Darkest Dungeon®

Darkest Dungeon®

From the Software (A Darkest Dungeon Crossover Adventure)
Rhinkalis  [developer] 24 Jul @ 2:58pm
Early Balance Thoughts
Obviously jamming all these classes together based purely on theme, rather than on any considered idea of balance (Other than trying to find ones people think are generally balanced individually) creates some... Oddities, so I'm keeping my observations here as I have them, if anyone has suggestions/input/w/e feel free to toss them in. ... In my defense I did say the experience wouldn't be balanced up front.

The (maybe too) strong: Damage output in these parts can be pretty impressive early on. Quite a few burly guys that can smash enemies apart, and the Lunar Princess might not do as much damage per hit, but a lot of the time she can get double actions (though one of those actions has to target the front enemy), which can be very effective. I'm not actually sure the total damage output is completely out of line, there's largely more characters than usual that just lean into raw damage (or damage that scales on something odd, like low/high torch level, or their own sanity loss) and fewer characters that lean into "target has a debuff to do more damage" (though not none), so it's very possible that this line up has really high damage early, but will fall off as you get later into the game because there's less options for big magnification.

The Limited: Speaking of debuffs, while there's some access to stun, and while there is some blight and bleed, there does feel like there's quite a bit less than the main game overall, which could mean that there's not great team comps for dealing with really high protection bosses and the like. I haven't actually been running it long enough to even get every character to spawn yet, so that might not be true, but worth contemplating. Also, so far, healing has been in pretty short supply, mostly been using the Acolyte to give 1 point of Restoration to the party every turn and just skating by on that, but I suspect there's not enough healing available for some game plans.

The Ugly: I'm not sure having The Samurai (who does +6 self stress with basically every action) and The Abysswalker (who also does a solid bit of self stress *and* gets damage buffs when he's afflicted), and the Choir Hunter (Whose kit also gets a lot stronger when afflicted) all in your limited pool of classes is entirely ideal? Especially since the typical stress management options from the base game are, you know, not here. Miiight want to replace the Samurai at least? Worth considering, anyway.

The interesting: On the flip side, there's quite a few more classes that care about torch levels here, some want it high, some want it low, some will consume some of it if its high to get bonus effects on their attacks, some relics will increase how fast it depletes for benefits... Obviously using all modded classes avoids the few base game classes who refuse to be in a party with each other, but instead you have this consideration of your torch level. Granted, given already existing gameplay habits, I suspect that mostly means people will gravitate towards the "Low torch" characters a lot of the time, using their improved abilities to help tilt the risk/reward ratio in dark runs, but, like, if you'd find a character who usually benefits from a higher light level on such a trip, you *can* still bring them even if they might underperform, which is, I think, a more interesting tactical decision than just "No, you're just not allowed to run these together."

But these are just some very early thoughts, there'll
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Rhinkalis  [developer] 24 Jul @ 6:28pm 
A corollary: While healing is a smidge in short supply across classes broadly (I mean, the Dark Wraith sustains himself pretty well, maybe too well at times, basically filling in for the Flagellant from the DLC, really), the Doll does give you some (albeit RNG) stress reduction, and her heal skills are perfectly adequate, and while the Acolyte's healing methodology is a little weird, the "give everyone in the party Restoration, then give a specific person all that restoration if you do need a big heal" does actually work for sustaining through maps.
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