Darkest Dungeon®

Darkest Dungeon®

The Forsaken - Legacy
TheAwkwardHeady  [developer] 25 Nov, 2022 @ 5:58am
Feedback/balancing
For specific feedback on gameplay, overall fit, abilities, ideas and suggestions.
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Showing 1-11 of 11 comments
TheRealMeYT 12 Feb, 2023 @ 10:03pm 
(You left a comment on my YT channel regarding my review on this mod and I left replies for that comment but you seemed to be unavailable so I brought them here)

Just a genuine question.

Personally, I think the AoE stun + corpse removal skill needs 2+ corpses to work well enough even if you get something like +40% stun chance via trinkets since having just one corpse would mean 50 + 40 = 90% stun chance.

The thing is, I almost never have 2+ corpses left due to DoT kills and crits

Truth be told, I find the skill very extremely situational at that point. What would be your arguments on it being worth it?
TheRealMeYT 12 Feb, 2023 @ 10:03pm 
Unless you use the skill mostly just for the corpse removal or play a heavily modded game with stronger trinkets/quirks, different mod classes and such synergizing or additional mashes or entirely different enemies...

I currently fail to see how this skill gets consistent value at a high enough level.
TheRealMeYT 12 Feb, 2023 @ 10:04pm 
Basically my arguments are;

1) I almost never have 2+ corpses left in the first place for the high +stun chance modifiers to kick in.
2) If many enemies are alive for the AoE value: Stun chance is too low
3) If few enemies are alive for the high +Stun chance value: few enemies are left so AoE value is low

Yeah, I would currently just use PD's blinding gas at this point and call it a day.
TheRealMeYT 12 Feb, 2023 @ 10:04pm 
Maybe you could go in a different direction such as giving the skill a low base stun chance then giving it additional +stun chance against blighted enemies, and also +stun chance when the mod class is blighted.

Sounds much less gimmicky and practical imo.
TheAwkwardHeady  [developer] 13 Feb, 2023 @ 6:01pm 
remember there is also a scaling base stun chance, lvl 2 is 10%, lvl 3 is 20% etc.

at lvl 5, one corpse, you get 90% stun chance vs. 3 targets. In fact, more than that, because I took your feedback and decided to increase the stun % per corpse by 10 to a total of 60% per corpse as of the last update.

So lvl 5 skill, 40% base. 1 Corpse, +60%. That makes the ability a corpse clear, aoe dmg, and 3x aoe stun at 100% without trinkets. 2 corpses is 160% chance, plus that 40% dmg. Nearly always stunning two targets, though having 2 corpses up is much rarer.

If you kill, you get blight on last 2 targets. Enabling other synergies.

Do you not think even 90% stun on three targets is good? I felt it was fairly strong. Especially if you are using the rank3 build which would increase the aoe dmg dramatically.

Lastly, The Forsaken is very slow. Meaning he will nearly always follow up the rest of your party. I felt that this ability fell neatly into this kind of niche I was going for. Bloodboil is much the same in that way.

If it scaled off of blight, which I actually did test for a while, it would either require 2 rounds, or a setup from another AOE blight dealer potentially. Not bad, but I wanted Forsaken to be self-sufficient and enable blight for others.

----

Now this comment is not intended to be a fight, but more of my method of thinking while creating the ability. I am in no way an expert at DD, nor a perfect opinion of balance either. I had very few to no play testers over the time I have been working on the Forsaken and so the balance is completely biased on a single users playtime.

See Rudiment, and his AOE stun. Very high cost for it. I always felt stuns were OP as was, so an AOE stun had to be very situational, or have a huge cost.
Last edited by TheAwkwardHeady; 13 Feb, 2023 @ 6:03pm
TheAwkwardHeady  [developer] 13 Feb, 2023 @ 6:27pm 
Ah. taking a look, another mistake. The tooltip did not reflect the base % change per level due to an error in the code.
TheRealMeYT 13 Feb, 2023 @ 7:34pm 
Yes, I see your reasoning now but I almost never have two corpses left to clear due to crits and DoTs.

I could see the skill working greatly with build that runs two stun trinkets since if one corpse left, that would be a 140% stun chance on 3 targets.

Basically I would have to get a kill without crits or DoTs finishing off a target and that could be quite iffy but a 140% stun chance on 3 targets is insane value.
TheAwkwardHeady  [developer] 14 Feb, 2023 @ 3:10am 
Yea, it would nearly be a dedicated stun build if you're playing in a way that does not create corpses a lot.

In that case, I wouldn't take it haha. But, if you can get it off its a huge tempo swing. a "win more" ability.

I'd like to hear your thoughts on Necrotic plague, and what trinkets he has you enjoy/would use. What would make the bad trinkets good?
Successfulkiller 14 Apr, 2023 @ 4:53pm 
Minor detail: putting the name of the final equipment upgrade in quotes (like how the vanilla classes do it).
TheAwkwardHeady  [developer] 18 Apr, 2023 @ 2:35am 
Ooo Good catch and an easy one
Raven Redeemed 6 Jun, 2024 @ 10:14pm 
Now that Deathcoil does full damage, I feel like this guy is a little too strong. He is as tanky as the crusader but can still do a full damage attack to any enemy position if you bring Deathcoil and Plague Strike. There's basically no vanilla class in the game that can do that. I'd recommend either reducing Deathcoil's damage again or making it so you can't use it from the front position and maybe the second.

Also, Empower the Runeblade feels pretty bad to use since, aside from the crit, it is a purely defensive action, that buffs for only two rounds, and only if you're blighted. I think it would make sense for the buffs to last until the end of combat or for several more rounds at least. Still, I always like to take this skill because it feels so unique and fun to consolidate blight on to one character.

Last thing, his night time attack prevention skill seems a bit rough. For costing only one point less than the Occultist's similar skill, it does over twice as much stress damage to the team. I think the stress should be reduced to maybe 10 or the camp cost to 1.

Just my opinions. I really enjoy this mod overall. Awesome design with was and unique gameplay!
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