Darkest Dungeon®

Darkest Dungeon®

Complex Compulsions
 This topic has been pinned, so it's probably important
retrotheft  [developer] 8 Aug, 2018 @ 3:44am
Balance Adjustment Feedback
I'm anticipating that this mod will generate some discussion around balance, so if you'd like to mention anything please make a note of it here so we can all join in!

Here are some telltale signs that the mod might not be as balanced as it should be:

- You find yourself still never keeping a particular quirk
- It becomes a no-brainer to always keep a particular quirk.

If a few people start sharing similar sentiments, I can always review said quirk. Cheers! :)
Last edited by retrotheft; 8 Aug, 2018 @ 11:44am
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retrotheft  [developer] 13 Aug, 2018 @ 8:13pm 
(Replying to ne chèvre bbèèèèè's comment) I think I agree that Egomania should be toned down a bit. Initially I thought it was warranted because it's actually a "Keep Loot" quirk, but it only interacts with "Reflective" curios and they don't really give out all that much loot to steal anyway. Probably the best thing to do would be to change the Guard Duration loss to a full "Can't be Guarded" debuff, and maybe lower the speed bonus a little bit. I don't want to lower the move resistance because it just seems like an egotistical person should really want to be at the front, you know?

In regards to the quirk descriptions, that gets a bit trickier. The choice is either "Display all buffs explicitly" or display a custom message. You can do both too. But the issue with the custom messages is they don't wrap, so they can't be too long or you get this really wide tooltip. So for some of the quirks it was fine to have a short message if I thought I could give a decent hint about what the quirk did, but for others I decided it was best to display all the buffs.

I personally prefer the vague descriptions that make you figure it out yourself, but I know some people just want to see the effects, so I tried to put in an even mix of both, with the vague descriptions still being pretty solid hints.

Also, the game has a built-in character limit for quirk tooltips, so no matter what I can't really make them any longer than the Sitiomania and Egomania ones. I figured that was a reliable authority on the subject.

At any rate I would like to wait for a week or two to gather feedback before I make the first balance revision, so the more people who share their thoughts the better informed I'll be! :)
Last edited by retrotheft; 13 Aug, 2018 @ 8:15pm
Ted Cruz's Corpse 15 Aug, 2018 @ 3:30pm 
Dacnomania is a bit too rough, in my opinion. The Shimmering Speartip (+15% dam, +20% blight chance, +15 HP) is still amazing, but the 5% chance at a random target does a good job of balancing it. Never being totally sure my dacnomaniac is going to aim correctly turn 1 is a real issue, though I really like the idea; maybe make it visible who the "marked man" is, somehow?
retrotheft  [developer] 15 Aug, 2018 @ 3:49pm 
Hm... it sounds like you have another mod which is adding some buffs to Dacnomania. Have you got a screenshot at all? Complex Compulsions only adds a speed buff for every enemy after the first, and a 25% chance to choose their own target. I agree what you have is pretty crazy! :D
Ted Cruz's Corpse 15 Aug, 2018 @ 4:08pm 
Nah, I'm just comparing the 25% chance to choose a target to the 5% on the Speartip trinket. I've been removing Dacnomania for the choice-of-target thing being a bit too much of a problem; maybe let us know who the character's aiming at or tune the chance down to 12-15%?
retrotheft  [developer] 15 Aug, 2018 @ 4:41pm 
Ohhh, right. Sorry, I misunderstood. As far as I'm aware it isn't possible to give the player any notice, since it's just a chance to hit a random target so I don't even think the game knows ;)

For the sake of putting all the info into the discussion: Dacnomania grants +2 speed for every enemy after the first, so against a full party you'll get +6 speed, but at the cost of an unpredictable fighter who on average attacks randomly once per battle.

Bear in mind the Spectral Speartip (took me a while to find since I was googling Shimmering) is a trinket, and doesn't also come with the expectation of being a negative quirk. That said though, Dacnomania also interacts with corpses, which does add to the negative balance side of things.

Essentially, I suppose the question is, is once per battle too much for the good chance that hero will go first? Players probably depend on that first player hitting the right target, so on one hand it's delicious irony and on the other hand it's laughably pointless. ;)

Also something else that just occurs to me (after 15min of typing this reply) is that it's possible to game the quirk by leaving it on your primary healer. That would give them the speed buff without really being bothered by the random target issue, since presently it doesn't have a random friendly chance. That's probably something I should fix, and change the description to "gets distracted during battle," or something. That would obviously require further balancing anyway, so certainly in that case I would need to lower the 25% (though I might have been about to agree with you anyway lol).

Yeah ok. I will need to apply a friendly random chance and reduce the hostile random chance. That seems fair. Let me know if you have any more thoughts, and thanks! :)

Edit: 32min actually. Damn.
Last edited by retrotheft; 15 Aug, 2018 @ 4:42pm
MelodyFunction 11 Sep, 2018 @ 12:21am 
On the issue of vague descriptions...

The problem is that DD is a game with two distinctive and sometimes contrary sides:
On one hand, the flavour, the mystery.. the unknown. A staple of anything lovecraft, really.
On the other side - the actual gameplay. You should be able to have information - or at least a feasable way to gather it - and act upon this information, formulating plans and strategies.

Not knowing what a boss can do is one thing - send a scouting party.. that works. But when dealing with quirks, it gets tricky:
As most of them are chance based(And you don't even know the chance) and vary wildly in effect, it is difficult to acquire information about them in-game - for example, had Dacnomania on a character for 3 expeditions(1 long, two short) and never have seen any effect from it. I'd have no idea what it could or could not do and, at this point, I'd rather just remove it.


Keeping the balance of mystery, flavour and transparancy is pretty difficult, especially due to custom-message limitations... As a rule of thumb, I'd say go for detailed effect listings on more "complex" effects and be vague on less complex effects.
For example, Hieromania is rather simple... just try to cram the word "Holy Water" in there somehow as a hint. By contrast, Dacnomania feels a lot more complex and not as intuitive.


Edit: The description of Sitiomania is off. "+50% HP DMG inflicted when starving".
Last edited by MelodyFunction; 11 Sep, 2018 @ 1:01am
Eri 28 Dec, 2018 @ 5:29am 
Curious will require a huge nerf, its more a advantage than a negative quirk, with this mod, while other heroes need to use camp skills to get such a high scouting chance, you just need a negative quirk to scout the whole map without trouble, this is just game breaking and killed out the fun at some point
my suggestion will be remove party surprise chance buff, and lower the scout chance to 5%
Eri 28 Dec, 2018 @ 5:57am 
i kinda see your point now, you wanted to make quirks to be a second trinket making them to be useful at some point, i guess its just kinda meh to me to not be most likely negative effects
muddball 15 Jan, 2021 @ 9:53pm 
So as a student of game design and a dabbler in mods myself, I had to know what you did for Kleptomaniac. So I looked into the file myself. C'est très magnifique

Edit: Found one that suits me. Set Kleptomaniac to interact with "Scrounging" at 20% Really balances the hit to the bottom line with the power you can get towards the end of the dungeon.
Last edited by muddball; 23 Jan, 2021 @ 1:41pm
Vuohi 29 Jan, 2023 @ 12:50pm 
Hmm, so are the Klepto bonuses based on the amount of loot in inventory? I feel it'd make more sense for them to be based on the amount the hero has actually stolen. After all, they care about the stuff they've snagged for themselves, not about the stuff they're bringing home for the Heir.
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