Darkest Dungeon®

Darkest Dungeon®

Mr.Pepper's Houndmaster Rework
25 Comments
wjingyao2008 Apr 15, 2024 @ 8:05am 
but it lose stress heal for team... only one jester can stress heal for team now
Mr.Pepper  [author] Apr 3, 2024 @ 9:36am 
It's now fixed. Glad you are enjoying the mod!
Cara Apr 3, 2024 @ 12:22am 
can't be used at position 3 at lv1*
Cara Apr 3, 2024 @ 12:16am 
BTW, the level one for Blackjack can't be used at lv1 (base), code was ".launch 21" instead of ".launch 321"

Great mod, I really enjoy his rework, make him feel like a summoner with signature pet achertype
Mr.Pepper  [author] Apr 2, 2024 @ 1:59pm 
This was indeed not intented, so thanks for the feedback! I just patched it so now it is fixed for everyone. Hope you are enjoying the mod
Az3yyy Apr 2, 2024 @ 3:01am 
For me the hp for his level 3 armour jumped up to 44 and then it dropped to 37 at level 4. Is it on purpose/in the mod files? I have literally no idea how it got like that if not ;-; but I was able to go into the code and decided to swap it it :3
MattSlayerd May 7, 2023 @ 12:33pm 
it worked, thank you for your time
Mr.Pepper  [author] May 7, 2023 @ 1:19am 
Are you running any mods that effects icons or tooltips ? This is likely because of this. Try putting the mod at the top order perhaps ?
MattSlayerd May 6, 2023 @ 12:46pm 
I have a problem, the icons of the abilities are swap. the dog icons apeare with the master and vice-versa
sorry for my bad english
Mr.Pepper  [author] Jan 12, 2023 @ 3:17am 
Well not really, because you can't compare a full turn of vanilla HM to a single action in this rework. In case of guard dog you literally get to guard with a 20 dodge self buff, it's the exact same as vanilla. It's even more powerful because you also get lot of possible versatility on top the classic option
GeneralBrandon95 Jan 11, 2023 @ 8:18pm 
Hound's Rush and Guard Dog got neutered
Alastair Dec 24, 2022 @ 6:29am 
Yer that makes sense. It is a really nice mod. I just wanted to try and think how it could work for stun to be added. Wasn't meant as a serious thing to do just thoughts.

Anyway I will continue to enjoy the mod thanks my dude.
Mr.Pepper  [author] Dec 24, 2022 @ 6:27am 
There is a lot of restrictions by the coding and the phylosophy of design behind that mod (for example I wanted Human to mark and Hound to take advantage of it). Stun working only against mark is a nice idea but personally I didn't want stuns in this mod either way. I think HM here shines by his versatility and is already doing a lot
Alastair Dec 24, 2022 @ 4:08am 
Wouldn't it be possible to have Blackjack either A) stun if marked. Or B) have it consume the full turn? To allow the stun to stay while having it stay balanced?

Alternatively though I am not sure if this is possible but have it give a buff on Houndmaster that allows any attacks to stun after? Or put a debuff on the enemy after Blackjack hits that makes it so any other attack has a chance to stun. Which I think something similar, but with bleed happens in other mods.

Though these suggestions are only assuming you wanted to add the stun back.
StreamLined Dec 23, 2022 @ 4:29pm 
Ah, that makes sense. It was a minor issue, and the mod is great otherwise.
Mr.Pepper  [author] Dec 23, 2022 @ 3:53pm 
Yes I know, sadly you can't rework trinkets without overriding every vanilla trinkets. Doing so would make the change incompatible with every other mods that do the same. The removal of the stun is very important for balance purpose (denying 1 action for 0,5 action is very strong). I could have done like abomination : create a duped trinket. However I think it's not a very good solution and prefer to use it as a last ressort. Hope you can still enjoy the mod !
StreamLined Dec 23, 2022 @ 6:58am 
The removal of his stun makes his trinket "Cudgel Weight" which increases stun skill chance, purposeless. Maybe rework the skill or trinket? Not a big deal overall, though.
Gh0sT Nov 11, 2022 @ 6:51pm 
Very nice new mechanic for HM. I'm not fond of lick wound could cure bleed/blight tho... I'd rather trade it with stress heal, I think it's more appropriate
Alastair Nov 11, 2022 @ 2:14am 
Yer I guess that is true. It might just be the way my brain likes to work. That being horder syndrome, meaning I don't like "getting rid" of something. Honestly it is just to bad that it isn't possible to have a secondary mark that houndmaster gives. That gets removed by Hounds Rush while allowing normal marks to stay. But even then that might also be to powerful.

Honestly though this still looks way better than the other rework that did something similar. Mostly cause it doesn't reduce the damage of the houndmasters weapons by half. Which made +dam trinkets useless.

Anyway thanks for explaining your thought process to me. I will continue to try out the rework. Since Houndmaster is easily my favourite class. Because dog is best.
Mr.Pepper  [author] Nov 11, 2022 @ 1:59am 
@Alastair The issue would be that if Hound's Rush didn't clear the mark it would be really too strong. You would end up with a hero that can deal the same dmg as BH but on top of it mark the target. Here the clearing mark insure that two actions is equal to the value of one attack and not more

This definitely comes with its perks and disadvantages. But I would say that most monsters only need to be marked nuke once, if they survive it's on really low hp so you don't really a second bonus against mark. This can get more annoying against size two, but in those matchup HM can still mark those monsters and do plenty of other things (he kinda acts like a mark support similar to Occultist). For this trade off you gain the ability to kill a low hp marked target and mark another one, allowing to "transfer" the mark. So I think it's definitely a different role than in vanilla but still a really relevant one.

Thanks for giving this mod a try !
Alastair Nov 9, 2022 @ 7:35am 
I meant double mark a target for the other rework my bad forgot to include that.
Alastair Nov 9, 2022 @ 7:00am 
I think I have seen a similar concept in another rework. Though the issue with that one was they gutted his damage requiring him to mark a marked target to get it back which took a while.

This one looks much better. Though personally not a fan of Hound’s Rush clearing mark. As that means that nobody else can benefit from the mark unless he does no damage. And that in order to be able to hit with Hound’s Rush he needs to mark it which means that he can't really use blackjack. At least without a second character that goes before him to mark.

I feel like just making Hound’s Rush not clear marks would make it feel better. Though that is just a initial reaction to what I am reading. Mostly because mark teams can struggle against enemies with multiple turns. Causing marks to fall of quickly.
PeopleLikeStuff Nov 9, 2022 @ 6:51am 
Been a fan of your other reworks, can't wait to give this one a try :)
ACertainSaffron Nov 7, 2022 @ 1:23pm 
common Pepper W
Stukov81-T.TV Nov 7, 2022 @ 8:27am 
Great idea. Thank you.
Usually i am not a fan of class reworks as they tend to just make classes stronger. But there are exceptions, like this gem here - the Houndmaster being now so unique and fitting with Master and Hound! Thanks a lot for you work