Darkest Dungeon®

Darkest Dungeon®

Circusy Shieldbreaker Rework
Evander90  [developer] 25 Nov, 2020 @ 3:55am
Feedback & Balance thread
I appreciate any suggestion on how to further balance this mod
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Showing 1-4 of 4 comments
I like the idea aswell though I personally would like a "Daze" concept even if it isnt that do-able in the normal game maybe instead make a -speed for 1 turn debuff if you get what I mean =) I'd like the idea of it atleast
Evander90  [developer] 28 Nov, 2020 @ 4:06am 
Hi! Thanks for your feedback. I thought about how to implement Daze in the base game and your idea certainly makes sense Circus-wise, my problem was that Expose already debuffs speed pretty heavily and I didn't want to remove that debuff from an otherwise pretty weak skill, which is often used on 3rd row stress casters. So the best I could come up with to not make it redundant was adding a stun res debuff (very powerful for chain-stunning with a dedicated stunbot) and healing received (which is circumstantial but ties in well with the nighttime ambush). I'll test it further and see what I can do though!
Agrippa 8 Feb, 2021 @ 3:46pm 
Love the concept of this mod! There's just so much lost potential in terms of skills/compositions simply because some are much better than others!
So here are my suggestions for the classes:

Abomination: The only class I barely play (especially transformed), so this is the only one I'm not commenting on.

Antiquarian: Make her a more dedicated healer while keeping her other weak skills. If there's one thing DD lacks it's dedicated healers and that's a real pity because vestal outshines everybody by a mile. I find the AOE heal-over-time from BC a bit too strong, but tripling her heal I feel would make her a lot more interesting and more similar to the occultist in powerlevel. She has powerful healing trinkets overall, so don't raise it too much.

Arbalest/Musketeer: The bola that moves her back from butcher's circus is a no-brainer I suppose. Other than that I feel like this is the class besides the Antiquarian that's by far the most under-utilized and could therefore use some healing buff. Making her bandages heal double and cure bleed would make her a more viable option as a healer.
And making rallying flare reduce one more stress overall and 5 instead of 3 stress on max level would give her a lot more utility even outside of dedicated marked parties.

Bounty Hunter: I honestly feel like this is one of the few classes that has a very balanced skill set. So if it ain't broken, don't fix it I feel.

Crusader: I'd suggest making his healing skill a bit stronger, rn everybody just uses his inspiring cry. Also helps with the above-mentioned shortage of healers. If there's more decent small healers, players won't have to spam vestals to stay alive.

Grave Robber: Some people argue that she should have higher dmg. While I agree, I'd argue that she needs more blight skills though which in the end will have a very similar effect. Why? Because she has a lot of blight-centered trinkets that are basically useless because her only blight skill is mediocre. So you might as well buff that one, too.

Hellion:
Imo breakthrough is just a terrible skill due to the debuff. Even if you get shuffled by a surprise, you don't want to use a skill that buffs your speed and dmg for the next few rounds! You can use "if it bleeds" from rank 1-3, that does the job perfectly.
I honestly hate all her debuff skills as you basically get punished for using them, but maybe that's just me. Because of that, the following changes could be debated:
1. Make Barbaric Yawp have no debuff. The plague doc doesn't get any and both have 2 uses only, so it's not like you can stall endlessly with this one. Maybe nerf its chance by 10% instead. Keep in mind though that the hellion doesn't have a good stun trinket.
2. Make Bleed out do no bonus damage, but remove the +20%. The huge bleed is already good, removing the debuff would allow it to be used more flexible during fights.

Highwayman:
Personally I'd like to see his riposte getting nerfed slightly, I feel like it's far too powerful.

Houndmaster:
Similar to the bounty hunter, I feel like every one of his skills is good in a way, so no changes.

Jester:
That's a difficult one. I feel like his battle ballad and inspiring tune should be nerfed juuust a bit. He'd likely be still one of the best characters in the game.

Leper:
Don't play much with him, but I feel that all skills besides cleave, double-cleave, corpse-removal and self-heal are mediocre. Maybe something can be done about that. Maybe I'm just not using him correctly.

Man-at-arms:
Bellow could use some buffs, I feel like that skill is barely worth using. That said this is also a very balanced character. The dodge theme with him seems a bit strange, but I guess it symbolizes his fighting prowess?

Occultist:
Iirc, the BC made his -dmg/-prot skill also mark to make room for his cloak/heal skill? I like that a lot. I feel like upping his heal to a minimum of 1 would also make him a far more reliable healer as you now can be sure you don't just kill people on death's door due to bad rng.

Plague doc:
Give the dagger a better chance to hit, otherwise it's pretty useless especially since it's not affected by his most powerful trinket. The low acc rn also makes the crimson court set useless in champion because of the enemies high dodge since unless the bloody herbs it doesn't provide a melee acc buff. Speaking of which, people might actually use this item regularely now.

Vestal:
Make her frontline kit better, rn there's no reason for her to be in pos 2 despite having good trinkets for it. I'd suggest making her single heal be usable in rank 2, buffing her mace acc.
I'd also recommend buffing her aoe heal just a bit. It's by far the most powerful in the game and still will be due to its uniqueness. However this will urge players who read the changes to try other now buffed classes. So it's more of a shove in the right direction.

Flagellant:
Rn our beloved masochist has some seriously underused skills, I'm speaking of "Endure" and "suffer". Endure is basically useless in its lower tiers, so the ratio of stress transferred/take should be changed. Maybe also up his deathblow chance a bit since that's kinda his thing and would be a good reason.
Suffer could use a small self-heal. It's something the flagellant lacks rn when he's above 40%hp, so this would offer the utility of either transferring dots or healing himself at the end of a fight.

Shieldbreaker: Haven't fully tested the current changes, but they're a good step in the right direction I feel!
The one thing that I feel she really needs though is "expose" targeting rank 4. Rn this skill is so freaking frustrating when you have these cloaked stress dealers in the weald and cove that occupy rank 4, I feel like it's barely worth equipping at this point because the scariest cloaked enemies are in post 3 and 4.

Curious what your thoughts are, kudos for making this mod!
Evander90  [developer] 9 Feb, 2021 @ 8:42am 
Thanks a lot for your insightful comment! If you browse my other mods you will also find Anti, Occultist, and Crusader reworks addressing some of the issues that you pointed out. I plan doing more classes eventually so these considerations are welcome
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