotten about in combat.
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