Darkest Dungeon®

Darkest Dungeon®

Class Variety Rebalance
46 Comments
Okami Sep 15, 2021 @ 11:54am 
Hey buddy I think Disorienting Blast become quite OP if you compare to Blinding gas I think you should change some stuff about it
thebarth Jan 24, 2021 @ 5:40am 
Is Combat Vestal viable?
Eleongo Sep 9, 2018 @ 9:58pm 
Wondering if you can make her HoTs a bit stronger, like at level 2 have 50% chance to heal 1 hp/r and another 50% chance for 2 hp/r; level 4 have 2 hp/r at 50% and 3 hp/r at another 50%?
Omicoatl.ttv  [author] Sep 8, 2018 @ 5:09pm 
I feel that @eleongo. I need to see if I can work in a fix at some time.
Eleongo Aug 11, 2018 @ 6:39am 
I love and hate the changes on antiquarian, particularly HoTs because I understand the reasoning behind the change but at the same time it's a bummer that currently there is no such trinket that can actually buff "restoration"
Omicoatl.ttv  [author] Jul 18, 2018 @ 10:41am 
Should be fixed!
SketchyGalore Jul 16, 2018 @ 11:04am 
I don't know too much about DD modding in particular, but I got curious about this one so I dug into the files and managed to fix it on my end. I also ran a game with only this mod enabled and confirmed that it's displayed that way.

The culprit was in the xml file in the mod's localization folder, which.. I'm guessing was probably updated in the past month of patching? Unsure! But it was this line:

<entry id="effect_tooltip_kill_enemy_type"><![CDATA[Clear all %sS]]></entry>

I just changed it to %ss instead and (after trying to figure out how) recompiled it into a loc file, then replaced the English one in the mod's folder. But if you're running a UI mod that capitalizes the rest of the word, then you'll end up having "CORPSEs" I suppose... Regardless, it's pretty tiny. I just like to polish things :)

As for the mod itself... I had a ton of things to write here, but then realized steam comments have a character limit. :steamsad: So I'll put up something in discussions about it!
Omicoatl.ttv  [author] Jul 16, 2018 @ 3:38am 
Thank you! I've tried getting word out there with some self-promotion on reddit here and there, but I never wanted to go overboard and be obnoxious. I wish I could get a streamer to play the mod - the feedback from that level of exposure would be really useful!

Is this phrase bugged on heroes like the Leper and Occultist who have corpse clears by default? For me, all corpse clear moves show "clear CORPSES". I'm running UI enhancement though, which might hide this. I don't see what I could have changed that would affect that though.
SketchyGalore Jul 15, 2018 @ 6:16pm 
I'm kind of surprised this mod hasn't gotten more attention. The changes seem interesting and well thought out, so I decided to give it a try!
...And this might be the smallest bug report ever, but I noticed that the phrase "clear corpses" is written as "Clear corpseS" in the ability descriptions. Not sure if that's a typo or just something wonky with how the game puts that text together.
Omicoatl.ttv  [author] Jul 12, 2018 @ 4:33pm 
The mod doesn't touch any DLC classes, and shouldn't affect any of their functionality. If it does, that's a bug, so let me know!
ChonkiestHonky Jul 5, 2018 @ 1:27pm 
and does it keep the "stealth, ignore stealth, and destealth" functions.
ChonkiestHonky Jul 5, 2018 @ 1:25pm 
@creamy buscemi does this mod support the flagellant, musketeer, and flagellant?
Victoria on Fire Jun 20, 2018 @ 9:18pm 
Nice. Always enjoy your changes, the game just feels more balanced to me with them. Thanks again for all your work.
Omicoatl.ttv  [author] Jun 20, 2018 @ 8:22pm 
I changed quite a bit, but it was mostly removing things I added for their better implementation in CoM, or things I thought were unnecessary. I'll write up a thorough changelog in the next few days.
Victoria on Fire Jun 20, 2018 @ 7:47pm 
Thanks for updating this. Is there a change log or is it just so its runs with COM?
TheXBiscuit Jan 27, 2018 @ 11:19pm 
Hi, it's me again! Just some suggestions this time. You're not obliged to take them of course :)

I was wondering if you'd be open to reversing the nerf Red Hook made to the Abomination where he can only Transform to and back once? I'm honestly not sure that needed to happen.

On the subject of Red Hook changes that didn't need to happen, would it be do-able to change Solo such that it's no longer limited to 2 uses again, but in return making it so that the buff to Finale from Solo lasts only 3 turns such that you can only have a maximum of two instances of it?

Lastly, do you think Caltrops could be changed to be usable from all ranks? As it is now, if say you want to run Wounding Helmet so you don't use any of the Bounty Hunter's stun or move skills, you'd still have to run him in Rank 2 or 3 the same way you would if you were running Flashbang. I feel like this would open up a few more options.

Thanks :)
Omicoatl.ttv  [author] Jan 20, 2018 @ 12:14am 
Not a problem at all! I love having someone who is getting to break into the meat and bones of what I've done and point out any mistakes (as well as enjoying the actual mod, haha)!

I fixed Illumination right up for real this time - forgot to add the "True" value after .ignore_stealth, lol. Should work as intended now. I also reduced damage on Flare, great point that I hadn't considered. A skill that loaded with utility doesn't need damage anyway.

Keep any more bugs and suggestions coming!
TheXBiscuit Jan 19, 2018 @ 9:18pm 
Hey :) Hope I'm not being annoying. Illumination still can't properly target stealthed enemies (in the skill description as well, it only displays as being able to de-stealth, but not actually ignore stealth.

Also, do you think you could drop Rallying Flare's damage to -100% or make it not target the entire enemy team? Since you're still intending for it to be usable against the Swine God it's not great that it can potentially do damage to Wilbur
Omicoatl.ttv  [author] Jan 10, 2018 @ 1:10am 
It's always a possibility, but I haven't experienced it on my end. It's possible one of my mods has a weird conflict issue with something else you're subbed to, but that's the only thing I can imagine would explain it other than an unrelated issue. Really sorry you're having to deal with that!
TheXBiscuit Jan 7, 2018 @ 5:05am 
@CreamyBuscemi Ah, well, that's a shame. Was hoping you'd know the reason. Is there no chance it could be your Armor Gives Protection mod either?
Omicoatl.ttv  [author] Jan 5, 2018 @ 2:20am 
@TheXBiscuit
Thanks and sorry for the delay! Just uploaded an update that should fix the Illumination issue. This mod has been my first foray into any kind of modding/coding work, so I'm not surprised I forgot a line or two in places. If you find any similar weirdness, let me know and I'll try to fix them up as fast as possible.

On the holy water front - no idea. Nothing I've changed in the hero files should mess with this, and I remember using Holy Water for things like Siren the last time I played, so I can't imagine it's on my end. Hope you get it figured out!
TheXBiscuit Dec 31, 2017 @ 7:16pm 
Hey, uh, it's me again. The Vestal's Illumination doesn't seem to properly be able to target Stealthed enemies, at least from a run I played yesterday. Not sure about Dazzling Light since I've seldom used Vestals recently.

Also, Holy Water doesn't seem to be working for my heroes (not Crimson Cursed), and I can't think of any other mod I might have that could have caused this (my game could just be broken in general), does your mod edit the hero files in a way that might have affected this? :)
Omicoatl.ttv  [author] Dec 22, 2017 @ 9:37am 
Ah yeah, fair enough about manacles and rampage. I thought manacles only hit 2 and 3 from memory. On the other hand, both of these skills have drawbacks too, since rampart both shuffles your position and can knock the enemy back which isn't always favorable, and manacles can't be used from rank 1 or 4 (or at all when transformed). Like you said, it's a hard problem and I'll definitely keep it in mind if I do more changes.

So glad you're enjoying the mod, btw!
TheXBiscuit Dec 20, 2017 @ 10:03am 
@CreamyBuscemi

Sorry for the late-ish reply.

Manacles and Rampart both hit up to 3 iirc. But honestly, I have no idea what you could do either, I don't blame you at all. No matter what you do about this though, you've honestly done a great job thus far :) This Houndmaster thing isn't make-or-break by any means
Omicoatl.ttv  [author] Dec 17, 2017 @ 11:30am 
continued:
For example - you ran a HM rank 1 because you valued a stun here? Take a BH/HWM in rank 2 for very solid damage, or perhaps a buff character like PD/ Antiquarian to supplement the HM's fragility.

Like I said, I don't really have a great answer unfortunately. From everything I've seen and played, when a stun is readily available in DD, it will trump other choices pretty handily, especially one with solid damage and reach (keep in mind that Blackjack reaches ranks 1, 2, or 3, giving it a range advantage over stunning blow, manacles, etc - I think it's the only stun in the game with that kind of target flexibility). I'll give a Hound's Harry buff a consideration if I update again, though! Skill still feels underwhelming.

Thanks so much for the great feedback!
Omicoatl.ttv  [author] Dec 17, 2017 @ 11:30am 
@TheXBiscuit

I'm torn myself - I'm not terribly happy with that direction, but I didn't really know what else to do. Stuns are straight broken in this game, and I don't use that term lightly. Because of how the combat functions, stuns are far and away the most useful thing to do to an enemy (to the point that even no-damage stuns like PD's blinding gas see overreliance). HM's stun does pretty solid damage and has one of the best stun chances in the game, and I didn't want to kill its usefulness entirely. He's the best single target stunner in the game, I'd say, and that should be reason enough to run him rank 1 over a tankier character (on top of his self-heal, guarding capability, and reliable bleed application). It's the same reason I changed Hellion's YAWP to position 2 only - I want people to have to make the choice between whether stuns or damage are more relevant in the current fight/dungeon and build around that.
TheXBiscuit Dec 14, 2017 @ 11:30pm 
It might just be me, but I'm really not sure about the HM stun change. With him only being allowed to use it in Rank 1, where he has no access to his primary damaging move--something no other frontline stunner suffers from--and especially with Harry not feeling great to use, it feels like HM loses way too much flexibility, as I can seldom justify taking him in Rank 1 over someone tankier. If you're strongly against the idea of reverting this change, perhaps it would be good instead to buff Hound's Harry? If not with a better bleed then a bleed resist debuffor something of the sort?
iguanaman Aug 18, 2017 @ 3:09am 
I think you have done a great job here, best rebalance I could find, certainly better than the popular "unchained" series. Have you considered taking a look at the camping abilities?
Quam Aug 1, 2017 @ 4:49am 
Indeed the thing is I played maybe 5-6 dungeons with this mod and it was ok, I changed skills and everything.

I just entered another dungeon, wanted to change skills and... this. Every other character Was ok.

I can't find the source of this issue also.

No problem, this is why we test out things ;)
Omicoatl.ttv  [author] Jul 30, 2017 @ 7:00am 
@Quam -

That's really strange. I can't see anything in my code that would mess stuff up like that, but I'm also far from an expert at this kind of thing. I've only run this mod with my higher level classes so far, and I think I've changed skills on the Vestal mid-dungeon without issue. I might start a new file soon and maybe I'll find out what's up with this. Sorry!
Quam Jul 28, 2017 @ 10:24pm 
I made some tests, and I found out that removing "Lightbuff 1" from "gods_hand" fixes the problem.

So... something colides with the buffs.effects.

The mod is on top of my mods, I use only skin/faster animation/faster combat/faster walking mods. Nothing more.
Quam Jul 28, 2017 @ 1:18pm 
Started a Long lvl 1 mission with Vestal lvl1 upgraded.

After disabling skills, I can;e enable any skill, and she is without skills.

This didn't happen before.
Omicoatl.ttv  [author] Jul 23, 2017 @ 4:40am 
@swightly:
Really good ideas! For my last update I was very close to going wild with changes, and implementing niches onto every single ability in the game that was samey (pure damage skills and stuns come to mind). I ended up not going for it because the limitations of DD modding makes it so that the pool of effects quickly runs dry too. For example, if the Crusader has stacking damage buffs, acc debuffs on damage spells, a speed buff, he becomes overloaded compared to other characters, rather than unique.
I think you're undervaluing the Crusader a bit as well - he's not as defensively strong as the MAA, but he's easily the most offensive tank in the game. Smite and ZA hit very hard for what they do, even against non-Unholy enemies. On top of that, with the guard I've given him, he's the only tank who has access to a healing, stress healing, and a guard. He also excels in shuffle teams more than MAA.
I appreciate the ideas and will consider them for any future updates. Thanks!
swightly Jul 17, 2017 @ 1:46am 
I've few ideas to make Crusader a bit more appealing to use other than just the ruins, I still rather pick MAA instead with this mod on the cove. Holy lance should give him an adrenaline pumping two turn small speed and decent damage buff, giving him the options of dealing higher smite damage or a quicker stunning blow follow up.

I think giving him a protection debuff on stunning blow would also give him an option to chip down high protection units (who usually have high stun resist) with the help of heroes like Houndmaster or Bounty Hunter. Zealous accusation can be given an accuracy debuff so it's not just similar to hew and adds a bit of flavour to the skill. A three turn small damage buff on landing smite would also make damage dealing crusader in areas other than the ruins more viable if you decide to chain it instead of using other skills.
Omicoatl.ttv  [author] Jul 11, 2017 @ 3:01am 
@The Übermensch

That's a fantastic idea - it'd made sense for every (or at least most) classes to have a provision they supply. I might implement that into this mod, or perhaps into a new, separate one. Thanks for the great idea!
Über Jul 10, 2017 @ 8:04pm 
Hi love this mod and the way you rationalize the ability's.

I was just wondering if you where thinking of altering there starting provisions e.g. the occultist bringing laudanum to help in deal with the mental strain of holding back his powers or the jester brining a key instead of herbs because he just doesn't seem like the sort of person to keep/need medicine on him at all time's. just an thought keep up the good work.
swightly Jul 9, 2017 @ 9:34pm 
It's alright since I use Antiquarian for damage mitigation with the buffed flashpowder, dodged a lot of rubble from the Prophet on sub-optimal party to fight him.
Omicoatl.ttv  [author] Jul 9, 2017 @ 4:41pm 
@swightly:

It's working on my end, so I'm not sure what the issue is. I did base the code off the Crimson Court files for the Flagellant, so it's possible that the dlc is required for that particular change. If so, very sorry!
Artie Jul 7, 2017 @ 8:10am 
Hi! Great job overall, it looks like I just found the right mod for me :) I like the vanilla balance of the game for the most part, but always felt like few skills could use a small upgrades here and there - and that is exacly what you are doing here. Huge plus for the reasoning behind all changes. Looking forward to see what you are cooking up ;)
swightly Jul 6, 2017 @ 8:50am 
Antiquarian's heal didn't seem to work for me at all
Tabris Jul 5, 2017 @ 5:01pm 
Alright, good luck on that
Omicoatl.ttv  [author] Jul 5, 2017 @ 4:46pm 
Hey, Littlepip! That's really odd, last I checked it was working as intended on my end. I'm currently cooking up a really big update - I'll make sure everything's working for Command for when that releases!
Tabris Jul 5, 2017 @ 2:23pm 
Theres one problem with your mod that I've noticed, when you use the man-at-arms command skill, instead of buffing the party vs marked targets, it buffs the monster to do more damage to marked targets
Rex Jun 30, 2017 @ 6:14pm 
Thanks dude! If I do upload it to the workshop I'll definitely credit you for the groundwork, though I gotta do a lot of balancing before that lol. And on the jester front, I'm personally considering overhauling him completely, but I'm still iffy on it. Again, thanks dude!
Omicoatl.ttv  [author] Jun 30, 2017 @ 6:10pm 
@Rex: Feel free to use whatever you like, you don't even really need to credit me for the simple/common sense things like skills being usable from more ranks/etc. I'd appreciate credit if you end up using some of the more nuanced things I had to add in myself, like the PD/Occultist skill changes, but honestly it's no big deal either way. Hell, a bunch of my ♥♥♥♥ is based off PBD anyway.

Just as a note though, I did update the mod with some of my own Jester changes to improve the new Finale play-pattern. If you're dead set on having the old Finale opener style available that's fine, but if you just wanted some reasonable buffs to the new concept check my changelog and see if it resonates with you. Have a good one!
Rex Jun 30, 2017 @ 5:19pm 
Hey! I really enjoy this mod and the changes to the classes you've implemented, especially with the bounty hunter and houndmaster. But with the recent Jester rebalancing made by RH, I've been spurred on to create my own class tweak mods, if only for personal use. May I use your mod as a base to create my own/tweak about with?