Darkest Dungeon®

Darkest Dungeon®

Gyll's Vanilla: Flagellant
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.
Nive Aug 3, 2018 @ 7:49pm 
Okay, that makes sense, thanks for the explanation.
If it isn't too much trouble, would it be possible to make the tooltips less confusing?
(I don't know how much control you have over what tooltips say...)

Maybe something like this for Endure:

Self:
Heal 4 Stress
Heal 20% max HP
Heal 20% more max HP if HP below 20%

Something in the same vein could work for Exanguinate:

Bleed (100%) 2pts/rd for 3 rds
Self:
Heal 10% max HP
Heal 10% more max HP if HP below 40%
Heal 20% more max HP of HP below 20%
Exanguinate Disabled!

For Redeem, perhaps something like this:

Heal 1-1
Buff Target:
+33% Healing Received
+33% Healing Received if Target HP below 40%
+33% Healing Received if Target HP below 20%

I might just be an idiot, it could very well be obvious in-game.
It's up to you, as always.
Gyll  [author] Aug 3, 2018 @ 4:06pm 
@Nive The healing increases on Exsang/Endure don't stick around as buffs, they are just conditional bonuses similar to "+dmg vs marked". The Redeem bonus is based on the health of the character with the buff.
Nive Aug 3, 2018 @ 2:02am 
I haven't been able to play him yet, so I have a few questions on how some of his skills work. Are the +X Healing Skills on Exanguinate and Endure buffs? Or do they impact the self heals they impart, meaning below 20% HP, Endure heals 40% HP instead of just 20%? Or are they both?

Another question about Redeem: do the targets get the buffs of they have the low HP or if the Flagellant does?
Gyll  [author] Jul 27, 2018 @ 9:33am 
Patch day is here! I will be updating the patch notes, graphics, and website throughout the day today. Let me know if you have any bug reports or balance feedback. The Flagellant in particular received a lot of changes so let me know if you hate the new design. Otherwise enjoy!
Gyll  [author] Jun 26, 2018 @ 6:53pm 
@Freakofnatur Bleed skill gets buffed if the target is already bleeding. Pre-CoM this was the only way to do conditional effects, not sure if that's changed, I haven't had much time to check out the new stuff.
Freakofnatur Jun 25, 2018 @ 8:19pm 
0% bleed? what's with all the 0% skills?
Gyll  [author] Jun 13, 2018 @ 6:37pm 
@NegativeShielding Sure I like that idea. I went a little hogwild removing his special mechanics but that one still fits in nicely. Also added rank 3 back to Punish. I want to revisit Exsanguinate after CoM but other than that I I'm happy with this. Thanks for the feedback! I really appreciate it.
NegativeShielding Jun 12, 2018 @ 5:50pm 
Can you please remove the deaths door change? or make a seperate version without the change