Darkest Dungeon®

Darkest Dungeon®

Exaelus' Revenant Class Mod
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Vantris 26 Apr, 2017 @ 5:02pm
My recommended suggestions
Before I start this I really want to emphasize that this is all MY OPINION and both the mod creator and others may not agree and that is okay. First of all I love the idea of a tank that can both heal and do heavy bleed but a few issues come to mind. First of all he is utterly useless in the Ruins I mean even the Houndmaster can be more useful in the Ruins because of his kit. I think that it would be best if instead of all tanks refusing to go with the revenant how about do the same thing like abomination which would make more sense. As of now he is very underwhelming compared to the other heroes but he is very badass and I have very I hopes for this character. This will be it for now as I need to do more testing but currently for me those are the biggest issues.
Last edited by Vantris; 26 Apr, 2017 @ 5:03pm
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Showing 1-15 of 29 comments
Vantris 26 Apr, 2017 @ 5:07pm 
Also his trinkets are f**king incredible so no complaints.
Exaelus  [developer] 26 Apr, 2017 @ 5:23pm 
Yeah, if you are feeling lucky you can play at death's door and do tons of damage or be the tank your team needs. We shall see how this goes, he is still relatively new. I played with him a bunch and he seems fine to me at least for now. If buffs are required i will buff him, no worries.
bread 27 Apr, 2017 @ 1:46pm 
I've been playing with him for a little while now and have made a couple of my own changes, figured I would share them here since at the moment I'm fairly happy with them.

I'd like to preface this by saying I have made SIGNIFICANT nerfs to every other class I've downloaded from the workshop (and I've downloaded a lot). For example, yesterday I changed an ability of one class which had a +20% damage modifier to have a -80% damage modifier and I still use it on that hero most of the time. Long story short, I prefer having heroes on the weaker side and I am not interested in OP classes or things to make the game easier.

That being said, I felt the revenant was (literally, in many cases) unplayable as is and made a handful of small changes that have added up to make him a reasonable addition to the roster without outperforming or overshadowing any existing classes. Here are the changes I made:

1- Completely wiped out his party restrictions. I think this was cool and flavorful, but frankly his power level did not necessitate it, and being unable to play with many of the most useful classes in the game (including Vestal and even other workshop support classes like Inquisitor) made him unusable in too many cases.

2- Increased bleed duration on Sanguine Strike from 2 rounds to 3 rounds at all levels. I just think 2 round bleed/blights are strange and feel bad in this game. 3 rounds is definitely the standard duration for DoTs in Darkest Dungeon, so this was more of a "feel" change than a balance change. I haven't played with a Champion level revenant yet so this may necessitate lower damage on the higher ranks of the skill, but we'll see.

3- Moderately increased base weapon damage. I've kept his damage fairly low (it's between Jester and Grave Robber while maintaining its dramatically lower speed and crit, 4-8 at level 0 and 8-14 at maximum), but considering most of his skills have fairly significant -% penalties to begin with, this just makes him feel a little better to use (particularly against enemies with high bleed resist). His damage is definitely on the low end still, but the 1-2 points of extra up front on most of his skills makes him a lot more fun to bring along.

Overall, these were pretty simple small things I changed that, in all honesty, keep him towards the bottom of the tier list while giving him enough of a usability boost that I can enjoy his fantastic artwork, flavor, and unique and interesting set of abilities.
Last edited by bread; 27 Apr, 2017 @ 1:52pm
Vantris 27 Apr, 2017 @ 2:38pm 
Originally posted by snek:
I've been playing with him for a little while now and have made a couple of my own changes, figured I would share them here since at the moment I'm fairly happy with them.

I'd like to preface this by saying I have made SIGNIFICANT nerfs to every other class I've downloaded from the workshop (and I've downloaded a lot). For example, yesterday I changed an ability of one class which had a +20% damage modifier to have a -80% damage modifier and I still use it on that hero most of the time. Long story short, I prefer having heroes on the weaker side and I am not interested in OP classes or things to make the game easier.

That being said, I felt the revenant was (literally, in many cases) unplayable as is and made a handful of small changes that have added up to make him a reasonable addition to the roster without outperforming or overshadowing any existing classes. Here are the changes I made:

1- Completely wiped out his party restrictions. I think this was cool and flavorful, but frankly his power level did not necessitate it, and being unable to play with many of the most useful classes in the game (including Vestal and even other workshop support classes like Inquisitor) made him unusable in too many cases.

2- Increased bleed duration on Sanguine Strike from 2 rounds to 3 rounds at all levels. I just think 2 round bleed/blights are strange and feel bad in this game. 3 rounds is definitely the standard duration for DoTs in Darkest Dungeon, so this was more of a "feel" change than a balance change. I haven't played with a Champion level revenant yet so this may necessitate lower damage on the higher ranks of the skill, but we'll see.

3- Moderately increased base weapon damage. I've kept his damage fairly low (it's between Jester and Grave Robber while maintaining its dramatically lower speed and crit, 4-8 at level 0 and 8-14 at maximum), but considering most of his skills have fairly significant -% penalties to begin with, this just makes him feel a little better to use (particularly against enemies with high bleed resist). His damage is definitely on the low end still, but the 1-2 points of extra up front on most of his skills makes him a lot more fun to bring along.

Overall, these were pretty simple small things I changed that, in all honesty, keep him towards the bottom of the tier list while giving him enough of a usability boost that I can enjoy his fantastic artwork, flavor, and unique and interesting set of abilities.
Wow already beat me to it. The only other think I would like to add is I think it would be better if you removed the stress damage on his heal.
Last edited by Vantris; 27 Apr, 2017 @ 2:39pm
bread 27 Apr, 2017 @ 3:11pm 
We'll see how that goes for a bit longer- I like the flavor of it and it hasn't caused me any major problems yet, but I imagine it might make him completely unusable for Darkest Dungeon quests/Long quests. Perhaps leaving the stress at +5 at all levels rather than increasing with the heal would be a good half-way point.

One other change I made, I did reduce the initial damage of Bloodfury to -33% to offset the extra base damage a little bit (as a riposte attack it should be weaker). I also might reduce Obliterate's extra damage vs bleeding to 10%/level instead of 15%/level now that his base is higher, but I need to do more testing with it on veteran+champion to know if it's necessary.

Overall though I'm pretty happy with where I have him now.
Last edited by bread; 27 Apr, 2017 @ 3:12pm
Exaelus  [developer] 27 Apr, 2017 @ 3:34pm 
Originally posted by snek:
I've been playing with him for a little while now and have made a couple of my own changes, figured I would share them here since at the moment I'm fairly happy with them.

I'd like to preface this by saying I have made SIGNIFICANT nerfs to every other class I've downloaded from the workshop (and I've downloaded a lot). For example, yesterday I changed an ability of one class which had a +20% damage modifier to have a -80% damage modifier and I still use it on that hero most of the time. Long story short, I prefer having heroes on the weaker side and I am not interested in OP classes or things to make the game easier.

That being said, I felt the revenant was (literally, in many cases) unplayable as is and made a handful of small changes that have added up to make him a reasonable addition to the roster without outperforming or overshadowing any existing classes. Here are the changes I made:

1- Completely wiped out his party restrictions. I think this was cool and flavorful, but frankly his power level did not necessitate it, and being unable to play with many of the most useful classes in the game (including Vestal and even other workshop support classes like Inquisitor) made him unusable in too many cases.

2- Increased bleed duration on Sanguine Strike from 2 rounds to 3 rounds at all levels. I just think 2 round bleed/blights are strange and feel bad in this game. 3 rounds is definitely the standard duration for DoTs in Darkest Dungeon, so this was more of a "feel" change than a balance change. I haven't played with a Champion level revenant yet so this may necessitate lower damage on the higher ranks of the skill, but we'll see.

3- Moderately increased base weapon damage. I've kept his damage fairly low (it's between Jester and Grave Robber while maintaining its dramatically lower speed and crit, 4-8 at level 0 and 8-14 at maximum), but considering most of his skills have fairly significant -% penalties to begin with, this just makes him feel a little better to use (particularly against enemies with high bleed resist). His damage is definitely on the low end still, but the 1-2 points of extra up front on most of his skills makes him a lot more fun to bring along.

Overall, these were pretty simple small things I changed that, in all honesty, keep him towards the bottom of the tier list while giving him enough of a usability boost that I can enjoy his fantastic artwork, flavor, and unique and interesting set of abilities.

Interesting, ok i guess it's time to slightly buff him. I do not want to remove the party restriction for example if you use arbalist with revenant and his vampiric embrace you can stack the healing received buff through the roof.

I havent been playing him much lately, been working on sound effects and other stuff so i cant say what exactly he is missing at this point. I did however want him to be weaker on release and buff him if necessary. You are also right about the bleeds and such, i got carried away calculating total numbers and how much damage other classes do and how much damage this class does if abilities hit all enemies etc.

The standard is 3 rounds so that has to change.
I have heard that he needs a buff enough to do it.
So here is what i am thinking:

- Increase bleed duration from sanguine strike to 3 rounds
- Increase the bleed from bloodfury ripost to 3 rounds as well 2 damage per round.
- Increase base damage to the 4-8 as you suggested and max 8-14
- Obliterate bleed damage vs enemies nerf to 12/24/36/48/60%
- Stress on the heal down from 4/5/6/7/8 to 2/3/4/5/6
- Bloodfury damage reduction increased from 25% to 33%

Stress on the heal is also there for the same reason to prevent spam, if you run 2 revenants they can stack so much healing received that its just crazy and not to mention lore ofc. Dark heals are stressful. How does that sound?
Last edited by Exaelus; 27 Apr, 2017 @ 4:00pm
Vantris 27 Apr, 2017 @ 3:58pm 
Originally posted by Exaelus:
Originally posted by snek:
I've been playing with him for a little while now and have made a couple of my own changes, figured I would share them here since at the moment I'm fairly happy with them.

I'd like to preface this by saying I have made SIGNIFICANT nerfs to every other class I've downloaded from the workshop (and I've downloaded a lot). For example, yesterday I changed an ability of one class which had a +20% damage modifier to have a -80% damage modifier and I still use it on that hero most of the time. Long story short, I prefer having heroes on the weaker side and I am not interested in OP classes or things to make the game easier.

That being said, I felt the revenant was (literally, in many cases) unplayable as is and made a handful of small changes that have added up to make him a reasonable addition to the roster without outperforming or overshadowing any existing classes. Here are the changes I made:

1- Completely wiped out his party restrictions. I think this was cool and flavorful, but frankly his power level did not necessitate it, and being unable to play with many of the most useful classes in the game (including Vestal and even other workshop support classes like Inquisitor) made him unusable in too many cases.

2- Increased bleed duration on Sanguine Strike from 2 rounds to 3 rounds at all levels. I just think 2 round bleed/blights are strange and feel bad in this game. 3 rounds is definitely the standard duration for DoTs in Darkest Dungeon, so this was more of a "feel" change than a balance change. I haven't played with a Champion level revenant yet so this may necessitate lower damage on the higher ranks of the skill, but we'll see.

3- Moderately increased base weapon damage. I've kept his damage fairly low (it's between Jester and Grave Robber while maintaining its dramatically lower speed and crit, 4-8 at level 0 and 8-14 at maximum), but considering most of his skills have fairly significant -% penalties to begin with, this just makes him feel a little better to use (particularly against enemies with high bleed resist). His damage is definitely on the low end still, but the 1-2 points of extra up front on most of his skills makes him a lot more fun to bring along.

Overall, these were pretty simple small things I changed that, in all honesty, keep him towards the bottom of the tier list while giving him enough of a usability boost that I can enjoy his fantastic artwork, flavor, and unique and interesting set of abilities.

Interesting, ok i guess it's time to slightly buff him. I do not want to remove the party restriction for example if you use arbalist with revenant and his vampiric embrace you can stack the healing received buff through the roof.

I havent been playing him much lately, been working on sound effects and other stuff so i cant say what exactly he is missing at this point. I did however want him to be weaker on release and buff him if necessary. You are also right about the bleeds and such, i got carried away calculating total numbers and how much damage other classes do and how much damage this class does if abilities hit all enemies etc.

The standard is 3 rounds so that has to change.
I have heard that he needs a buff enough to do it.
So here is what i am thinking:

- Increase bleed duration from sanguine strike to 3 rounds
- Increase the bleed from bloodfury ripost to 3 rounds as well 2 damage per round.
- Increase base damage to the 4-8 as you suggested and max 8-14
- Obliterate bleed damage vs enemies nerf to 12/24/36/48/60%
- Stress on the heal down from 4/5/6/7/8 to 2/3/4/5/6

Stress on the heal is also there for the same reason to prevent spam, if you run 2 revenants they can stack so much healing received that its just crazy and because of the lore ofc. Dark heals are stressful. How does that sound?
Sounds fine to me.
Exaelus  [developer] 27 Apr, 2017 @ 4:04pm 
Thank you guys for the feedback, this is exactly what i need. I've been working on a lot of stuff lately, i hope that the sound effects are satisfactory.
Last edited by Exaelus; 27 Apr, 2017 @ 4:05pm
bread 27 Apr, 2017 @ 10:36pm 
That sounds pretty good to me. Enjoying the mod!
xXVexZenithXx 29 Apr, 2017 @ 11:20am 
He is great the only person i wish would go into battle with him is the Vestal. I understand he can be an incredible self healer but if you want to bring a healer for other classes in the party you are restricted to occultist or weak self healing skills. Just my two sense :) Other than that he is fun to play with.
Exaelus  [developer] 29 Apr, 2017 @ 4:51pm 
@Reaper You are not the first person to mention low healing for the team, i'm looking into something that might make it even better. You can expect a change to vampiric embrace soon.
xXVexZenithXx 29 Apr, 2017 @ 6:21pm 
@Exaelus That is great to hear and keep doing what your doing because mods like these keep the game fresh ! Thanks for the response !
Vantris 30 Apr, 2017 @ 7:55pm 
This is more of a nit pick but I think he says "weakling" way to much. If you could vary ihis barks a little that would be fantastic.
Last edited by Vantris; 30 Apr, 2017 @ 7:55pm
Exaelus  [developer] 1 May, 2017 @ 6:57am 
@Vanguard after going through the file, i did write weakling too much, its been modified.

Enjoy. ^^
Vantris 1 May, 2017 @ 12:22pm 
Originally posted by Exaelus:
@Vanguard after going through the file, i did write weakling too much, its been modified.

Enjoy. ^^
Damn that was fast. Thanks for such a quick change. By the way as far as balancing goes I think he is decently balanced.
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