Darkest Dungeon®

Darkest Dungeon®

The Miko By The Necromancer
The Necromancer  [developer] 12 Jun, 2021 @ 6:29am
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Please feel free to leave any detailed feedback regarding the class's gameplay, mechanics or balance in this thread.
Last edited by The Necromancer; 12 Jun, 2021 @ 6:29am
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Showing 1-2 of 2 comments
LordDarkKitsune 12 May, 2023 @ 12:13pm 
I don't normally write down what I think of mods but there is a fair amount of things in the kit that are certainly rather impressive and lead to an absurdly powerful support class.
To start things off in order her stats look incredible for the most part, with the damage values being deceptively high with other stats other than health also being rather high with the lone exception of her health that is still higher than a few characters, this when paired with her Rythem passive gives her the potential to spike her dodge and pretty much removes any chance of her ever getting crit in the right teams, her resists are all either average or high as well with only her trap disarm being poor something she really doesn't care about as she has other means of stress recovery and even if she ends up afflicted her custom affliction is far less punishing to the player than most and can even be beneficial in some situations.

In terms of skills Extermination is a pretty standard attack though comparing it to a similar skill in Smite it can be used from any of the front three slots while having a the extra effect to add to her Rythem passive meaning it effectively gives +1 dodge and -2% crit received on top of the extra damage vs enemy type.
Evil-sealing Circle is an interesting skill, it has a good stun chance as well as being able to target the front three ranks though gets weaker as the targets health drops making it most useful at the start to take a potential nasty turn off the enemy side while also being a great stall tool to give time to recover at the tale end of a fight, the effect to move her back is probably more of an advantage to her if anything as it sets her up to use her non-stun spell card as well as make her utterly insane Persuasion Needle speaking of which...
Persuasion Needle is by far the most potent ability in her kit, it locks enemy's out of using any skill with a stress component and while it looks balanced as it can fail to stick that is easily gotten around with the Debuff Amulet, an uncommon trinket that increases the odds of the debuff sticking to 170% at max level which when paired with the Miko's high base speed allows her to completely lock down certain enemies including The Thing from the Stars and the final boss who only have attacks that include inflicting stress and all with only having to move Forward 1 while being usable from the back three slots meaning even with no other movement on her or the enemy it has a potential three uses from the back and since it builds Rythem she is effectively buffing herself all the while.
Homing Amulet is pretty potent as a utility move option with an added effect to help reposition herself either forward or back depending on the current position which helps get her team back into position after an ambush, as a cleaving attack the ability to ignore Rippost is incredibly helpful while being able to hit the entire enemy team is helpful to clean up kills especially with the high accuracy it has though given the incredible lock-down of her other two movement skills it can be hard to justify bringing this to any fight.
Disaster-dispelling Prayer is another high value skill though for a very different reason to most of her kit as rather than preventing the enemy it allows her to use her speed to undo a problematic stun from an ally while also increasing their resistance to it and also being a potent stress heal, this skill combined with her own high stun resistance are valid reasons to consider using trinkets to manipulate her spd to allow her the option to take a stun off either your main dps or healer with the stress heal portion allowing it to expand outside of that niche use.
Fantasy Seal has the ability to just turn off the enemy team for a turn though has a sort of balance in that it has a limited number of uses per dungeon making it more of a panic button normally though with camping can be stockpiled to completely lock down a fight every other turn thanks to high stun values, the Mark is a nice downside given the position she has to be in to use it opening her up to potentially dangerous attacks on the following turn though the Aegis makes that pretty much a non-issue which makes the skill feel stupidly potent and making her other Spell Card just feel worse than it in every way.
Danmaku Barrier is the other Spell Card that uses a limited number of uses per dungeon though is far less impactful than her Fantasy Seal as it suffers from the same downside of self Mark without the massive fight swinging effect to justify it, giving everyone a block is certainly a powerful effect but unlike stunning everything it won't stop the enemy ganging up on one character most likely the freshly Marked Miko and if she's in a situation you would want to press this then that can get her killed.

In terms of the Camping skills Danmaku Practice is incredible for the extra dodge it gives her while also giving an ally minus stress received making it incredible for any fights where stress is going to be directed towards a single person certainly Man-At-Arms certainly benefits from being a target of this one.
Bomb Brew is the way to refuel your spell card skills and has a nice cost associated with that.
Kuchiyose Trance could just have Remove Mortality debuff and still be good for Miko though the extra stess heal and chance at a number of great buffs allows for a great way to bounce back from a particularly brutal fight or if you have nothing else good to use the points on.
Harae Ceremony is probably as good as you can make a four point anti-ambush camp skill before it becomes a bit too much the stress removal on the rest of the party is always going to be helpful.
I can't comment on her trinkets yet as I just haven't been able to find any of them.

This whole thing might come off as slightly negative but I really love the creativity and how you implemented the character into Darkest Dungeon and I've enjoyed it and your other mods quite a bit.
The Necromancer  [developer] 16 May, 2023 @ 3:49pm 
>The Thing from the Stars and the final boss who only have attacks that include inflicting stress
♥♥♥♥ ♥♥♥♥ i did it again. ♥♥♥♥♥♥♥♥♥. ♥♥♥♥.

That bit is a pretty huge oversight on my part, but this was a very interesting read. I appreciate you taking the time to deliver such concise thoughts on my work. Needle was always intended to debuff the % of stress damage dealt, but I quickly learned it's stupidly hard coded to only work vs allies. It seems the impact of this choice is a bit more than I'd have wanted.

Some good points made about the uniform aegis+mark on all spellcards. They were meant to represent things from the source material. The value of that vs the impact they hold in darkest dungeon is probably more debatable than I had thought when I started the project.

All that said, aside from putting persuasion needle on my task board for a potential update, I'll keep everything said here in mind going forward with my up coming projects. Thank you for trying out my work!
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