Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A suggestion: what do you think improving his battle buff to give a huge stun buff only for a couple of rounds?..This way you could play it like: Round 1 stun buff: Round 2 Aoe Stun (being able to effectively stun enemies at 130% or something like this)..
To avoid the aoe abuse, you could put it with 1 use for battle...
What do you think? I know these are a lot of points, but these are just some Ideas put on the table...what do you think?
The description says that the mini-boss will become stronger with every victory.
Is there a limit to this process?
I think that if the boss does not have limitations in this, then soon it will be difficult to play with this mod. He (boss) may become unkillable in one day.
Let's start with his base stats and we'll get into why some of them are fairly problematic in a bit.
He has a quite sizable HP pool, which is nice. Being a large heft lad with heavy armor and a big shield he feels the part. The high HP makes him capable of taking quite the beating in the front and keeps him alive quite well. He has low dodge however and that means he NEEDS the extra HP because he WILL be taking that beating more often than not. The problems for him however mainly stem from his terrible speed stat, and his mediocre damage stat, doing about as much damage as an Plague Doctor damage wise.
Now let's get into his abilities:
-Sunder: A fairly standard melee attack, usable in 1-2, targets 1-2. Has a small positive damage modifier to try and make up for the Bogatyr's middling damage and always crits vs. Stunned. The problem here is mainly a problem of the Bogatyr themselves as opposed to the ability. Simply put: The Bogatyr is TOO SLOW to be able to make use of that Crit vs. stun consistently. It requires that the stunned enemy either be blazingly fast and have taken their turn BEFORE the person you use to stun them (Which is usually what happens with back-line enemies, which this attack can't reach) OR requires them to be even SLOWER than you are, which is only going to happen with some of the tankiest enemies in the game. Simply put the majority of the time the enemy you stun is going to get their turn BEFORE the Bogatyr, and thus the stun will be gone by the time he can hit them. Obviously shuffles+stuns can help with this (Like the Plague Doctor's Disorienting Blast) but it really does hold him back from using this ability, and without the crit vs. stun it's just a fairly unremarkable mediocre damage hit. And while he has some ability to fix the speed problems, in most cases it simply takes too long.
-Winterbreath: A solid debuffing tool, usable in 1-2-3, and targets both 2/3. It has a sizable damage penalty and a lowered crit chance making it clear this exists mainly for the debuffing. Debuffing both Dodge and Speed by a decent amount is quite nice and it comes with a Self-Buff to increase his Stun Chance by 5% that keeps through up to 2 battles. Overall fairly decent ability, and I don't have many complaints.
-Cold Snap: This is the big skill of the class, the main draw if you will. This is usable in 1-2 and can target the ENTIRE enemy team at once. A large damage penalty and the inability to crit at all is matched with the potential to stun everyone on the enemy team with a low chance. In exchange however you take 7 damage, AND get a +20% Damage Recieved debuff for the REST of the battle. Simply put, this ability looks fantastic, but isn't nearly as useful in practice. The stun chance is too low in general, and it has similar problems to the current Jester's Finale, where it's most USEFUL as an alpha strike to get an early advantage, but using it that way can set you back SO MUCH, and it's built up more like a finisher, except in this case it's worse than Finale because a Stun doesn't make a very good finisher as opposed to a ton of damage at once. Obviously there are ways to buff his stun chance, but simply put that takes too long. By the time you raise your stun chance to a reasonable level the fight is likely nearly over. Amusingly this ability is probably best used when you want to stall a fight, as you can buff his stun chance a lot over a battle, then when reinforcements show up you can stun them all, pick off a few, and stall longer.
-Besiege: The Bogatyr's primary ranged attack, usable in 2-3-4, targets 2-3-4. It has a damage penalty on it which, coupled with the Bogatyr's own mediocre damage means this ability won't be putting up much in the way of damage numbers, however it DOES come with the benefit of being able to Shuffle the enemy target which can be handy, and also debuffs their stun resistance. While this ability is nice to have for shuffling backliners forward, the stun resist debuff is fairly small and the shuffle is its primary use. The fact it does poor damage also just adds to the drawbacks to an otherwise nice ranged attack option and solidifies the Bogatyr as a guy meant for hitting the front line if you want him to hit things at all. This gives him some Leper-esque problems where if he's in the front he likely can't do all that much to the back line outside of this and Cold Snap.
-Arctic Clutch: Usable in 1-2-3-4 this is a team buff that grants the party extra crit chance vs. stunned enemies, and makes your crits give increased stress heals for the rest of the battle, while also giving the Bogatyr himself a stun chance buff for, again, 2 battles, similar to Winterbreath. The stun chance buff is more significant this time and the stress heal boost is actually quite handy if you bring him in a party with a lot of crits, or, as he's meant to be, in a party with a lot of stuns. This ability overall is just quite solid and fairly interesting, letting his team be the ones to capitalize on the stuns instead of himself, which feels more like what he's aimed at.
-Kievan Canto: Usable in 3-4 this is a small stress heal that also buffs prot and clears stuns from your allies. Overall this is a fairly handy ability, a small stress heal added to a prot buff and a stun clear makes it generally just a nice ability to have, unfortunately being locked to the back 2 spots means he can't make use of a lot of his main capabilities and cuts down a lot on the potential utility of a more front-line based stress healer and party buffer.
-Samobranka: Probably his most useful and interesting ability in my opinion, usable in 1-2-3-4 this is a party wide percent-based heal that also boosts the party's max HP for 6 rounds, BUT comes with a hefty THREE ROUND cooldown. The cooldown is quite significant and keeps the Bogatyr from realistically being a main healer, but it's a very solid off-heal and the max HP buff is quite nice. Unfortunately the buff is applied AFTER the healing, and not before, so he can't fill up all the new space he made on your HP bars, but a secondary healer can easily patch that up. This ability feels quite nice as a back up option in case your healer acts up from an Affliction, gets pushed/pulled out of position, or if your entire team just got smacked by a powerful AoE skill. Overall I'd say this, not Cold Snap, is his most useful ability, and while it comes with limitations that keep it from being OP, it's still a must-have on his skill bar when I'm taking the guy, as the utility of a front-liner with a good AoE heal is extremely nice to have as an option.
Overall I feel like the Bogatyr is a class rife with opportunity, but held back by taking too long to spin-up with its Stun Resist debuffs and personal stun buffs, and the fact so many of his abilities are unusable in many slots where you would otherwise love to be able to use them in. So here's some changes I'd like to see:
Base Stats: I'd say he's generally fine, but could probably use either a bit more damage, OR some of the following skill changes, but likely not both.
Sunder: Allow this to hit rank 3 of the enemy team. A lot of the enemies you WANT to stun and delete are going to be in the back 2 slots of the enemy team and being able to do this gives him some ability to hit the back lines a bit better while still not being able to reach EVERY row of the enemy team. This puts it somewhat more in line with the Bounty Hunter's 'Finish Him' skill, but can't be used in 3rd position meaning this is still a primarily front-line attack.
Cold Snap: Allowing this to Crit, OR removing the self-damage, OR removing the damage taken debuff would be a good way to bring this more in line and make it feel less punishing to use. Yes it is very powerful but honestly it feels like I rarely have a reason TO use it unless I've spent a bunch of time buffing it, and by then the fight is likely over. I'd actually prefer this attack to have a cooldown of 2-3 turns than for it to have so many drawbacks.It just rarely feels like a skill I want to use, and often I found myself switching it out entirely partway through a dungeon because I was getting better use out of something else.
Besiege: This skill primarily suffers from having a damage penalty on an already mediocre-damage class. Lowering the damage penalty on this a bit OR buffing the Bogatyr's base damage would help this, but not both. The shuffle utility is still quite useful and the stun resist debuff, while not feeling super amazing, is a nice tacked on bonus to the shuffle utility.
Kievan Canto: Allow this to be usable in Rank 2 please. Seriously, this I think is one of the bigger things really holding the Bogatyr back from feeling really useful and versatile. The inability to use this up front, where he primarily wants to be, is extremely frustrating. Being able to have a front-line stress healer option would be absolutely fantastic and I think the Bogatyr would be a perfect character for that role, being quite tanky, having good utility, and some strong if situational damage.
In the end I really like this class, both thematically and artistically and it's beautifully done, but its mediocre damage, limited position-utility, and the fact it takes so long to ramp up his Cold Snap power mean that most of the time I'd consider a class like a Bounty Hunter or a Houndmaster over him which is quite unfortunate. I really look forward to this class seeing a few changes, and obviously this is still early on so my opinions may change as I use him more. Either way this is a beautifully made class and I sincerely thank everyone behind this for giving us such a beautiful class, hopefully both the players and the creators can work together to make the Bogatyr a great new addition to the Darkest Dungeon roster!
So, here's what I've done:
-Increased Max base damage by 1 (instead of 4-7 > 7-13 it's 4-8 > 7-14). It's not alot, but it should help the damage issue you're talking about slightly. His focus isn't to deal damage, so I'm not planning to increasing it further. I'd rather mess with damage mods than increase his base stats.
-Speaking of damage mods, I increased the damage mod on Besiege from -30% to -15%. Hopefully that combined with the base damage change should help the skill be a bit more useful.
-Cold Snap is too punishing, you're completely right. If you couldn't see already, I'm very paranoid about that skill. For now I'll increase the stun chance by 10% at all ranks and replace the self damage with a stun chance debuff to help prevent spamming.
- Kievan Canto is now usable in rank 2.
@Big AncestorBoss Hmm, I'll keep it in mind. If more complaints come up, I'll consider it more.
@Alphari It only shows up 3 times
@Whoops! Corona virus! I don't have any plans to change the sound any time soon.
No problem, I really appreciate how well you take criticism like this, I always try to be constructive and polite but some people are never willing to accept stuff like that, so it's great to see how well you respond to this stuff. I agree that his primary focus isn't as a damage dealer, but I think the small damage bump and the lowered penalty on besiege will help a lot in making him feel a bit better at filling in damage when it's needed, while not pushing him over into being a damage dealer.
I can definitely understand the paranoia about Cold Snap, a full-team stun can be VERY powerful so balancing it is certainly going to be difficult. A stun-chance debuff seems like a solid way to keep people from using it too often, while a higher base chance will make it a bit more consistent and usable, so I think that all sounds great.
Also yay Kievan Canto in Rank 2! Can't wait to mess around with that, having a stress healing option on the front lines will be super fun to mess with.
Thanks for the work you and your team do!
So far looking great, I'll keep an eye on how he performs as I keep playing.
Maybe make Besiege can stun also, but keep it at a mediocre base chance.
Combining with its stun resist debuff, make using Besiege can almost guarantee to stun when hitting the same enemy twice.