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- Berserk Mask: Never Virtue removed, changed to -15% virtue chance.
- Last Will and Testament: Removed -15% Stress.
- Last Will and Testament: Added +33% Debuff Chance and +33% Healing Skills.
*This trinket was...acceptable. But moreso as a generic Rare Leper trinket rather
than as a CC. Debuff chance and extra healing should make the trinket more
practical.
- Petrified Amulet: Removed debuff chance bonus.
- Petrified Amulet: Added +66% DMG and +10 ACC (both vs marked).
- Petrified Amulet: Added mark immunity.
*Petrified Amulet's mark on Intimidate was cool...but in practice the trinket was just
used as a Leper exclusive upgrade to the debuff amulet. This new design makes the trinket
more unique, turning the Leper into an off-Bounty Hunter for executing frontline marked
targets.
- Pure Chalice: +25% DMG buff on Judgement removed.
- Pure Chalice: Added +3 flat DMG to all ranged skills.
- Pure Chalice: Never Virtue removed, changed to -25% virtue chance.
*Although Pure Chalice was intended to encourage an offensive ranged Vestal, the end
result was just her spamming Judgement all the time. Although this change won't stop
Judgement from being her main damage source, it'll give her other skills a better chance
to shine.
- Salacious Diary: Virtue and stress heal on getting hit removed.
- Salacious Diary: Now adds +25% debuff chance and +10 ACC.
- Atonement Beads: Debuff chance removed.
- Atonement Beads: Stress heal (-4) on getting hit added.
- CC Set Bonus: SPD and ACC buffs removed, now grants +20% stun chance and +20% stress.
*The Vestal's CC set had a clunky design at times. The Atonement Beads were mostly just
a life crystal sidegrade, and the Salacious Diary was actually kind of a weak healing
trinket, albeit with some nice stress healing utility. By moving the stress healing bit
to the trinket designed for tanking and more utility to the diary, each trinket is more
useful on its own, with a powerful set bonus if both trinkets are used.
- Heretical Passage: Now adds a -9 stress heal effect on Divine Grace.
*Divine Grace ended up being pretty irrelevant when running this trinket, and generally
the cost of losing all healing on the Vestal didn't really offset the benefits this
trinket gave. Adding a stress heal effect will make it more practically useful.
- Cursed Incense: Debuff chance increased to 30%.
- Cursed Incense: Max HP penalty removed.
- Cursed Incense: Debuff penalty on Hands From The Abyss removed.
*Initially, I feared the debuff on this trinket would be too powerful. It is quite powerful,
but the downsides made it a much harder ask when the Occultist has so many trinkets he wants
to equip as it is. Removing them will make the trinket more competitive for a trinket slot.
- Sacrificial Cauldron: Reworked, rarity is now common.
- Sacrificial Cauldron: Now grants +25% DMG and +6% CRIT vs Eldritch.
*This might seem like a bit of a wild change, but it's something that's been stewing for a while.
The Occultist had two trinkets which increase his damage output: Eldritch Killing Incense and
Sacrificial Cauldron. And both not great. Just by nature of being a support unit with low
damage, the Occultist has a lot of things he wants to do other than just hit things, and having
two trinkets dedicated to increasing damage was overkill, and made even worse when one was
just better than the other in most circumstances. As such, I've decided to take the drastic
route of doing a merge of the two trinkets. This frees up design space for a new trinket, and
is more practically useful overall.
- Eldritch Killing Incense: Reworked, all previous effects removed.
- Eldritch Killing Incense: Now grants +15% scouting chance.
- Eldritch Killing Incense: Now grants +10 dodge.
- Eldritch Killing Incense: Now grants +13% deathblow resistance.
- Eldritch Killing Incense: Rarity upgraded to rare, name changed to Clairvoyant Incense.
*After reviewing what stats the other trinkets cover and what some Occultist builds like to run,
I decided for a scouting trinket with additional dodge utility. The Occultist likes staying in
the front, so dodge is always nice, and you can never have enough scouting.
- Blood Pact: Now adds a bleed effect to Sacrificial Stab.
- Blood Pact: Bleed effect on self is now 1pt/4rds instead of 4pts/1rd.
- Vial of Sand: Now gives +10 ACC.
- Vial of Sand: Dodge bonus now only applies if the Occultist is bleeding.
- CC Set bonus: Now gives +20% Stun Chance instead of +10 ACC.
*I was not super happy with the changes I made to the Occultist's CC set. Although the nerfs to
Vial of Sand were warranted, it left the trinket as a shell of its former self. Blood Pact I don't
think was a terrible trinket, but it also didn't feel super worth it as a CC trinket. These changes
should make the set a little more interesting and practical overall, and make the set bonus way more
appealing (yes I have heard your complaints to add the stun chance bonus back).
- Bloody Collar: Now uncommon.
- Resurrection Collar: Now rare.
*Generally, The relative strength of these two trinkets did not match
their rarity. This change rectifies that.
- Thirsting Blade: Reworked, all previous effects removed.
- Thirsting Blade: Now adds +100% CRIT vs bleeding but then steals the target's bleed
- Thirsting Blade: Now adds 25% damage resist if the Hellion is bleeding.
- Thirsting Blade: Reduces the Hellion's bleed resist by 200%.
- Thirsting Blade: Now reduces DMG by 25% unless the Hellion is bleeding.
- Thirsting Blade: Now adds a self heal 5 effect on monster kill.
*Thirsting Blade was an incredibly bland trinket in the rework. It was essentially another Hellion
exclusive trinket that boosted accuracy...when she already had several other trinkets that did that.
This rework aims to make this trinket more unique and suitably wacky for a CoM trinket.
- Piercing Pendant: Armor Piercing changed from +20% -> +30%
*Whilst I don't expect a common trinket to be a star trinket which is picked often, this trinket
ended up being strictly worse than many damage trinkets later in the game (AP is usually
worse than just +DMG). As such, I have given it a slight bump to give it more of a niche.
- Witch's Vial: Stun chance changed from -20% -> -10%.
*I found this downside to be too extreme in practice. Now it makes all of her stuns 130%
base instead of 140%. Less consistent, but not nearly as bad as 120%.
- Blasphemous Vial: Never Virtue removed, changed to -15% Virtue Chance
- Blasphemous Vial: Added -25% Debuff Resistance
- Bright Tambourine: Stress heal if torch above 75 changed from +20% -> +25%.
- Bright Tambourine: Stress DMG received on self removed.
- Bright Tambourine: New effect: on any action, decrease party stress damage taken by 10% for 1 full round.
*The original effect of -25% stress on the Jester himself was fine...but a little bland. Changing it to a
mini AoE buff makes it more dynamic.
- Dark Tambourine: ACC debuff changed from -5 to -7.
- Dark Tambourine: Dodge debuff changed from -10 to -12.
*I found the numbers on this trinket to be just a little low, especially when Solo Jester builds often want as
much dodge as possible. Bumping the numbers will make this trinket compete more with dodge trinkets.
- Dirge for the Devoured: Reworked, all previous stats removed.
- Dirge for the Devoured: Now has -10 DODGE, and inflicts bleed on all heroes when the Jester is hit.
- Dirge for the Devoured: Now cures party of all blight and bleed when using a friendly skill
*Similar to the problems with Hellion's Thirsting Blade, the Jester's CoM trinket was borderline
redundant since he had other and much more available options for stress healing (Bright Tambourine),
and the damage bonus was fairly marginal in the grand scheme of things. This new design provides a
very potent and wacky upside in exchange for an equally dangerous downside. I am not entirely certain
as to the practicality of this trinket, but will be monitoring for feedback and testing in the following
weeks.
- Longevity Eyepatch: Max HP bonus removed.
- Longevity Eyepatch: Healing on action changed from +1 -> +3, heals may now crit.
*I played it safe on this trinket, as I was concerned the healing would be too much sustain.
However, the healing ended up being redundant compared to the alternative strategy of
stacking two PROT trinkets and never taking any damage in the first place. Increasing the healing to 3
and letting it crit won't necessarily make this trinket better than that alternative strategy, but make
it more attractive as a sustain and fringe stress heal option.
- Old Unit Standard: Now adds +15% PROT.
- Toy Soldier: Reworked, all previous stats removed.
- Toy Soldier: Now gives +10 ACC, +30 SPD on first round, and adds a mark effect to Crush
- CC Set Bonus: ACC bonus removed, replaced with +33% Riposte Duration.
*The problem with the Man-at-Arms CC set was that both trinkets were hyper specific; they only buffed 1 move
in the hero's kit. Whilst I am okay with this for common hero specific trinkets, this shouldn't be the case
for ones that are more difficult to obtain, generally. These changes aim to make the trinkets more broadly
useful.
- Dancer's Footwraps: No longer grants a SPD buff on attack hit.
- Dancer's Footwraps: Now reduces move and stun resist by 30%.
- Dancer's Footwraps: Now has a -4 stress heal effect on other heroes when using a friendly skill.
*The speed buff this trinket originally provided was just a variation on a swift cloak at worst, and
borderline overkill at best. This rework allows the Shieldbreaker to have a more support playstyle,
which will be more interesting.
- Fanged Speartip: Bleed on Impale changed from 2pts/3rd -> 1pt/3rd.
- Fanged Speartip: Now adds bleed 2pts/3rd to Pierce.
*This trinket encouraged a little too much Impale spam for my liking, and outputted more damage than
intended if both the bleed and blight stuck. These changes aim to encourage more diversity in gameplay.
- Shimmering Scale: Reworked, all previous effects removed.
- Shimmering Scale: Now grants +40% Crit multiplier, and gives 1 block to self on crit
*This trinket was incredibly bland, and not worth taking most of the time, thus the redesign.
- Spectral Speartip: +15% DMG buff changed to +2 Flat DMG.
- Spectral Speartip: +3% Max HP on kill changed to +1 flat Max HP on kill.
*Generally, the problem with this trinket is that the damage buff was pretty mediocre compared
to other generic trinkets, and the health buff was unintentionally weaker at lower levels where
she had less total max HP. The new flat damage buff is stronger than a multiplicative +15% at
all levels, and the HP buff on kill is now consistent regardless of level.
- Severed Hand: Reworked, all previous effects removed.
- Severed Hand: Now adds +50% healing received.
- Severed Hand: Now adds self mark effect on attack.
- Severed Hand: Now adds self heal effect on friendly skill.
- Obsidian Dagger: Reworked, all previous effects removed.
- Obsidian Dagger: Now adds +50% DMG reflection.
- Obsidian Dagger: Now adds self blight/bleed cure on attack.
- Obsidian Dagger: Now adds self stress heal on friendly skill.
*I was generally unhappy with the Shieldbreaker's CC set. It was just two strong stat sticks,
and thematically a giant missed opportunity. This new design plays on the "broken but
beautiful" themes by encouraging you to take hits with the Shieldbreaker. And in cases
where she's getting focused to the point of death, you can "opt out" by healing up with
Serpent Sway.
- Bedtime Story: ACC vs marked removed.
- Bedtime Story: Now adds +30% DMG vs marked.
*The Arbalest has never really needed accuracy, particularly against marked targets that often
had debuffed dodge. This change should make the Bedtime Story a much more useful CC trinket.
- Unsteady Helmet: Reworked, all previous effects removed (except the move chance).
- Unsteady Helmet: Now adds +20% debuff and bleed chance, as well as +15% stun chance.
- Unsteady Helmet: Now adds -33% DMG vs NOT marked.
- Unsteady Helmet: Name changed to Subjugator's Helmet.
*As much as I liked the creativity of the Unsteady Helmet, the problem was that it just...wasn't
very practical. This new design intends to play more into the control aspects of the Bounty
Hunter's kit, with a downside that is severe but can be played around.
- Wounding Helmet: Reworked, all previous effects removed.
- Wounding Helmet: Now adds +25% DMG.
- Wounding Helmet: Killing a target now awards the Bounty Hunter with an additional +15% DMG for 6 rounds.
- Wounding Helmet: Now adds -33% healing received.
- Wounding Helmet: Name changed to Murderer's Mask.
*Now that the Subjugator's Helmet enhances the Bounty Hunter's control kit, the old Wounding Helmet
was obsolete. As such, I've reworked it a damage trinket which rewards chaining multiple kills together.
(Have fun in Endless!)
- Paralyzer's Crest: ACC bonus to Stunning Blow removed.
- Paralyzer's Crest: Now gives +2 SPD.
- Paralyzer's Crest: DMG penalty removed.
*This may appear to be a bit of a strong change; +2 SPD AND removing the downside this trinket previously
had? And perhaps it is. But from my own experience playing with the Crusader, and in the context of how
strong his stun is compared to the rest of the skills in his kit, this trinket was actually underwhelming.
His stun is only 140% base, and only hits the front two enemies. Certainly decent, but no where near the
power of say Blackjack or Flashbang. In addition, the Crusader often wants to be using Holy Lance or one
of his two heals, and often wants trinkets which boost those skills. As such, I've decided that this trinket
actually needs the buff to even compete for its slot. If it turns out to be too much of a problem, I'll
take a second look at it later.
- Swordsman's Crest: Reworked, all previous effects removed.
- Swordsman's Crest: Now adds +20% DMG.
- Swordsman's Crest: Now adds +7% CRIT to Smite.
- Swordsman's Crest: Now adds +15% AP to Holy Lance.
- Swordsman's Crest: Now adds +15% DMG to Zealous Accusation.
- Swordsman's Crest: Now adds +10% DMG Taken.
- Swordsman's Crest: Now adds -10% PROT.
- Swordsman's Crest: Rarity upgraded to very rare, name changed to Aggressor's Crest
*This trinket was a Dismas head sidegrade that only applied to Smite. It was overly specific, and generally
outclassed. The Crusader deserved a better tool for his more aggressive playstyles, and having a second
very rare trinket is preferable to a second uncommon, thus the change.
- Commander's Orders: Stress heal received changed from +15% -> +25%.
- Knight's Vow: Heal received changed from +15% -> +25%.
*Generally, these trinkets are outclassed the moment you get your hands on the Ancestor's Scroll.
These changes should make the trinkets compete more for their slots in that instance.
- Glittering Spaulders: Reworked, all previous effects removed (excluding the PROT bonus).
- Glittering Spaulders: Now adds bleed cure on friendly skill.
- Glittering Spaulders: Now adds horror clear on friendly skill.
- Signed Conscription: Reworked, all previous effects removed.
- Signed Conscription: Now adds +10% ACC multiplier.
- Signed Conscription: Now adds blight cure on friendly skill.
- Signed Conscription: Now adds stun clear on friendly skill.
CC Bonus: Reworked, all previous effects removed.
CC Bonus: Now adds +20% healing/stress healing skills.
*The Crusaders Crimson Court set was a bit of a pain point for me previously. Neither of the trinkets
were particularly interesting, and generally just ended up being alternate versions of Commander's
Orders or Knight's Vow. This rework intends to make the trinkets more unique and more worthy of the CC rarity.
What I want to express, however, is my disagreement with the Vvulf's Tassle change.
I can absolutely see the logic behind it, as it WAS a BiS trinket for every mark-reliant character, but that is exactly why I disagree with its nerf.
The opportunity to nab it comes at earliest during mid-game, and is dropped by a non-standard boss of all things, which serves as a decent barrier against early-game exploitation.
I fear that without the mark stat, it's just a roundabout +X% damage trinket, with no flavour of its own; would it thus not be more reasonable to see most of the damage transferred entirely to the mark check, if the trinket has to be nerfed? Is there perhaps a way to raise the damage floor, without raising the ceiling, coupled together with the mark-dependence?
For example, Arby getting +1 mark damage on her min roll (7), resulting in the base minimum damage of 10 against marked targets, with the max being 16.
If you look at other characters' stats, a 10-16 range doesn't seem that egregious, no?
I have yet to get through the rest of the massive list of changes, and I hope that you're open to feedback, as I genuinely think this is one of the best mods for the game on the workshop.
Continue the good work, cheers!
That's definitely been the one pain point change I've noticed across a lot of feedback since the patch (not just you, several other people too). After reviewing the math a bit I've realised that +2 Flat DMG is *only* better than +25% for damage that is below 6. Otherwise, +25% gives the same bump as +2 and gets worse if your damage is above 15. I'm planning on un-nerfing the trinket soon, as I overestimated how good the trinket was.
I would like to ask about the shield breaker trinkets specifically, Does these changes leave shield breaker without any class specific trinket that buffs her blight move or debuff chance?