Darkest Dungeon®

Darkest Dungeon®

Rebalanced Roster
 This topic has been pinned, so it's probably important
Seraph  [developer] Apr 23, 2017 @ 10:06pm
Hero Roster Changes
Use CTRL+ F to search for hero names or abilities.

ALL previous values are in (X) if applicable.

Abomination
Changes to make his setbacks actually worth it. Won't be changing limitation on Crusader, Vestal, or Leper refusing to party with him. Removing this would cheapen his design. He works fantastically with the newly buffed Jester.

Transform
Revert now gives a large stress heal to the party, 3-7 (up from 1-3). This should help offset the stress damage of even deciding to transform. However, managing stress while using him will still be essential. His buff while transformed is also more drastic.

DMG and speed buffs upon transformation is also increased.
DMG % buff :
13/17/21/25/30 (10/14/17/21/25)
Speed:
2/3/4/5/6 (1/2/3/4/5)

Manacles
DMG +5%

Rake
DMG +5%

Rage
DMG +10%
Accuracy +5%

Antiquarian
Still a huge risk taking her with you, thankfully with some changes she has a little more use beyond spamming PROTECT ME now. She is a useful but ultimately haphazard hero, disruptive to the enemy line and and a few more options to assist the party. She can now clear corpses to help party's that lack this essential function.

Gold can stack an additional 1500(up from 750) with an Antiquarian in the party.

Fortifying Vapours
25% debuff resist added for the target. Increased heal output, with unreliable healing range.
0-3 (1-1)
1-4 (1-2)
2-5 (2-2)
2-6 (2-3)
3-7 (3-3)


Invigorating Vapours
Now has better +dodge growth:
4/6/9/12/15 (3/5/7/9/10)

Flashpowder
Now targets a random enemy with stronger ACC debuff and shuffles the target, disrupting the battlefield and clearing all corpses in the process.
-10/-15/-18/-21/-25 (-5/-10/-12/-15/-18)

Festering Vapours
Higher early blight output, with a heavy cost. At the first three levels, the blight will only last 2 turns before clearing.
Blight Duration
2/2/2/3/3 (3)
Blight DMG
2/2/3/3/4 (1/2/2/3/4)

Arbalest
Needed a little more impact on the battlefield, superior heal stacking buff, higher damage on two of her underused abilities and a buff to keep hero order in place. The Arbalest would very much like to stay where she is standing, thank you. Pair her with a healer/debuffer and watch as the enemy crumbles from your sturdier front line.

Blindfire
Earlier crit gain, more accuracy to help prevent a dead turn.
DMG +15% over base (-10%)

Sniper's Mark
Can now target all rows, usable from 2,3,4 rows.

Rallying Flare
Actually lives up to the name, providing a larger boost to torch level and bolstering the party's resolve to hold the line. Move resist buff instead of a debuff resist.

Supressing Fire
DMG +5%

Bola
Usable from 2,3,4 (3,4)
DMG +5%

Battlefield Bandage
Can now target all rows, oddly it only allowed 1-3 and not the 4th.

Buffed Heals Received growth
25/30/35/40/45 (20/25/28/33/38)

Bounty Hunter
He's a specialist and he does his job very well. However, with the addition of the Houndmaster he needs a little push so he can stay his own man and truly shine as the focused and determined headhunter that he was designed as

Mark for Death
PROT % Removal
-12.5/-15/-17.5/-19/-22 (-10/-12.5/-15/-17.5/-20)

Collect Bounty
DMG buff against Humans increased +5%
DMG reduced against marked targets -5%

Finish Him
Increased DMG against stunned targets
33/40/50/57/65 (25/33/40/50/60)

Flashbang
Stun Chance Reduction of 10%

Uppercut
Stun Chance Reduction of 25%

Stun Resist +10%
Deathblow Resist +3%
To reflect his focused nature in pursuit.

Crusader
The zealot has been pushed to a more focused role as the Unholy decimating, inspiring hunk of metal he strives to be. Pair him with the new Arbalest for a steady front that stands their ground. Antiquarian is also a fantastic choice to toss into the mix to help make the most of Bulwark of Faith.

Stunning Blow
DMG +5%
Stun Chance increase of 10%

Smite
DMG +5% against Unholy

Holy Lance
DMG +5% against Unholy
Slight crit increase.

Battle Heal
Retooled as a front line heal that targets both the first two positions, and adds a move resist buff of 25% and balanced healing ranges, as it now targets two characters the max heal is lower by a small amount. The tooltip is incorrect, only targets row 1&2.
Healing Rates
2-2 (2-2)
2-3 (2-3)
3-3 (3-4)
4-4 (4-4)
4-5 (5-6)


Inspiring Cry
Touched up to bring it in line with other heroes.
Healing Rates
2-2 (1-1)
2-3 (1-1)
2-4 (1-2)
3-4 (1-2)
4-4 (2-2)

Stress Heal
7 (6)
8 (7)
9 (8)
10 (9)
11 (10)

Grave Robber
Gave the Grave Robber a little more utility in parties with a chance to strip protection from enemies, she's still one of the most mobile fighters and pairs nicely with other shifting and shuffling heroes.

Pick to the Face
Added chance to remove PROT on hit. Minor but plays into the disruptive nature she was designed for, normally this ability is rarely used. The Houndmaster is still the best choice for PROT removal.
PROT Reduction %:
-5/-10/-15/-15/-20
Chance %:
60/60/65/65/70

Shadow Fade
Stun Chance increase of 10%

Hellion
Another well balanced character, great damage and utility at great cost if you're careless with her abilities. My changes allow her greater strength but her Exhaust mechanic is more punishing, this is helped by the debuff no longer applying if you miss. So having her dead in the water without anything to show for it is no longer a thing. Lastly her dual stun chance was lowered to be more in line with the roster, it's still powerful but as it's not her only trick it doesn't need to have such outragously high chance.

Adrenaline Rush
DMG increase %
24/26/28/30/35(20/22/24/26/28)

Exhaust Debuff
No longer applies if you miss, but is 10% more severe than originally at -30% DMG

Breakthrough
DMG increased by 5%

Barbaric YAWP!
Stun Chance Reduction of 10%

Highwayman
A startling dash forward and a resounding critical strike against his victim. This ruffian has an eye for the right victim and has skill with blade and bullet alike. He should be one of the premier damage dealers, lets help him out.

Tracking Shot
Now has a weaker mark target effect, with only a two turn duration to avoid overshadowing other heroes. A HWY with can use this to setup for other characters, and himself the following turn. Before this ability was just short of being a wasted turn.

Pistol Shot
DMG +5%, Accuracy +5

Grapeshot Blast
+5 DMG

All Abilities besides Tracking Shot have crit growth increased

Skeleton Key added to supply if he's in the party.

Houndmaster
The only character that recieved any nerfs [and some buffs], and quite minor nerfs at that. Only really to make space for more specialization and other characters to shine. The HM is a bit of a jack of all trades, master of far too much.

Target Whistle
Now only two rounds to balance how crazy strong the ability is and give Bounty Hunter some room to shine in that category.

Hound's Rush
Now more geared towards killing Beast type, +5% DMG vs beasts & -10% DMG against marked targets.

Cry Havoc
Lowered chance but higher stress relief for the party. This should encourage upgrading it. The HM is a bit of a generalist and this reduction in chance helps the Jester as the specialist find his place in your party if you desperately need his skillset.
Stress Heal
4/5/6/7/9 (3/4/5/6/7)
Chance
55/55/60/60/65 (65/65/66/66/66)

Blackjack
Stun Chance Reduction of 10%

Jester
Originally a wasted slot in most lineups unless you had the very best trinkets and quirks, he finds new life as a wonderful stress management companion to the Abomination and bit more freedom with his attacks. He is likely a bit overtuned and feedback on his current state is desired.

Inspiring Tune
Now a party wide ability, to balance this the output of stress relief was lowered. Aditionally his Stress Reduction buff was lowered for the same reason, overall stronger but less directed.
Stress Healing
4 (10)
5 (11)
6 (12)
7 (13)
8 (15)

Stress Reduction
6/7/8/9/10 (10/11/12/13/15)

Solo
Changes to offset the risk of using Solo to setup Finale.
Stronger ACC Debuff
-15/-17/-19/-21/-25 (-10/-12/-14/-16/-18)
SPD Increase
6/7/8/9/10 (5/6/7/8/9)

Battle Ballad
Gives higher crit chance.
3/4/4/5/5 (2/2/2/3/3)

Slice Off
Can now be used against front three rows (2,3)

Leper
The Leper is balanced against his accuracy issues. Improving these are a big risk and could easily make him far too strong. I'd prefer to encourage more diverse party composition, with the Leper being supported with smart hero choices and trinkets. The changes made are very minor because the margin is razor thin and feel Red Hook did amazingly well with this Hero.

Chop
The Leper has a knack for working through failure and now with every MISS from Chop gains a +5 ACC bonus for 2 rounds. The tooltip is incorrect, you will only get the ACC buff on a miss.

Revenge, Withstand, Solemnity and Purge
Can now be used from the front three positions (originally only from front two) so the Leper has an action avaliable if he's shuffled around, he can still only attack meaningfully from the first two positions.

Debuff Resist
Increased by 10%
Bleed Resist
Increased by 10%

Man-At-Arms
Added minor PROT to his armor to reflect his role as the sturdy tank. This number starts at and stays at 5% PROT until level 5 armor, it then jumps to 10% PROT. Going any higher would lessen the impact of PROT buffs via skill or trinkets and I find this value to be fair. PROT still maxes at 80% like intended. He is the ONLY character that will recieve this. I believe carelessly adding PROT to characters is a very poor way of shoring up design flaws and would make most plate wearing characters start to feel too similar.

Retribution
Riposte DMG increase by 10%

Bellow
His weird little shout is a tiny bit stronger doing +5% DMG.

Command
ACC Buff increase
12/13/14/15/17 (10/11/12/13/15)

Plague Doctor
As one of the more wonderfully designed heroes, few changes were needed. Incision was rarely used, and her ability to fit into any party is a godsend in the Ruins in Cove with her high end Blight damage. Mostly flavor changes that won't impact her spot as one of the best choices at destroying the enemy back line.

Battlefield Medicine
Slightly improved heal and a chance [25%] to increase target bleed, blight and disease resist for 3 rounds.
Healing Rates:
1-2 (1-1]
1-3 (1-2)
2-3 (2-2)
2-4 (2-3)
3-4 (3)


Incision
DMG increased by +10%

Disorienting Blast
Stun Chance increase of 10%

Disease Resist
Increased by 10%

Occultist
Pesky, rage inducing Zero HP heals with a bleed proc while the Crusader is dancing at Death's Door have NOT been changed, now it's just less likely. This is one change I'm certain players would ask for but I feel it would hurt the Occultist's feel as a hero. Additionally, his position as an Eldritch slayer is reinforced.

Wyrd Reconstruction
Rreduced chance to inflict bleed on the target.
Bleed Chance:
50/55/55/60/65 (59/59/59/79/89)

Sacrifical Stab and Abyssal Artillery
+5% Eldritch bonus DMG.

Hands from the Abyss
Stun Chance increase of 10%.

Vestal
So often the Vestal is left in the 4th row used exlusively as a healbot, this probably won't change for most players. However, I have given the deviant little nun a few reasons to get closer and smack a skeleton or two. Or at least give you something interest to hit if she gets shuffled to the front.

Divine Comfort
Reworked slightly to give a low chance at minor stress relief and better heal ranges. Stress chance at 33%-50% at max, 3-6 stress healing.
Healing Rates
2-2 (1-2)
2-3 (1-3)
2-4 (2-3)
3-4 (2-4)
4-4 (3-4)


Divine Grace
Improved to keep her firmly placed as the de facto reliable healer.
Healing Rates:
3-6 (3-5)
4-7 (4-6)
5-8 (5-7)
7-9 (6-8)
9-11 (7-9)


Judgement
Very slight change in self healing, change of one extra HP at max.

Hand of Light
DMG +15% and Accuracy +5

Mace Bash
Given a knockback effect
Chance
60/70/80/90/100

Ex: Veteran Bone Defender would only have a 5% chance of being pushed away. Enemies with average move resist will usually not move.

Dazzling Light
Stun Chance increase of 10%

Have any ideas or requests? Feel free to tell me all about them below.

This post will be edited anytime I make a new build, I will not be posting version numbers however as I tend to just catalog my work and and update my documents.
Last edited by Seraph; Apr 28, 2017 @ 6:04pm
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Showing 1-2 of 2 comments
trollwuzu Jun 21, 2019 @ 8:44pm 
You actually nerfed Highwayman:
- removed the bonus %crit debuff on Grapeshot
- removed +25% bonus against marked on Pistol Shot and changed damage to -20 from -15
- removed the -1 speed debuffs on Open Vein (this one is not a big deal tho)

I manually reverted the first two changes. so now I can get 110% damage on marked target
Last edited by trollwuzu; Jun 21, 2019 @ 8:54pm
Seraph  [developer] Oct 16, 2019 @ 7:41pm 
Originally posted by trollwuzu:
You actually nerfed Highwayman:
- removed the bonus %crit debuff on Grapeshot
- removed +25% bonus against marked on Pistol Shot and changed damage to -20 from -15
- removed the -1 speed debuffs on Open Vein (this one is not a big deal tho)

I manually reverted the first two changes. so now I can get 110% damage on marked target

This actually wasn't the case, I'm currently updating the mod to work with the now seemingly final build of the game and DLC. The changes you're seeing is due to the mod being horribly outdated when you tried it, about two years worth of Red Hook changes and thus it conflicted oddly with their extensive changes. Some of which integrated changes I had already done myself, that are now part of the base game.
Last edited by Seraph; Oct 16, 2019 @ 7:42pm
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