Darkest Dungeon®

Darkest Dungeon®

The Wanderer
MrGuySenpai  [developer] 12 Aug, 2020 @ 9:42pm
Balance Feedback
Post here to discuss balance or gameplay mechanics.
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Showing 1-12 of 12 comments
TheeSpongeman 23 Aug, 2020 @ 1:17pm 
While I understand this man is a glass cannon, one of his moves is dependent on getting to the very back of the group. However, the move Petal Dance used to get him back there causes an insane debuff. Taking 50 percent more damage (possibly 150 percent stacked if moving him from the front line) makes it way too risky to use. Not only that +8% of getting crit just makes the move pointless. He's one shot by the time he gets back there. I've tried using him with other characters that shift around, but since they're also dependent on placement, moving from back to front often messed up my other characters.

I'd like to suggest two things.
Option 1 = remove the 50 percent damage debuff entirely.
Option 2 = Petal dance can only be activated from the front, as that's already a dangerous place for him to be. After using petal dance, it pushes him all the way to the back. He only takes the debuff of 50 percent damage and 8 percent crit for that one turn as he prepares his attack. and for further balance, Shadow Crossing Heaven can only be activated after using Petal Dance.

Six Demon Banishment also pushes him back one space.
Last edited by TheeSpongeman; 23 Aug, 2020 @ 1:17pm
MrGuySenpai  [developer] 25 Aug, 2020 @ 7:51am 
Hm, there was a period during development where petals did move back 3, but it didn't test well. But I do believe that was before perfection was introduced in it's current form, so perhaps it would fit better now. I think the issue is that petals then becomes a move that is mostly only used to enable shadow, whereas in its current form it is more flexible as it can be used in 3 to do so, while also being used in the front two ranks while still allowing use of Water.

I considered removing the DMG received debuff, as that was part of the balancing from when petals was a more defensive move, but I received feedback that it was fine. I may end up lowering the value of the debuff however, but I think the debuff itself discourages dodge doomstacking to avoid damage entirely.

Thank you for your feedback, since I didn't have many testers in beta it is greatly appreciated.
Vortexlortex 26 Aug, 2020 @ 5:09am 
Im gonna miss a little the banishment spam for the AP more than anything, that said the changes to Petals, Perfection and Shadow makes it easier to combo those skills. The back 1 in Banishment allows me to use Perfection more often, and the removal of debuffs on shadows has me using that skill more (i didn´t use that skill at all before this update). The lowered crit cooldown is a really nice addition and the lowered stress on masamune and muramasa allows me to conserve my sanity a little longer or keep my virtue a while longer.
Miko Niku 26 Aug, 2020 @ 7:07am 
Originally posted by Vortexlortex:
Im gonna miss a little the banishment spam for the AP more than anything, that said the changes to Petals, Perfection and Shadow makes it easier to combo those skills. The back 1 in Banishment allows me to use Perfection more often, and the removal of debuffs on shadows has me using that skill more (i didn´t use that skill at all before this update). The lowered crit cooldown is a really nice addition and the lowered stress on masamune and muramasa allows me to conserve my sanity a little longer or keep my virtue a while longer.
i think the petal move have 2 push back now better because it make another skill not useless
TheeSpongeman 16 Sep, 2020 @ 4:52pm 
Originally posted by ThatGuySenpai:

I considered removing the DMG received debuff, as that was part of the balancing from when petals was a more defensive move, but I received feedback that it was fine.

Thank you for your feedback, since I didn't have many testers in beta it is greatly appreciated.

Perhaps they didn't tell you that the damaged stacks per use. 50% by itself could be tolerable, but having it stack is murder.
MrGuySenpai  [developer] 16 Sep, 2020 @ 6:48pm 
After further consideration I did remove it, it was a relic of a previous design cycle.
TheeSpongeman 17 Sep, 2020 @ 5:55am 
So what determines the -200 percent crit? It seems to happen upon attacking with attacks at random intervals. He also heals zero damage after almost any attack (unless he kills something.) Doesn't do anything to kill gameplay, but it's weird lol.
Last edited by TheeSpongeman; 17 Sep, 2020 @ 6:04am
MrGuySenpai  [developer] 17 Sep, 2020 @ 11:13am 
the -200 crit is his crit bonus, as in it happens when he crits. The zero damage heal after attacks is unfortunately a product of how the heal on kill has to be coded. There's no built in mechanic for healing on kill, so it uses a workaround, which technically means it heals on every attack.
SunnyD 18 Oct, 2020 @ 5:10pm 
Hello my dude.

I don't normally post on Steam, but I thought i'd make an exception here as this is a great mod and I feel I found a bit of a big issue in terms of balance.

It's not the Wanderer itself (which I feel is great in terms of balance) but his Collector's head item: Musashi's Head.

It's the +10% CRT the party receive on hit that's the offender here. +10% CRT is huge to begin with, but the problem isn't just that - it stacks.

So if you use a character that hits all ranks (i.e: Houndmaster's: Hound's Harry), the three other party members get a bonus of up to +40% CRT if it crits all ranks, which ultimately can be used to cheese fights with zero care for stress or incoming damage. This happened fairly often when I used it.

In comparison, the Jester's Battle Ballad at top level only increases CRT by 4(or is it 5?)%, but this actually requires a move and while it stacks it's only a fraction of what the potential of this item unlocks.

As it stands right now, I refuse to use this item if my character can hit anymore than 1 rank, but it really shouldn't be like that.

My recommendation is the following, either:

A) Reduce the CRT level down to 2%, so if your character hits multiple ranks, it can only stack to 8%
or
B) Cap the CRT bonus so it doesn't stack and reduce it down to 6-8%
or
C) Remove this bonus altogether. This item actually functions excellently even without the party bonus.

Hope you'll consider my points!




Last edited by SunnyD; 18 Oct, 2020 @ 5:12pm
MrGuySenpai  [developer] 18 Oct, 2020 @ 7:19pm 
Ah, I immediately realize I forgot to put apply once on it, that is definitely not intended. I'll definitely fix that at least. I may reduce the buff itself, 10% is fairly large, especially for a party-wide buff. I'd like to keep it because every wanderer trinket has an on-crit effect and I'm not sure what else I'd do for it lol. Maybe I'll do -enemy crits done. I'll have to think on it.
you definitely need to introduce a new serious downside to Masamune, such as a -20% deathblow resist. that trinket is way too good
Matylda 12 Feb, 2023 @ 11:20pm 
This is one of my favorite mods of all time and that's why...

I have some ideas to balance this guy.

First of all lower the 10% heal to like 5%
10% feels much and It can be abused.

Ten-Thousand Thousandfold Stance is overpowered. It needs a downside or rework.
I'd say give him like +10% DMG Taken and Stress.
Or make the riposte and buff 3-5 turn long.

Unanswered Perfection could be a bit better too. I'd say take away the speed debuff.
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