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I settled on a target power level of being somewhere around Very Rare and Ancestral, but not as strong as Trophy. I really wanted the Trophy trinkets to be strong choices for late game so that players would have incentives to take on the Champion bosses (right now some more experienced players routinely skip them on the way to the Darkest Dungeon because the rewards aren't strong enough). So the Sets had to be solid choices, but not so strong that you'd never pick anything else.
There is also the factor that Red Hook had clearly used them as an opportunity to promote alternate play styles - e.g., the melee damage on the Vestal's. Typical play styles already had plenty of support among existing trinkets, so that decision made sense, and I wanted to keep that aspect of it.
As always, it comes down to raw stats - if the numbers feel strong enough, players will consider it, if not, they won't. As with the other trinkets, I looked to secondary stats to help balance them out, typically adding universally helpful secondary stats to make trinkets more appealing. I also ensured that Set bonuses were strong enough to consider running both, but again, not so strong that they were the obvious choice over everything else.
I think the Set balance may still be disappointing for some players who were looking for "end-game raid level" gear. But I think they're strong choices in the middle game and early in the end game until the better Ancestral and Trophy trinkets show up.
Color of Madness: I feel like the power level should be around that of the Set trinkets from the Crimson Court, and my approach has been largely the same as for the Set trinkets. Overall, most felt close to balanced, but some have needed some adjustments, to tone down a couple of very powerful trinkets, and to make several of the weaker ones more appealing, particularly the Thing From The Stars rewards, which frankly didn't feel like much of a reward for a low probability drop from a very difficult fight.
On a side note - I really don't like bleed and blight resist debuffs, and have used them only sparingly. They are completely meaningless for some dungeons, and for others, they feel meaningless until you get a DoT and miss a death blow roll, and then they really hurt. I prefer penalties that are more straightforward and which don't come with really awful feel-bad moments - that also makes trinkets easier to assess. As such, I've cut the bleed and blight resist debuffs in favor of penalties that should make more sense.