Darkest Dungeon®

Darkest Dungeon®

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Gyll's Vanilla: Flagellant
   
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Class Mods: Class Tweaks
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575.378 KB
Jun 10, 2018 @ 6:30am
Jun 20, 2020 @ 11:49am
20 Change Notes ( view )
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Gyll's Vanilla: Flagellant

In 1 collection by Gyll
Gyll's Vanilla
19 items
Description
Gyll’s Vanilla: Flagellant reworks the Flagellant into a versatile healer and bleed-based damage dealer, with fewer special mechanics and less reliance on situational self-heal skills.

It is an extension of Gyll's Vanilla: Heroes which redesigns or rebalances all 15 base game heroes.

Design Goals for the Flagellant
- Drastically tone down his self heal skills
- Make him feel more like a normal hero
- Allow him to be a viable main healer
- Give him a viable backline build

Changelog
Click to view the changelog, including tooltips and design notes[dd-tooltips.com]

Localization
This mod is translated into the following languages:
Korean: thanks to Ruque and Nickel
Russian: thanks to Mad_bucket.png
All other non-English languages are playable but will have some English strings, please leave a comment if you're willing to translate another language.

About Gyll’s Vanilla
Gyll’s Vanilla is a collection of mods for Darkest Dungeon, each of which redesigns a single aspect of the game. These mods are balanced against the vanilla base game and designed for maximum compatibility, creating a solid foundation for your modded campaigns.
Click to view the full collection

Disclaimer
Gyll’s Vanilla: Flagellant is not an official Red Hook Studios product or product modification, and Red Hook Studios Inc. is not responsible in any way for changes or damages that may result from using the mod. Furthermore, “Darkest Dungeon” and the Darkest Dungeon logo are trademarks of Red Hook Studios Inc. All content in the game is Copyright Red Hook Studios Inc. All rights reserved.
18 Comments
NeonNobility Jul 17, 2022 @ 6:34pm 
That statement about gaining damage at low HP is a flat-out lie
rosteri3 Jul 25, 2019 @ 10:23am 
Can you make a mod there the flagellant can hit position 3 with punish?
Gyll  [author] Dec 23, 2018 @ 1:09pm 
Patch day! Flag changed quite a bit so let me know what you think of the new design!
Gyll  [author] Sep 11, 2018 @ 4:53pm 
Just posted a small patch to tweak icons borders & tooltips based on feedback. Redeem/Endure are on the shortlist for review but DD time is limited and I wanted to get Shieldbreaker out first.
THE CAKE IS A SPY Aug 22, 2018 @ 7:55pm 
Just as a side note however (because of character limit in posts), one thing that i can recommend that is less likely to mess his meta up and something that has limitless possibilities would be affliction buffs or a different dynamic when afflicted (e.g: more damage but less healing or an immunity to use limits but at the cost of less death blow resistance, dodge or other things). I mean he does have that one move lash's fury (or somthing) that gives him stress i think their is potential for an affliction dynamic (Especially because of how the affliction is unique to him)
THE CAKE IS A SPY Aug 22, 2018 @ 7:51pm 
Just an imo for this (because this idea may be way out of what this mod aims to do) but maybe rework the spread of healing moves since you essentially have 3 (idk i think its the fact that 2 moves explicitly rely on each-other). I think you need to keep the moves more self contained but at the same time still able to cooperate. I agree with Nive that the 2 moves "bloat your kit". I think if you want to rework him as a main healer you should take the angle of high risk high reward now that Occultist can heal in all positions and thus is at least 'reliably unreliable'. My suggestion would be to keep a 73% death blow resist and the strength of the heal from vanilla (for redeem) but decrease death blow resist for both target and himself (among a 3 turn no use for redeem because i think that debuff is really good). Obviously these aren't concrete suggestion but you get the idea.
Nive Aug 13, 2018 @ 2:30pm 
I've played and thought more on Endure and Redeem, and I have a suggestion that effects them both.

Change Redeem so it relies on the HP of the Flag instead of his target. You wouldn't need to "top off" the hero next turn as long as the Flag was low.

I feel that at Redeem's most effective, it should lie between Divine Grace and Wyrd Reconstruction, the reliability offset by the risk to the Flag. Plus, because it relies on the Flag's HP, it could replace Endure as his go-to self heal. Endure could then be changed into something entirely different and much more effective.

Of course, without the guaranteed self-heal like in vanilla, Redeem would need a downside to prevent spam.

I continue to feel that the separation of vanilla Redeem into two skills is your Flag's biggest issue. It bloats his kit and makes it difficult to carve out move sets.

It also indirectly nerfs Suffer. With no ally-targeting abilities that benefit from having the Flag low, Suffer is much less effective.
Gyll  [author] Aug 6, 2018 @ 8:34pm 
@Nive
Yeah I'm with you that Endure kind of got short shrift in the recent update, I'll see if I can come up with something a little more interesting for that skill. My version is supposed to be mainly Reclaim-based when it comes to group healing so I don't really want him to have access to the big bomb heal like in vanilla, but I'll see what I can come up with. Appreciate the feedback as always.
Nive Aug 6, 2018 @ 1:37am 
I've had time to play him a little bit, and so far I only really have one concern.
The new Endure isn't that useful, sure it brings him back from the depths, but it has no impact on any of his other skills or his team. Vanilla Redeem tried to get away with being strong by locking it behind an HP threshold. It didn't really work and the skill has been nerfed a bunch since, but I think you should at least retain some of that power. That way there's some incentive to get the Flagellant low on behalf of his team.

I might change my mind when I have more time with him, but in short, my first impression is that seperating vanilla Redeem into two abilities didn't really work out so great.
Gyll  [author] Aug 4, 2018 @ 12:33pm 
@Nive I think I'm fine with Redeem how it is, but I'm with you that "+X% healing skills" is a little clunky. I can pretty much make them say whatever I want but I try somewhat to match the language of the base game when possible. I'll think about how I can reword that, thanks for the feedback.