Darkest Dungeon®

Darkest Dungeon®

The Anointed Class Mod
Vintage  [developer] 31 Jan, 2021 @ 12:31pm
Balance Feedback/Suggestions
Hello!

This is a forum made exclusively for any balance feedback/suggestions you may have for the Anointed. As a general rule:

1) Please be clear in why or how something is overpowered. Generally, the biggest balance concern of mine is either the Anointed being outright better than vanilla heroes in all circumstances. Him being better than a Vestal in some ways (much greater flexibility in positions he can heal from) but worse in others (can't do any damage to rank 4, can't stun at all) is the sort of power level I'm aiming for, so keep that in mind.

2) If you suggest that something is underpowered/overpowered, please suggestion something to help balance that. Whilst I have plenty of balance ideas, just saying "this skill is OP, please nerf!" doesn't help me!

3) Please do check out the following resources before giving any in-depth balance feedback:

Anointed's Stat Spreadsheet[docs.google.com]

Anointed's Trinket Spreadsheet[docs.google.com]

Additional Game Design Notes[docs.google.com]
Last edited by Vintage; 31 Jan, 2021 @ 12:33pm
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Showing 1-4 of 4 comments
ArkInBlack 2 Feb, 2021 @ 12:57am 
Having ran the Anointed from Resolve 0 to Resolve 3, Zealous Ire's damage is Significant in Apprentice tier missions. After one turn to set up with Holy Obligation the Anointed becomes a terror and was regularly out-damaging the other damage dealer I brought to the mission, except the Bounty Hunter hitting a marked target with Collect Bounty. And even then the Anointed had an easier time switching targets since he didn't need his target marked, just himself. Not sure yet how the damage will hold up going into Veteran or Champion.

Was pretty fun using an Antiquarian to set him up for damage though, I do enjoy the 'benefits from being Marked' theme the Anointed has.
Vintage  [developer] 2 Feb, 2021 @ 4:42pm 
Originally posted by ArkInBlack:
Having ran the Anointed from Resolve 0 to Resolve 3, Zealous Ire's damage is Significant in Apprentice tier missions. After one turn to set up with Holy Obligation the Anointed becomes a terror and was regularly out-damaging the other damage dealer I brought to the mission, except the Bounty Hunter hitting a marked target with Collect Bounty. And even then the Anointed had an easier time switching targets since he didn't need his target marked, just himself. Not sure yet how the damage will hold up going into Veteran or Champion.

The Anointed is pretty much designed to compete with an Arbalest/Bounty Hunter while he’s marked yeah. His damage is indeed still worse than both of them while marked, but the armour piercing should make up for that.

I’d like to say his crit is deliberately worse than both a bounty Hunter or Arbalest however, just as a balance check to keep him from outdamaging a bounty Hunter/Arbalest, although the very strong crit “buff” of healing the team for 3 when he does crit should make those rare occurrences much more valuable.
Sorrydough 17 Apr, 2021 @ 9:09am 
I'm feeling like his ability to match the damage output of a proper damage dealer while also constantly self-healing every attack is fairly overtuned. I halved the self heal on his basic attack in my game, since he already has a self-heal available to him.

I think making it unable to crit heal would be reasonable as well, but I won't do that until I playtest it like this first.

I think the idea of making all of his heals unable to crit heal would be a neat way to set him apart from other healers, especially considering how much utility and damage his kit brings to the table before even considering the healing.
Last edited by Sorrydough; 17 Apr, 2021 @ 9:15am
Vintage  [developer] 17 Apr, 2021 @ 10:20am 
Originally posted by Flypaste:
I'm feeling like his ability to match the damage output of a proper damage dealer while also constantly self-healing every attack is fairly overtuned. I halved the self heal on his basic attack in my game, since he already has a self-heal available to him.

I think making it unable to crit heal would be reasonable as well, but I won't do that until I playtest it like this first.

I think the idea of making all of his heals unable to crit heal would be a neat way to set him apart from other healers, especially considering how much utility and damage his kit brings to the table before even considering the healing.

It was balanced in a way to sort of make it a variant to the Vestal's judgement - worse attack range but more damage, and less healing unless you're marked.

You are probably right about cutting out the critical heal part though, at least for Sacred Blade. Crit heal while marked heals him for way too much, especially if you're running healing trinkets on him (which isn't a paticularly tall order) I'll see if I can get around to that later (busy with exams and such atm).

Might not nerf the healing too much though, because if its self heal ends up being bad compared to Safeguard then that encourages people bringing Safeguard 24/7, and I'm trying to balance in a way where there's not one move that is so good that you're bringing it all the time. (Honestly might have to cut out the Safeguard HP buff completely, and I wouldn't be surprised if people still bring it all the time)


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