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* Some further rebalancing of Ancestral trinkets.
Ancestor's Candle
- removed -4 ACC
- added -8% chance to surprise monsters
(Note: Candle is still very good, probably too good. But this should provide a more thematic event, and create more incentive to consider other options.)
Ancestor's Coat
- removed +50% debuff resistance
(Note: Coat was feeling just a touch powerful, as Dodge is very good, particularly stacked. Moustache Cream was feeling a little weak, so moving the Buff Resist back over to it made sense.)
Ancestor's Moustache Cream
- restored +50% debuff resistance
(Note: Definitely a crazy item. But maybe playable?)
* Some minor adjustments, including some love for Jesters in this difficult time for them.
Lucky Dice
- (no changes) [corrected]
(There was an incorrect change to this item that I've removed.)
Critical Dice
- added +25% DMG if in position 1
(This should help make Finale somewhat more viable, as well as front-line Dirk Stab. I'm not worried about it being too powerful, since the front line is a dangerous place for a Jester.)
Focus Ring
- increased to +3% CRT
- removed +2 SPD
(This item was starting to crowd out others, so I've slowed it down, but gave it a touch more crit to compensate.)
* Some bug fixes.
Padlock of Transference
- increased to +30% Blight Skill Chance (fixed)
Defender's Seal
- increased to +10% PROT
(This trinket was otherwise a worse Protection Stone; it should now be worth using.)
Crimson Court Changes:
Heartburst Hood
- (no changes)
(I like having a common trinket for each class that has no downside and can be slotted without penalty; this is a reasonably useful trinket as-is, so I'm keeping it.)
Resurrection's Collar
- (no changes)
(This trinket may look a bit underwhelming, but healing is very strong, and this represents an interesting healing-for-damage tradeoff that encourages the player to choose a focus for the character.)
Punishment's Hood
- increased to +30% Bleed Skill Chance
- added +10% DMG
(This trinket looked like a good idea, but just wasn't strong enough to see any use, so I've bumped up its damage over time and its direct damage.)
Suffering's Collar
- removed +20% Bleed resist if HP below 40%
- removed +20% Blight resist if HP below 40%
- added +20% Stress Heal
- added -10% Stress
- added -20% Bleed Resist
(This trinket was so weak I didn't know how to fix it. But stress healing is a thing and Flagellant does that thing, so this got changed into a niche item built around that. Minus Bleed Resist is a mixed bag, it can be a negative or a positive depending on the situation.)
Eternity's Collar
- added +20% Bleed resist if HP below 40%
- added +20% Blight resist if HP below 40%
- added +20% Stun Resist
- added -4 DODGE
(This trinket was much weaker than other death survival trinkets, so I moved survival stats from Suffering's Collar, and added some Stun Resist on top. The Dodge "penalty", like the Bleed Resist debuff on the other trinket, can be a negative or a positive, depending.)
Baron's Lash
- removed -10% Stun resist if has Crimson Curse
- added +25% DMG vs Bloodsuckers
(Trophies should be very solid rewards for the difficulty required to get them. These weren't. I've refashioned this one as a bloodsucker killer suited for characters with the Curse.)
Viscount's Spices
- removed +100% food consumed if has Crimson Curse
- added +12 ACC
(As with the other Trophys, I've removed the penalty stat since I don't think Trophys should have them. This is now a trinket focused on more consistent damage dealing. And eating food, because why not.)
Countess' Fan
- removed -25% Bleed Resist if has Crimson Curse
- added +15 DODGE
- added +30% Move Resist
(This should have been one of the best trinkets in the game, but it was one of the worst. It's now a very defensively oriented trinket, and even though defensive stats tend to be weak, Dodge is very good, and this should now be worth looking at.)
Ancestor's Vintage
- removed Delayed Curse craving
- added +50% disease resistance
- added +20% Bleed Resist
- added -4 DODGE
(This has been redesigned - it's now the trinket you carry when you really don't want the Crimson Curse - but don't yet have the Ancestor's Handkerchief! Delayed Curse Craving has been moved to the Mantra of Fasting - see below.)
Coven Signet
- (no changes)
(I think this is useful as is - it's one of the strongest stress protection trinkets available, but only for Cursed characters.)
Dazzling Mirror
- added +10 ACC if Torch above 75
- added -4 DODGE
(I thought this was reasonably strong versus bloodsuckers, but dead weight otherwise. I've added a little bit more power in high light, which applies to the Courtyard, as well as a slight penalty stat so it isn't just a free accuracy trinket.)
Mantra of Fasting
- added Delayed Curse craving
(This seemed - not useful. I moved over the Delayed Curse Craving from the Vintage, so this item now has a purpose - it's what you use when you're really bad at managing blood supplies.)
Mercurial Salve
- added +20% Disease Resist
- added -1 SPD
(This actually was a very good trinket, probably a bit too powerful for a non-Trophy, so I added a slight Speed penalty as with the other "Slayer" items. I also added some Disease protection to add some utility for non-Cursed characters.)
Pagan Talisman
- added +20% chance to Bleed Skill
- added +20% Blight Skill Chance
- added -1 SPD
(This was too niche to be useful, and direct damage isn't fantastic against such a high PROT enemy. I added some DoT support to help burn down the Fanatic, and a slight speed penalty as with the other "Slayer" items. It's probably still too weak, but I'm not inclined to try to fix such an inherently weak item.)
Rat Carcass
- (no changes)
(This is a bad trinket, but it's your punishment for doing an exceptionally bad job of managing your blood supplies.)
Sanguine Snuff
- +20% Stun Resist
- -1 SPD
(This is a decent trinket on a Cursed character. The extra stats are mostly for flavor - they actually offset the Curse effects to some degree, and make the trinket not entirely useless when not in Bloodlust.)
Sculptor's Tools
- added +15% DMG
(Another that seems too niche to be useful. Extra damage is good, though, and makes this useful outside of its one focus combat. That speed penalty should keep it from being a free damage buff trinket.)
* Finally getting around to balancing the Crimson Court Sets - see discussion under the Design Philosophy thread. Also, some ongoing balance changes.
Balance Changes:
Critical Dice
- reduced to +15% DMG if in position 1
(Finale had some power added back in, and the set has a stronger bonus for position 1 damage, so this wasn't as necessary.)
Legendary Bracer
- (fixed) reduced to +10% Stress
(This was a minor bug, I had intended it to be only +10%.)
Martyr's Seal
- increased to -8 DODGE
(This still felt just a little too powerful - and lower dodge will help your character get closer to those Death's Door buffs.)
Sacrificial Cauldron
- reduced to -10% Bleed Skill Chance
(The set has stronger bleed protection, and I didn't want as much overlap between trinkets.)
Sun Ring
- removed +3% CRT if Torch above 75
(I don't want this trinket to become completely useless, but even after the first round of changes, it felt overly strong. I will revisit if it feels too weak now.)
Youth Chalice
- removed -10% Stress
(This was probably a little overtuned, since it was protecting both health and stress. For stress reduction, Vestal still has Sacred Scroll.)
Shieldbreaker Changes:
Venomous Vial
- removed -10% Blight Resist
(I like having one of the common trinkets be "free" of penalties so that players can use it right off.)
Shimmering Scale
- added +30% Move Resist
(This trinket needed a little more power to be useful, so I moved the Move Resist over from the Footwraps. It's arguably not a great stat for her, but should make this a little more worthwhile.)
Dancer's Footwraps
- removed +40% Move Resist
- added +30% Move Skill Chance
- added -20% Stun Resist
(This is still primarily a speed boost trinket, but now helps Puncture take effect to line an enemy up for additional damage potential.)
Fanged Spear Tip
- removed +25% DMG vs Marked
- added +15% DMG if in position 1
- added +3% CRT if in position 1
- added -1 SPD
(Completely reworked. The Spear is now built around direct damage from the first position - e.g., Impale. See the Set trinkets for vs. Marked.)
Cuirboilli
- removed -1 SPD
- added +30% Bleed Resist
- added -8 DODGE
(I added some help for annoying bleeds that ignore Aegis. The Dodge penalty is significant, but shouldn't limit her as much as the Speed penalty, and, well, she still has Aegis for defense.)
Crimson Court Set Changes:
Abomination Set Bonus
- removed +20% DMG if in rank 1
- added +20% DMG Melee Skills
- +3% CRT Melee Skills
Shameful Shroud
- (no changes)
Osmond Chains
- reduced to -1 SPD
(Generalizing the set bonuses so that they're available at other ranks should help make this more relevant; also reducing the stat penalty a bit.)
Antiquarian Set Bonus
- (no changes)
The Master's Essence
- (no changes)
Two of Three
- (no changes)
(This set was already just about everything the Antiquarian could need.)
Arbalest Set Bonus
- removed +25% PROT
- added +30% Move Resistance
- added +30% Stun Resist
Childhood Treasure
- (no changes)
Bedtime Story
- (no changes)
(Being able to stay put and cranking out damage is more important than protection against direct damage for the Arbalest. Other stats are solid.)
Bounty Hunter Set Bonus
- (no changes)
Crime Lords' Molars
- removed -10 DODGE
- added +10% DMG
- added -1 SPD
Vengeful Kill List
- (no changes)
(This set felt like it needed just a bit more damage to be relevant. With the extra offensive power, I changed the penalty to speed to balance it out a bit more.)
Crusader Set Bonus
- (no changes)
Glittering Spaulders
- removed -2 SPD (to Signed Conscription)
Signed Conscription
- added -1 SPD
- added +25% DMG Ranged Skills
(The stats here are solid, but distribution didn't feel right - I reduced the speed penalty and moved it to the stronger item. Also added ranged damage, so that one of the most meme-y abilities in the game would actually be borderline relevant.)
Flagellant Set Bonus
- removed +10 DODGE
- added +30% Stun Resist
- added +3% CRT vs Bleeding
Chipped Tooth
- added +20% Healing Received
- added -8 DODGE
Shard of Glass
- removed -20% Bleed Resist
- added +15% DMG if HP below 50%
- added +20% Debuff Skill Chance
(A very weak set to start with, so I added stats for both offensive and defensive power, and the dodge penalty will help create more low health situations, which could actually increase the Flagellant's power.)
Grave Robber Set Bonus
- added +8 DODGE (from Sharpened Letter Opener)
Absinthe
- removed -20% MAX HP
- added +1 SPD
Sharpened Letter Opener
- removed +5 DODGE
- added +10% Stress
(The intent of this set is to support consistent blight and melee damage output - the problem was that the bonuses weren't enough, and the penalties too significant. I've kept the design but adjusted secondary stats to help make it more playable.)
Hellion Set Bonus
- (no changes)
Lioness Warpaint
- added +15% DMG
- increased to +15% Stress
Mark of the Outcast
- (no changes)
(Solid set to begin with, just needed more consistent damage output. No support for her best ability, the double stun, is intentional - she should have to choose between damage and control.)
Highwayman Set Bonus
- removed +45% Virtue Chance (to Shameful Locket)
- added +10% DMG
- added +3% CRT (from Shameful Locket)
Bloodied Neckerchief
- (no changes)
Shameful Locket
- removed +3% CRT
- added +45% Virtue Chance
- reduced to +10% Stress
(Stats on the set were useful, but not quite enough, and distribution across the set was odd, so added in some additional power and moved stats around so both the individual trinkets and the set are worth using.)
Houndmaster Set Bonus
- (no changes)
Evidence of Corruption
- (no changes)
Battered Lawman's Badge
- (no changes)
(This set has solid stats all around, and seems to be strong enough to be worth using.)
Jester Set Bonus
- added +12% Deathblow Resist
Tyrant's Tasting Cup
- reduced to +10% Stress
Tyrant's Fingerbone
- removed -15% MAX HP
- added +25% DMG if in position 1
- added -10% Virtue Chance
(This set provides support for Solo/Finale and stress healing, and not much else - that's not a bad thing, it just needed stronger stat lines to be worthwhile.)
Leper Set Bonus
- added +30% Move Resistance
Last Will and Testament
- reduced to -6% Death Blow Resist
- added +20% Healing Received
Tin Flute
- (no changes)
(The idea is to help the Leper tank the front line, so added some Move Resist to help him stay put. Also adjusted the numbers a little to help keep him at high health, and to keep him out of the graveyard.)
Man-at-Arms Set Bonus
- (no changes)
Old Unit Standard
- (no changes)
Toy Soldier
- +4 SPD on First Round
(This is a very solid set all around, but Toy Soldier felt a bit underwhelming, so added a first-turn move bonus to help put up a buff/debuff or a guard.)
Occultist Set Bonus
- (no changes)
Blood Pact
- (no changes)
Vial of Sand
- added -10% Stress
(For a set focused on low light runs, this is more or less good enough - added a little stress reduction as the Vial of Sand felt a bit weak.)
Plague Doctor Set Bonus
- added +12 ACC
Subject #40 Notes
- (no changes)
Dissection Kit
- added -20% Healing Skills
(Overall stats were not quite strong enough, so I added accuracy, which will go a long way to making this set viable. Accuracy/damage/stun is a powerful enough combination that it needed an offset, so added a small healing debuff.)
Shieldbreaker Set Bonus
- (no changes)
Obsidian Dagger
- added +25% DMG vs Marked
- added -1 SPD
Severed Hand
- (no changes)
(Additional support for extra damage, with proper preparation. Speed penalty is significant, but will often help her go after a mark has been put down for maximum damage.)
Vestal Set Bonus
- added +12 ACC
- removed +35% Stun Skill Chance
Atonement Beads
- reduced to -10% Virtue chance
Salacious Diary
- reduced to -1 SPD
(Removed the anti-synergy of the stun bonus, and added in accuracy to help offset one of Vestal's more serious weaknesses. I think this still needs some additional power; will have to think about how to add power while still keeping the flavor.)
* Some balance changes, but also a certain amount of recoding how certain trinkets work. The recoding allows for some fine-tuning of the more problematic trinkets like the Slayer and Light/Dark items.
Balance Changes:
Vvulf's Tassle
- added +15% DMG
(This is a reward for one of the most difficult fights in the game, and while it was good, it wasn't good enough. "Power creep" yes, because if you manage to beat Vvulf, you deserve power creep.)
Atonement Beads
- added +15% DMG
- reduced to +15% DMG Melee Skills
- added +30% DMG if Afflicted
- removed +3% CRT Melee Skills
- reverted to -15% Virtue chance
Salacious Diary
- added +50% Healing Skills if Afflicted
(The more I looked at this set, the weaker it looked. This isn't much extra power, but should help a bit, and stick with the theme of direct damage, heals, and afflictions.)
Slayer Ring Rework:
(All the slayer rings looked weaker with Bloodsuckers running rampant, which dilutes the number of enemies of a specific type you may meet. Also, now that they're Rare, more powerful is fine, so I am reversing the secondary "vs enemy" stat.)
Beast Slayer's Ring
- removed -10% Disease Resist vs. Beast
- added +10% Disease Resist vs. Beast
Eldritch Slayer's Ring
- removed +10% Stress DMG vs Eldritch
- added -10% Stress DMG vs Eldritch
Man Slayer's Ring
- removed -10% Bleed Resist vs Human
- added +10% Bleed Resist vs Human
Unholy Slayer's Ring
- removed -5 ACC vs Unholy
- added +5% PROT vs Unholy
Light/Dark Rework:
(Most of the changes here are to help these items be a bit more thematic. Adding in a bit more power to the Sun Ring, which I think was too hard hit in 2.5, particularly with the speed now being conditional.)
Dark Bracer
- changed -10% Chance Party Surprised to -10% Chance Party Surprised if Torch below 26
Dark Crown
- changed -10% Chance Party Surprised to -10% Chance Party Surprised if Torch below 26
Moon Cloak
- changed -10% Chance Party Surprised to -10% Chance Party Surprised if Torch below 26
Moon Ring
- changed -10% Chance Party Surprised to -10% Chance Party Surprised if Torch below 26
Solar Bracer
- changed +1 SPD to +1 SPD if Torch above 75
Solar Crown
- changed +1 SPD to +1 SPD if Torch above 75
Sun Cloak
- changed +1 SPD to +1 SPD if Torch above 75
Sun Ring
- added +2% CRT if Torch above 75
- changed +1 SPD to +1 SPD if Torch above 75
Recoding:
(I recoded how several trinkets work in order to get away from using backer trinket stats, which was kind of a hack - some numbers have been slightly adjusted at the same time.)
Ancestor's Candle
- increased to -10% chance to surprise monsters
Ancestor's Tentacle Idol
- (recoded, no changes)
Eldritch Killing Incense
- (recoded, no changes)
Fortifying Garlic
- increased to -10% chance to surprise monsters
Move Amulet
- (recoded, no changes)
Vengeful Greaves / Vengeful Boots
- (recoded, no changes)