Darkest Dungeon® II

Darkest Dungeon® II

Phillip's Highwayman Rework
Phillip  [developer] 22 Feb @ 5:28pm
List of Full Changes!
Wanderer

"All of these changes are QOL"

  • Wicked Slice +:
    Target: Execution 1 -> Execution 2

  • Take Aim +:
    Cooldown 2 -> Cooldown 1
    Self: Crit x2, Remove Blind, Remove Weak

  • Tracking Shot:
    Ignores Dodge, Stealth
    Target: Combo, Remove Dodge, Remove Stealth,

    Tracking Shot +:
    Ignores Dodge, Stealth
    Target: Combo, Immobilize, Remove Dodge, Remove Stealth, Target Can't Gain Dodge (2 Turns)

    "The idea is you track them down (and keep them pinned). Meta talk, idk how to make tracking shot good, immobilize is the least offensive debuff."

Rogue

"Changes focused on making him more of a brawler/off tank."

  • Class Mechanic:
    Self: On Riposte, Block (33%)

    "Helps the Highwayman survive his ripostes procs, and because of other changes further below with taunt and riposte, this will allow highwayman with his mediocre health pool to survive a few direct hits."

  • Wicked Slice:
    Deals 30% more damage when Target HP < 30%
    Damage: [4 - 8] -> [3 - 7]

    Wicked Slice +:
    Deals 50% more damage when Target HP < 30%
    Damage: [6 - 9] -> [5 - 8]

    "Damage change evens out with the MissingHP damage boost, with slightly lower lows and higher highs (~+-0.2), but Wicked Slice's naturally high crit rate means this is overall still a nice damage boost while remaining "fair" for base game."

  • Point Blank Shot:
    Ignores Block and Block+
    Self: Knockback 1
    Target: Knockback 1, Remove Block

    Point Blank Shot +:
    Ignores Block and Block+
    Self: Knockback 1
    Target: Knockback 1, Remove Block

    "Big number = fun, also changes to double cross allows for PBS to neatly slot into the anti-armor niche. If this turns out to be too powerful I can remove the remove block text, but it should be fine as is."

  • Double Cross:
    Damage: [2 - 4] -> [3 - 5]
    Launch: [0-0-X-X] -> [X-X-X-0]
    Self: Forward 2, Taunt

    Double Cross +:
    Damage: [3 - 5] -> [4 - 6]
    Launch: [0-0-X-X] -> [X-X-X-0]
    Self: Forward 3, Taunt x2, Ripostes gain 25% Crit (4 Turns)

    "Reworked Double Cross to be a competitor to Duelist's Advance: while it gives riposte in excess, this grants you taunt and a riposte crit buff so that you are guaranteed to get damage out of your ripostes. Encourages a more dangerous playstyle, but with the Block Token chance on riposte it should turn out ok, especially because you are playing for maximum ripostes."

  • Duelist's Advance +:
    Self: Forward 2 -> Forward 3, Riposte x2, Block+

    "QOL, precedent for this movement with this launch range is in Fleche (also is the most OP dance move in the game)."

  • Double Tap:
    Launch: [0-X-X-0] -> [0-0-0-X]
    Hit: [0-X-X-0] -> [X-X-0-0]
    Self: Back 1
    Target: Vulnerable

    Double Tap +:
    Launch: [0-X-X-0] -> [0-0-0-X]
    Hit: [0-X-X-0] -> [X-X-0-0]
    Self: Back 1
    Target: Vulnerable x2

    "Similar to Double Cross, Double Tap is an alternative to PBS and Grapeshot, which focus on single target and AOE respectively. This is focused on debuffing on the opportunity cost for the other 2 skills. Also carves its own niche since wicked slice and double tap have always felt like they were basically the same ability."

Sharpshot

"Changed the theme of the path from just Pure Damage to a utility DPS with Daze applications and payoffs.(Something I will change for every pure DPS path in the future)."
  • Take Aim :
    Cooldown 3
    Self: Speed, Next Hit applies Combo (1 Battle), Remove Blind

    Take Aim +:
    Cooldown 3 -> Cooldown 2
    Self: Speed, Next Hit applies Combo (1 Battle), Self: 25% Damage when Target Stunned or Dazed (3 Turns), Remove Blind, Remove Weak

    "Less raw damage and more utility setup. Stun damage boost is for all the new daze applications he gets to make it more potent without changing how often it gets applied (Most enemies have around 10-30 stun res based on size)."

  • Tracking Shot:
    Cooldown: 1
    Ignores Dodge, Stealth
    Launch: [X-X-X-X] -> [X-X-0-0]
    Hit: [X-X-X-X] -> [X-X-X-0]
    Target: Round Start: Daze, Knockback 1, Remove Dodge, Remove Stealth

    Tracking Shot +:
    Ignores Dodge, Stealth
    Launch: [X-X-X-X] -> [X-X-0-0]
    Hit: [X-X-X-X] -> [X-X-X-0]
    Target: Round Start: Daze, Knockback 1, Remove Dodge, Remove Stealth, Target Can't Gain Dodge (2 Turns)

    "Reworked tracking shot as a setup tool. Less flexible hit and launch for more soft power (movement)."

  • Pistol Shot: +50% Damage when Target Stunned or Dazed
    Damage: [4 - 8] -> [3 - 6]

    Pistol Shot +: +50% Damage when Target Stunned or Dazed
    Damage: [7 - 10] -> [5 - 8]
    Target: Round Start: Daze when Combo

    "Reworked pistol shot to have a greater reward for more setup, rather than just pressing the button. DPS with either combo or daze is nearly the same, getting both is rare and thus worth the damage increase. A DPS decease when you don't have a damage boost, but a thematic and imo satisfying one."

  • Grapeshot Blast +:
    Damage: [5 - 7] -> [4 - 7]
    Target: Daze (66%)

    "Manic Flagellant sends his regards."

  • Point Blank Shot:
    Self: Knockback 2
    Target: Knockback 2, Round Start: Daze

    Point Blank Shot +:
    Self: Knockback 2
    Target: Knockback 2, Round Start: Daze

  • Double Cross:
    Ignore Dodge and Dodge+
    Launch: [0-0-X-X] -> [X-X-0-0]
    Hit: [X-X-0-0] -> [0-0-X-X]
    Damage: [2 - 4] -> [3 - 6]
    Self: Dodge
    Target: Remove Dodge, Round Start: Daze

    Double Cross +:
    Ignore Dodge and Dodge+ Tokens.
    Launch: [0-0-X-X] -> [X-X-0-0]
    Hit: [X-X-0-0] -> [0-0-X-X]
    Damage: [3 - 5] -> [4 - 8]
    Self: Dodge +
    Target: Remove Dodge, Round Start: Daze

    "Brand new double cross for the Sharpshot, complete with a launch range to complement his stationary play style. This is most useful to pin down those pesky Cherubs or Spiders with Dodge+. Higher base damage, complementary to Sharpshot's playstyle since no vuln."

  • Highway Robbery:
    Cooldown: 1
    Ignores Dodge
    Launch: [0-0-X-X] -> [X-X-0-0]
    Hit: [X-X-X-0] -> [X-X-0-0]
    Target: Remove Strength, Destroy 1 Positive Token, Weak x1

    Highway Robbery +:
    Cooldown: 1
    Ignores Dodge
    Launch: [0-0-X-X] -> [X-X-0-0]
    Hit: [X-X-X-0] -> [X-X-0-0]
    Self: Strength
    Target: Remove Strength, Destroy 1 Positive Token, Weak x2

    "Makes it better for sharpshot path, giving strength for a nice damage boost on pistol shot. Drawbacks are less positive token interference, longer cooldown, necessity of mastery points, and the fact that you can only take 5 skills, so there is real opportunity cost."


Yellowhand

"Changes to add more bleed synergy."

  • Wicked Slice:
    Damage: [4 - 8] -> [3 - 7]
    Target: If Target has Bleed: Weak

    Wicked Slice +:
    Damage: [6 - 9] -> [5 - 8]
    Target: If Target has Bleed: Weak x2

    "Wicked Slice is now a utility tool, instead of execution it has a potent debuff at the opportunity cost of damage from bleed from Open Vein."

  • Open Vein:
    Target: Inflict 2 Bleed, When Combo: Inflict Bleed 4 instead

    Open Vein +:
    +10% Bleed Resistance Penetration
    Target: Inflict 3 Bleed, When Combo: Inflict Bleed 6 instead

    "Yellowhand Open vein is one of the most lackluster abilites in the game because its both OP but doesn't feel like it. You have to perma-spam it because its the only ability that both debuffs and applys bleed, making grapeshot blast and to an extent Highway robbery outshined. This change should make open vein the premier bleed tool while letting the other debuff abilties be used more often."

  • Double Cross:
    Ignore Block and Block + Tokens.
    Self: Riposte,Block
    Target: Remove Block,

    Double Cross +:
    Ignore Block and Block + Tokens.
    Self: Ripsote x2,Block
    Target: Remove Block,
Last edited by Phillip; 12 Mar @ 1:22pm