Darkest Dungeon®

Darkest Dungeon®

Trinkets Plus (4.0)
Vintage  [developer] 28 Dec, 2023 @ 2:15pm
Changelog for Patch 2.0
Misc.
- All tooltips which previously specified buff duration as "Permanent" now specify it as "Quest" to be more in-line with vanilla tooltips.

Balance Changes
- CoM Miller's Pipe now debuffs the entire enemy party for -20% DMG instead of stress healing the party on a kill.
The blight on this trinket along with the stress heal on kill was absolutely fine, but it wasn't quite worth the shard cost. Changing it to a -20% DMG buff should make it feel more impactful for its cost, and opens up design space for another trinket rework.

- Leper Longevity Armlet now gets +10% Max HP
This trinket was more niche than I initially suspected. The Max HP buff is aimed at making it more useful in a wider range of situations.

- Abomination Lock of Fury now gets +15% DMG (was +10%)
This trinket was initially reduced to only +10% DMG in the original version of this mod, but after testing I've found that to be a bit too harsh with the downside of +15% DMG taken, and have thus reverted the nerf.

- Abomination Virtuous Padlock is now entirely reworked. It's new design gives +30% Virtue Chance, -20% Stress while Virtued, and +5 ACC while Virtued.
The original design of this trinket gave Absolution a small AoE stress heal at the cost of stun chance. This was an attempt to fix deeper design issues the vanilla Abomination had, and it kind of worked. However, attempting to fix core problems of a class by way of a trinket is not a good idea, and several other trinkets tended to do the job better (such as the Siren's reworked boss trinket or the Abomination's CC set). Furthermore, the trinket actually introduced new design issues by encouraging the player to just sit in human and spam Absolution for free stress healing. As such, I've decided to completely toss the original idea and rework it into something a little more interesting.

- Vestal's CC set has now been reworked. The Diary is now +25% Healing Skills, Self -4 Stress on being attacked, and never Virtue. The Beads have the same HP and -crits received bonus, but now have +20% debuff chance. The set bonus has been changed to +5 ACC and +3 SPD.
I was generally unhappy with how the Vestal's Atonement beads were far far better than the Diary, and also of how much power was tied specifically to the set bonus. This change aims to make both trinkets equally useful whilst still having a desirable set bonus.

- Vestal's Silver Chalice now has +10% Stun Chance and +1 SPD instead of +5 ACC and +1 SPD
The Silver Chalice generally felt like a bit too plain of a statstick which generally didn't see much use after the early game. Since I've taken away the stun chance on the CC set, I've decided to add it here so the Vestal has a few more options for Stun chance, particularly earlygame.

- Berserk Charm has been completely reworked. Instead of providing scaling damage with increasing stress, it now provides +25% DMG, +3 SPD, and makes all attacks random target.
I was generally unhappy with the previous design of Berserk Charm. Getting 40% DMG just for a bit of added stress management was far too strong (as you could just bring a stress healer to keep them at 40 or 60 stress). The downside was also pointless on certain modded classes, which could make the trinket all reward and no risk. This rework aims to make Berserk Charm a situationally stronger than average damage trinket, with a playstyle altering downside of random target on all attacks. This downside isn't as terrible as it may look—certain strong attacks will bypass the penalty altogether. Get creative with it!

- Solar Ring is now rare, and no longer has a -stun resistance downside.
This is primarily to ensure parity with the Moon Ring, with the downside removed to make the Ring a bit more worth a Rare class rarity.

- Necromancer's Collar is reworked. It now provides +PROT, +DMG, and -Crits Rec so long as you remain under half HP. The deathblow bonus remains unchanged.
The old version of this trinket could break the game in certain instances. Getting extreme amounts of -DMG Taken is incredibly problematic from a design standpoint, and so it has been reworked in flavor of some very strong buffs so long as you're willing to risk being at under half HP.

- Star Charm and Star Amulet have now been completely reworked. They no longer provide short duration buffs of +healing rec/+crit, and instead heal other heroes for -5 stress or +5 HP on kill.
I was happy with the original design of these trinkets. They were unique, and had a useful niche. However, what I didn't expect was the strategies which would arise from this: heroes with multiple actions (mostly modded, but the abomination was capable of this too) immediately broke both of these trinkets, doubling or even tripling their bonuses. It isn't possible to make unstackable buffs (at least, not in a fashion which doesn't break the game in other ways), and so I've unfortunately had to get rid of the concept altogether. Hopefully, the AoE healing/stress healing should serve as a fine replacement. (I may have to tweak the numbers down the line, but for now it'll stay at 5 healing/stress healing).

- Occultist Vial of Sand trinket is now +15 Dodge instead of +10
After taking away the stun chance from this trinket, it was far, far worse. I am not adding that back (it makes the trinket far too useful in way too many circumstances) but a dodge buff to put it on par with ancestor's coat should make it a bit more viable.