Darkest Dungeon®

Darkest Dungeon®

The Ringmaster's Prizebox | The Ringmaster Bossfight add-on
MetalGy  [developer] Aug 14, 2022 @ 1:00pm
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Showing 1-9 of 9 comments
Nelbosaj Aug 15, 2022 @ 2:18am 
I have installed this mod during week 75 and I defeated both level 3 and 6 Ringmaster back to back in two weeks. Then I decided to finish up the Mandicant Friar mod and once that Hamlet quest was done, I could no longer access the Ringmaster boss fight because it no longer showed up in the quest screen. Not sure if this would also happen with Brigand Vvulf but I still haven't faced him in my save.
I have Vermintide with available mission in Hamlet, after fight 1, 2 and one for trinket farm, I completed single vanilla mission and Ringmaster is gone for 10 weeks (maybe forever).
MetalGy  [developer] Aug 15, 2022 @ 2:06pm 
Originally posted by Nelbosaj:
I have installed this mod during week 75 and I defeated both level 3 and 6 Ringmaster back to back in two weeks. Then I decided to finish up the Mandicant Friar mod and once that Hamlet quest was done, I could no longer access the Ringmaster boss fight because it no longer showed up in the quest screen. Not sure if this would also happen with Brigand Vvulf but I still haven't faced him in my save.


I have Vermintide with available mission in Hamlet, after fight 1, 2 and one for trinket farm, I completed single vanilla mission and Ringmaster is gone for 10 weeks (maybe forever).

It should be fixed now, thank you fot finding this.
Probably on saves where Prizebox already occured and quest already despawned it won't appear again anymore. But now quest, after being spawned, should not dissappear when doing other Hamlet quests.
Last edited by MetalGy; Aug 15, 2022 @ 2:47pm
Nelbosaj Aug 16, 2022 @ 2:08pm 
So! I have gone on the task of getting every Prize Box trinket I could get and tested them out with different builds to see how they hold up compared to other builds you can do with other trinkets! After a few runs with them, there are some that I REALLY like and some that just feels underwhelming to use. So lets get to it!

A Dark Song:
Jester Only
Bypass Guard
Ignores Stealth
-15 Dodge
-%500 DMG on First Round
All Skills Except Finale: -%500 DMG / CRT / Bleed Amount Applied
On Kill: Refresh Battle-Limited Skills
On Monster Kill: +20 Dodge
On Monster Kill: -%90 Stress
On Death: Party: Horror +9 Stress/rd for 5 rds

Chapter 4. A Dark Song. This thing sounds amazing to play with! A Jester that only focuses on his lute based skills and most importantly, Finale. While I like the concept, I feel like in execution this playstyle lacks one thing. It has one severe downside. That big -15 dodge completely wrecks the idea of this build working. At his base, Jester has 35 dodge and with a +30 dodge when using Solo. Due to the fact that on first round, Jester cannot use any damaging moves with this trinket, your options are either to Solo OR you design a team that can push Jester to the front so he can start with a Battle Ballad instead. Solo is usually the better option however since you want your Jester to hit as hard as possible. That -15 dodge coupled with the fact that he marks himself AND you losing -5 more dodge after a Finale kinda messes with Jester. You have just lost 20 dodge and only gaining 10 from Solo. Now this wouldn't be that bad but guess what, Solo marks you. So Jester will suffer through quite a lot of damage just to pull this stunt off AND he is a lot less flexible because he cannot bleed or Dirk Stab. Once he uses Finale, he has to get back into position for another Finale with increasingly worse dodge stats. Usually a fight doesn't even last long for this to occur unless its a boss but then, you can't reset Finale against a boss unless it is a summoning one. Or you use it in the Farmstead. All in all, I feel like if this trinket didn't have the -15 dodge mechanic, you could make an amazing tank Jester with a strong damaging attack every other turn! But as it stands right now, this felt bad to use considering you are mostly restricted to Solo and Finale to get the full effects of this trinket.

A Road to Oblivion:
Antiquarian Only
%15 Scouting Chance
%30 Trap Disarm Chance
%35 Debuff Skill Chance
Prevents Night Time Ambush Passively
-%30 Healing Recieved

I quite liked this one. The debuff skill chance increased meant that I could rely on flashbang to work all the time and the trinket worked like a better version of Ancestors Map. Sure the scouting chance is lower, but the night time ambush prevention really pays off. Thats 4 more respite points that can be spent on better stuff! %30 Less healing recieved is fine, Antis have low health anyhow so, healing that back up is no issue.

Amulet of the Scourge:
Flagellant Only
%25 Healing Skills
%25 Stress Healing
%25 Restoration Amount
%40 Bleed Resist
-10 ACC Melee Skills
On Attack Miss: Self: Suffer 3 DMG
On Attack Miss: Self: -6 Stress

This trinket enables some really cool comps to work because now you can have a really reliable healer in rank 1 and 2, leaving ranks 3 and 4 to ranged damage dealers! The accuracy reduction can sometimes be bad as Flagellant can't snipe enemies reliably with this trinket but in the end... you have a really good frontline healer which makes me run this trinket quite a lot because I like to try comps with more ranged damage dealers!

Consolation Prize:
Musketeer Only
%5 CRT
%5 CRT if enemy health is above %25
%5 CRT if enemy health is above %50
%5 CRT if enemy health is above %75
-25% Move Resist
On Aimed Shot Hit: Knockback 1 (base %120)

%20 CRT on an enemy above %75 health is insane. This enables some really good pick-offs at the start of a turn and with a Focus Ring can guarantee a crit each fight. The only problem is the Move Resist reduction which is a fair trade off for such a powerful ability. If you are using "just another musketeer rework" with this, the pistol shot ability covers the weakness.

Contained Flame:
Vestal Only
%40 DMG with Ranged Skills
+10 Acc with Ranged Skills
%25 Armor Piercing Ranged Skills
Judgement Bypasses Guard
Divine Grace and Divine Comfort Heal -2

Everybody wanted a melee Vestal but how about a ranged Vestal? Like a true Shockadin, this thing is also quite a lot of fun to play with! The big benefits of a Vestal with this trinket is that you have one less person to heal in your party due to Judgement frequently healing her. Quite powerful when paired with another ranged damage trinket that can increase crit chance. Also, increases the accuracy of stun which is amazing.

Cowering Defense:
Hellion
-%15 Max HP
On Attack Hit: Buff Self: +4 Dodge
On Monster Kill: Buff Self: +10 Dodge

Farmstead Trinket. The buffs last 4 turns which means if everything goes perfect, you're looking at a good 56 dodge. But this is hardly good enough since killing a monster every turn is not an ideal situation. Getting an attack is though! Which means that Hellion will get a free +16 Dodge in the Farmstead all the time with +10 dodge occasionally. I like the scaling but I also feel like Hellion doesn't need all this dodge...? You usually bring Hellion to deal damage and if I wanted a tank, I'd grab a tank that could mark themselves or guard to draw extra attention. There is a good chance that she will not be attacked that much after getting the dodges and also... its just raw stats. My only wish is that if this trinket also made it so that Barbaric Yawp or any suitable ability to give herself Mark so that she can be a proper tank! Or cause the trinket to change Wicked Hack something similiar to Toe to Toe so that she can embrace a very interesting playstyle of a dodge tank Hellion. As it stands, this is my second least favourite trinket in this set.

Display of Prestige:
Man at Arms Only

+15% Max HP
35% Damage Reflection
+10% Stress
Cannot Riposte
On Attack Hit: 15% Damage Reflection
Hero Was Hit: -10% Damage Reflection

And here is my least favourite trinket. Display of Prestige is a fun trinket that encourages a Man at Arms gameplan that likes to involve more damage but can still work with buffs. Problem being that it tries to compensate with Damage Reflection. Its not a bad idea, its fun to build a Damage Reflection Man at Arms that buffs himself by dealing more damage. Its fun to try something other than riposte! But the problem is this... Hero Was Hit: -10% Damage Reflection. I hate this limitation of the trinket. This triggers from stress abilities as well and once it has stacked, this trinket is just terrible. I don't like that stat in particular, I feel like it completely ruins the playstyle and makes me just say... "Riposte is just better." Yes, you free yourself from using Retribuion every other turn but at the cost of not gaining any good benefits for it. I tried this work quite a few times and each time, the enemy just chips away at my Man at Arms then he is left without the effect.

Doctor's Attire:
Plague Doctor Only

+8 Max HP
+4 Additional HP Healed
+10% Death Blow Resist
-20% Bleed Resist
Friendly Skill: Self: Stress -2

This one is a doozy. This is a really good trinket. The other PD trinkets already fill out her other roles of just dealing raw poison damage so she can equip this as a back-up healer AND heal some stress when needed while buffing a hyper-carry. I don't have much to say about this trinket, I found it to make my PD a lot more versatile than before. Bleed Resist reduction can be painful but you free band-aids with PD.

Grasp of Might:
Leper Only

+3 SPD
+35% Move Resist
+35% Move Skill Chance
+35% Debuff Skill Chance
-25% Stress Healing Recieved

Oh now this one is fun! A tank/support Leper! This is what a true Poet looks like! The skill chance bonuses really make the front-line Leper tank a force to be reckoned with as Purge becomes a really good ability and Intimidate gets even better. +3 SPD really helps, perhaps the best part of this trinket is that. Honestly, this one is very solid, I like the playstyle, it really gives Leper a different way to play than just "sword go boom".

Healing Flame:
Crusader Only

+4 Additional HP Healed if in Pos 3 or 4
+40% Stress Healing if in Pos 3 or 4
+20% Torch Increase Modifier if in Pos 3 or 4
+9% Crits Received
Friendly Skill: Clear Debuffs

When I first saw this trinket the first thought that came into my mind was "Last Crusader build". So I did! This feels great for Crusader only teams or even teams that just want a good mix of both normal heals and stress heals. Being able to clear debuffs is the unique thing this trinket brings to the table of course... but that %9 crits received felt painful to play around... It is a great setup for the Crusader but I advise lowering the crit receieved to 6 maybe? Other than that, not the worst trinket but certainly not the best as 9 crit puts so many enemies above %30 crit chance in Champion.

Instrument of Furore:
Abomination Only

-15% Stress
-10 Dodge
On Melee Attack Hit: Buff Self: +10% Stun/Blight Chance
On Ranged Attack Hit: Buff Self: +7 Acc/CRT Melee Skills

Third worst trinket it feels like to me. This feels like another Farmstead trinket... or a boss one. The fight has to last long for the effects to be good. Stay in one form for 4 turns and another for 4 turns as the buffs last 4 turns. It is good and can net you a whopping %28 crit chance! I just wish the human buffs were as impactful since its just... stun skill chance and blight chance. Increasing the chances are fine but I feel like the stats on the beast side are so much more impactful... then again the beast side is made to be stronger. Another problem is that you have to go in and out of Transformation which will stress the party (and Abom) from time to time. Make sure the stress healing is good for this one. Otherwise I would've liked a buff to this trinket to make it more viable in the first turn so it can be used outside of the Farmstead. Something like a "X in the First Turn".

Killing Joke:
Bounty Hunter Only

+15% Prot if in Pos 1
+20% DMG if in Pos 1
+25% Stun Skill Chance if in Pos 1
+40% Move Skill Chance if in Pos 1
On Attack Miss: Suffer 2 DMG

Behold the best trinket in the set. This gives BH everything he wants except Accuracy. Pairing this up with a trinket that gives him ACC and CRT might just be my favourite load out for BH. One weakness this thing has is being moved out of Pos 1, so no dance teams. Or well, no dance teams that dance in pos 1. Prot, DMG and Skill Chances just make for the most brutal BH ever.

Queen of the Night:
Shieldbreaker Only

+35% Blight/Move/Debuff Skill Chance
+25% Blight Resist
+10 ACC vs Stealthed
-20% DMG
-1 SPD

This honestly felt like it was made specifically for the snakes. I just can't think of any other uses for this trinket as it buffs the most situational skills she has. And I don't like that. %20 DMG debuff for situational abilities on a really high base damage class feels way too punishing to use and I'd rather just use the Crystalline Spear Tip for increased Blight Chance and the Max HP it provides compared to blight resist... then again blight is less prevelant than bleed. As it stands, this trinket is a situational one that feels way too punishing to use. Its balanced like a TF2 weapon.

Snappy Retort:
Highwayman Only

+10 Dodge
On attack: Random Target 5%
On attack miss: Stress +6
On Riposte Hit: Bleed (%120 Base Chance)
4pts/rd for 3 rds
On Riposte Hit: Shuffle Single
On Riposte Miss: Self: Stress +6

Really fun trinket but just... one thing. %120 base chance on bleed sucks. Up it to %140 so it feels actually good to play with as it opens up such an interesting playstyle for the bleed bandit!

The Stinger:
Grave Robber Only

+10 ACC Ranged Skills
-25 ACC Melee Skills
-40% DMG Melee Skills
Poison Darts: -500% Blight Skill Chance
On Thrown Dagger Hit: Blight 5 pts/rd for 3rds (base chance %140)
On Flashing Dagger Hit: Bleed 4 pts/rd for 3rds (base chance %140)
On Poison Darts Hit: Debuff Target: -20% DMG / -20% PROT (130% base chance)

I LOVE THIS. This is my favourite one out of the trinkets. The Killing Joke is 3rd place, this is first. It makes the knife juggler VERY viable, quite powerful and makes the extra benefits of the abilities like Bleed Resist Debuff and damage taken while blighted so much better! This is by far my favourite build for GR and I will not shy away from using it for a long time. No changes required here but maybe make it so that Poison Darts debuff stays a turn longer? I feel less inclined to use it as a damage dealer...

The Thing in the Candlelight
Occultist Only:

+25% Bleed Chance
+10% Stress
Friendly Skill: Buff Target: Stealth (1rd)
Friendly Skill: Buff Target: %25 DMG (1rd)
Friendly Skill: Buff Target: +15 ACC (1rd)

I feel like this trinket is both good and mediocre. Its right in the middle of those two. I have learned to not look at this like a buffing stick but rather a side-benefit of healing someone. It is good, you are going to bleed your friends a lot more, use with caution, but that %25 DMG is great. I at least wished that the ACC could be something different? You usually get ACC for consistency, having a 1 rd ACC buff is not very consistent... but then again you are trying to make sure that attack hits with that fat %25 DMG. I still feel as if the buffs could last 1 turn longer...? But that might also make it too strong... who knows. My thoughts.

Tools of Violence:
Arbalest Only

+12 ACC vs Human
+10% CRT vs Unholy
+15% DMG vs Eldritch
+25% AP vs Beast
Bypass Guard if target HP below 25%
-25% Move Resist

While it seems boring at first, what you build with this trinket changes depending on where you are going which is very neat! Suffers the same Move Resist debuff from Arbalest and that guard bypass might come in handy but only rarely. I also feel like the bonuses it gives, when looked more thoroughly, isn't that impressive. So lets evaluate how she goes for each of these enemy types!
Warrens Human/Beast: %25 AP and ACC. Sometimes you won't get ACC because you will fight corpse eaters and other worms. Arbalest has high acc though, so this shouldn't be a problem.
Weald Human/Beast/Eldritch: %25 AP against the beasts in Weald won't help much except for the mutated deers added by a certain mod. Other than that, %15 DMG and ACC against Fungals is pretty rad... that is if you actually needed ACC and Arbalests DMG is already pretty low so % based increases like that won't affect it much unless you mark...
Ruins Unholy: %10 CRT... but I also feel like other ranged items like the Matchstick or the Musket Ball would be better...
Cove Eldritch: Just %15 DMG... not good enough for the %25 Move Resist debuff. Bypass Guard may shine here though.
DD Eldritch: Same as Cove.
Overall, not really a good trinket. Quite bad in fact. It has a lot of effects but... not quite enough power to be worth using. There are far better trinkets.

Travesty of Justice:
Houndmaster Only

+10 ACC
+2 SPD
-25% Stress Healing
Friendly Skill: Buff Target: +10 ACC vs Bleeding
On Ranged Attack: Buff Party: +20% DMG vs Bleeding

This is my second favourite trinket and I feel like it might be stronger than Killing Joke. This thing has so many great bonuses, ensuring that not only does the Houndmaster goes first but also that he will hit due to that ACC buff. The %20 DMG vs Bleeding, which with Hounds Harry, makes it so that your team just deals %20 more damage now. You can even get away with giving no ACC trinkets to your party with this thing. Easily the most powerful trinket out of all the Prize Box trinkets.

Soooo that is all of the trinkets and what I thought of them! I feel like you've done an amazing job balancing them as some of them feel great to use! I only wish tha the other ones were as fun and useful to use as well so I can make viable parties with them! Thank you for the read and thank you for this really fun mod!

P.S: Completing the repeatable quest awards 30k gold which is WAAAY too much in my eyes, allowing me to farm gold super easily just by picking a team that counters the Ringmaster. Maybe reduce the gold reward a bit?
Last edited by Nelbosaj; Aug 16, 2022 @ 2:09pm
verywhale  [developer] Aug 17, 2022 @ 5:29am 
@Nelbosaj thank you so much for such an extensive reply! <3 There's really a lot of great points you brought up so I'll try my best to address them!

Jester: Ngl when I first designed it the penalty was supposed to be -15% HP or smth but at some point it got changed for dodge. Personally I agree that there's already a lot of going on with no dmg on other attacks + slower pace overall so letting you keep your dodge stacks shouldn't be a problem! I'll be sure to bring this up when we get to some post-release balance pass (lol I make it sound much more serious than it is)

Flag: Hehe thank you lots, I'm a big fan of healbot Flag builds so I'm glad you enjoyed this one! Abt the accuracy: you definitely noticed the attack miss effects, so I wonder if you tried to specifically fish for misses whether your Flag doesn't get attacked enough or stacks too much stress ;) (or if he just has nothing else to do when everyone is healthy hehe)

Hellion: Honestly it's been a bit hard to design anything for her bc to me she feels a bit one-dimensional to play. Plus there's already a lot of bleed or dmg trinkets in other mods and her low HP schtick doesn't exist in DD1 yet. The dodge thing felt like it could potentially work since I've seen people use her in dodge teams either bc of her decent base stat or bc they wanted to run someone else in Farmstead other than SB or HWM. The mark idea is really great though! All these were designed before DD2 (just names were added later lol) so I hadn't thought abt Toe to Toe reference yet. Thank you for pitching this!

MAA: I feel like DMG reflect is one of those effects that has an impression of being OP but it really isn't, so thank you for proving that :D Now that I think abt it, there's already Mirror Shield that still allows to stack it with riposte. Deffo a trinket that will need some overview so I'm thankful for your insight abt the real power of the effect.

Leper: Thanks a lot! :D There's not really a lot to add to "big sword goes boom" playstyle already while the support build really needed some love! Now that you reminded me that Poet doesn't even buff Purge or Intimidate... :c

Crus: Hmmm I'll definitely see what other players might have to say too. Since his own healing + stress healing gets buffed I've imagined that it's pretty manageable even if you get critted more than usual. (Plus I just like crit rec as a penalty lol)

Abom: Tbh the main limitation for me was the cap of 2 on his transform button. The game itself already pushes you to focus only on one form so making the buffs long felt necessary to me. Outside of Farmstead it can go like "do your human things for a few turns and then go RAAAAA and delete the remaining enemy with that sweet extra crit". Or "go to the beast right away, delete enemies and then swap back and stunlock the rest or chew through their prot". I know we are literally talking in the mod discussion so many players don't shy away from using class reworks that might increase or remove the cap (hell I use one too). But I can't go and say "install some abom rework on top of this" bc some people still like standard Abom and/or don't use hero reworks for any reason. If it wasn't for the cap I would've probably made buffs bigger but last shorter. As for the stress it's just his eternal problem/downside/balance factor, however you perceive it, and I imagine that other trinkets from other mods already take care of it.

(edit, forgot abt her) SB: Must admit that there's been some "shes already too OP" thinking involved behind the penalties. I'm not against cutting them down a bit, but also I'll think more of alternative penalties in a similar way with Leper trinket. Also there's no competition against Crystalline Speartip, you just can't make a trinket that's better than this. lol

HWM: Hehe I'll think abt this one. Most trinkets with effects (including those from COM) also stop at 120% chance out of some potential OPness concerns. I think that bleed amount is failry large for smth that can be spammed without taking your own action + extra shuffle effect. But at the same time you already have to be lvl 6 to get this trinket so who cares at this point if you put it on a fresh lvl 1 HWM. Something to think about!

GR: You just made me realize that even in this funi dot spammer ranger build I managed to keep darts just as irrelevant as for normal GR lmao. Kinda thought that her ranged skills are already not really that hard-hitting so debuff skill would still work to help some bigger dmg dealer, but you said that your GR is still a dmg dealer with this trinket. Now I'm interested if some people have their thoughts abt it too.

Occ: Yeah tbh I still don't know if it's strong enough or not. It was more meant to be a reference to Stygian Embrace, but now it reminds me that the stress buff in BC does last longer. On the other hand, SE has a use limit and even a guaranteed heal... I'll see what others have to say too.

Arb: I see your concerns that the effects might not be that impressive! But I imagined that 1) you are still gonna wear the 2nd trinket to cover up for the remaining stat or to increase the effect of the 1st trinket and 2) there's more mixed enemy types in every location than just the "default" ones. There's always brigands, cultists and collectors that you can run into so you can still get to use ++acc even in a "non-human location" like Cove. Also, Cove isn't just +dmg, but also +crit (and guard bypass? hehe) against those two particularly annoying drowned enemies. And since you brought up enemy mods there's gonna be even more of the mixture. Maybe it's just me but I never felt inclined to use slayer rings that often because there's really a lot of "wait these aren't skeletons rip my 25% dmg" encounters. But I appreciate the feedback! There's a really thin line between the jack of all trades and a master of none.

HM: This one took us the longest to make, so I'm really happy you think it turned out great! Hehe it indeed might be stronger than BH's one since Harry is usable in any rank... ;)

+ gold farming: Imo you would already be lvl 6 and need a bunch of gold for gear + skills upgrades so I'm not really concerned abt it. Or you can see it as an alternative to a bazillion antiquarian/lvl0 suicide runs.

Thank you so much again!
Last edited by verywhale; Aug 17, 2022 @ 6:02am
Nelbosaj Aug 18, 2022 @ 7:42am 
Originally posted by verywhale:
@Nelbosaj thank you so much for such an extensive reply! <3 There's really a lot of great points you brought up so I'll try my best to address them!

Jester: Ngl when I first designed it the penalty was supposed to be -15% HP or smth but at some point it got changed for dodge. Personally I agree that there's already a lot of going on with no dmg on other attacks + slower pace overall so letting you keep your dodge stacks shouldn't be a problem! I'll be sure to bring this up when we get to some post-release balance pass (lol I make it sound much more serious than it is)

Flag: Hehe thank you lots, I'm a big fan of healbot Flag builds so I'm glad you enjoyed this one! Abt the accuracy: you definitely noticed the attack miss effects, so I wonder if you tried to specifically fish for misses whether your Flag doesn't get attacked enough or stacks too much stress ;) (or if he just has nothing else to do when everyone is healthy hehe)

Hellion: Honestly it's been a bit hard to design anything for her bc to me she feels a bit one-dimensional to play. Plus there's already a lot of bleed or dmg trinkets in other mods and her low HP schtick doesn't exist in DD1 yet. The dodge thing felt like it could potentially work since I've seen people use her in dodge teams either bc of her decent base stat or bc they wanted to run someone else in Farmstead other than SB or HWM. The mark idea is really great though! All these were designed before DD2 (just names were added later lol) so I hadn't thought abt Toe to Toe reference yet. Thank you for pitching this!

MAA: I feel like DMG reflect is one of those effects that has an impression of being OP but it really isn't, so thank you for proving that :D Now that I think abt it, there's already Mirror Shield that still allows to stack it with riposte. Deffo a trinket that will need some overview so I'm thankful for your insight abt the real power of the effect.

Leper: Thanks a lot! :D There's not really a lot to add to "big sword goes boom" playstyle already while the support build really needed some love! Now that you reminded me that Poet doesn't even buff Purge or Intimidate... :c

Crus: Hmmm I'll definitely see what other players might have to say too. Since his own healing + stress healing gets buffed I've imagined that it's pretty manageable even if you get critted more than usual. (Plus I just like crit rec as a penalty lol)

Abom: Tbh the main limitation for me was the cap of 2 on his transform button. The game itself already pushes you to focus only on one form so making the buffs long felt necessary to me. Outside of Farmstead it can go like "do your human things for a few turns and then go RAAAAA and delete the remaining enemy with that sweet extra crit". Or "go to the beast right away, delete enemies and then swap back and stunlock the rest or chew through their prot". I know we are literally talking in the mod discussion so many players don't shy away from using class reworks that might increase or remove the cap (hell I use one too). But I can't go and say "install some abom rework on top of this" bc some people still like standard Abom and/or don't use hero reworks for any reason. If it wasn't for the cap I would've probably made buffs bigger but last shorter. As for the stress it's just his eternal problem/downside/balance factor, however you perceive it, and I imagine that other trinkets from other mods already take care of it.

(edit, forgot abt her) SB: Must admit that there's been some "shes already too OP" thinking involved behind the penalties. I'm not against cutting them down a bit, but also I'll think more of alternative penalties in a similar way with Leper trinket. Also there's no competition against Crystalline Speartip, you just can't make a trinket that's better than this. lol

HWM: Hehe I'll think abt this one. Most trinkets with effects (including those from COM) also stop at 120% chance out of some potential OPness concerns. I think that bleed amount is failry large for smth that can be spammed without taking your own action + extra shuffle effect. But at the same time you already have to be lvl 6 to get this trinket so who cares at this point if you put it on a fresh lvl 1 HWM. Something to think about!

GR: You just made me realize that even in this funi dot spammer ranger build I managed to keep darts just as irrelevant as for normal GR lmao. Kinda thought that her ranged skills are already not really that hard-hitting so debuff skill would still work to help some bigger dmg dealer, but you said that your GR is still a dmg dealer with this trinket. Now I'm interested if some people have their thoughts abt it too.

Occ: Yeah tbh I still don't know if it's strong enough or not. It was more meant to be a reference to Stygian Embrace, but now it reminds me that the stress buff in BC does last longer. On the other hand, SE has a use limit and even a guaranteed heal... I'll see what others have to say too.

Arb: I see your concerns that the effects might not be that impressive! But I imagined that 1) you are still gonna wear the 2nd trinket to cover up for the remaining stat or to increase the effect of the 1st trinket and 2) there's more mixed enemy types in every location than just the "default" ones. There's always brigands, cultists and collectors that you can run into so you can still get to use ++acc even in a "non-human location" like Cove. Also, Cove isn't just +dmg, but also +crit (and guard bypass? hehe) against those two particularly annoying drowned enemies. And since you brought up enemy mods there's gonna be even more of the mixture. Maybe it's just me but I never felt inclined to use slayer rings that often because there's really a lot of "wait these aren't skeletons rip my 25% dmg" encounters. But I appreciate the feedback! There's a really thin line between the jack of all trades and a master of none.

HM: This one took us the longest to make, so I'm really happy you think it turned out great! Hehe it indeed might be stronger than BH's one since Harry is usable in any rank... ;)

+ gold farming: Imo you would already be lvl 6 and need a bunch of gold for gear + skills upgrades so I'm not really concerned abt it. Or you can see it as an alternative to a bazillion antiquarian/lvl0 suicide runs.

Thank you so much again!

Thank you for reading! I am still experimenting with these and always try to bring them into dungs, two things I have noticed: Arbs one is not as bad as I originally thought, the occasional Ghoul makes her shine, really makes her adapt to the situation while the Flagellants stress reduction is VERY inconsistent, his abilities already have high amounts of accuracy, -10 doesn't make that much of a difference as most of the time, he will land those hits.
verywhale  [developer] Aug 18, 2022 @ 9:03am 
@Nelbosaj hehe thank you for trying them out more!
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[<str_roster_quirk_transition_rm_quirk_mercy>]
when i use a ranged attack with grave robber using stinger is it supposed to pop up all the other effects being resisted every time? for example, flashing daggers will pop up enemy resisted blight when the blight effect is only supposed to be getting applied by thrown dagger
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