Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- Redemption Armlet: PROT increased from +10% to +15%
*This trinket tries to be both offensive and defensive at the same time, but is too in the middle when more specialized options are available. I've decided to bump its protection a little bit to make it compete more.
- Energizing Armlet: Reworked, all previous effects removed
- Energizing Armlet: Now gives +30% Healing Received
- Energizing Armlet: Now gives +30 SPD on first round
- Energizing Armlet: Now gives +30 SPD for next round any time a friendly skill is used
*Whilst the previous version of this trinket had some interesting applications, ultimately I decided it had too many design flaws for its own good. Disabling Solemnity but giving a large boost to his other friendly skills discouraged build diversity, and thematically was inappropriate as the Leper is meant to be a character that is incredibly self reliant, but cannot help his teammates in any capacity. This reworked version is intended to be useful for a variety of builds, and whilst it does encourage using friendly skills it is nowhere near as forcing.
- Severed Hand: Mark effect now triggers on attack hit rather than just attack (I am not sure why it worked on misses before)
- Dancer's Footwraps: Move and Stun resistance downsides reduced from -30% to -20% (Too punishing in comparison to Feather Crystal)
- Restraining Padlock: Tooltip formatting fix
- Camper's Helm: Stress healing bonuses while camping removed
- Camper's Helm: Scouting bonus increased from +10% to +15%
- Camper's Helm: Now adds -100% food consumed
- Camper's Helm: Renamed to Explorer's Helm
*This trinket was fairly mediocre as scouting trinkets go. It only gave +10%, and its secondary bonus was not very useful to the Bounty Hunter in particular. This change aims to make it a more powerful utility pick for longer dungeons.
- Murderer's Mask: +15% DMG buff on monster kill removed
- Murderer's Mask: Now gives +100% CRT if target hp below 40%
- Murderer's Mask: Healing received debuff reduced from -33% to -20%
- Murderer's Mask: Now adds -20% Virtue Chance
*The design of this trinket seemed fine on paper...but in practice the buff on kill was often times not as relevant as I hoped it would be. Giving free crits vs enemies below 40% HP is quite powerful and may be nerfed depending on how strong I find it to be, but with how strong the Bounty Hunter's other trinkets are it needs to be this way in order to compete for its slot.
- Blood Pact: Max HP bonus increased from +15% to +20%
*I think this trinket needed just a tiny bit of a boost after the buffs from the previous patch, particularly so when the Occultist's base HP is relatively low and so a % HP buff doesn't do as much for him.
- Heretical Passage: Stress penalty removed
- Heretical Passage: Tooltips restructured to make them easier to read
*The stress penalty this trinket gave was unnecessary with such an overwhelming downside of no more healing on Divine Comfort/Grace. It was more for flavour than gameplay, but was too much of a detriment to the trinket's design.
- Tome of Holy Healing: Now adds a 2 HP heal to other heroes on attack hit (this heal cannot crit).
*This trinket was generally a weaker version of Junia's Head. Although it did on average tend to give +1 or +2 more, -15% Max HP is a much worse downside in comparison to +20% stress (even accounting for the Vestal propensity to stress out). Adding a self heal on attack hit should help differentiate it from Junia's Head more, and make the trinket useful for more than the typical boring gameplay loop of spamming heal skills over and over.
- High Roll Dice: Crit buff is now "All Heroes" instead of "Target"
*This change is meant to make the trinket a less forcing; it no longer requires you to use Battle Ballad to get an AoE crit buff. Using Inspiring Tune will now give the same effect
- Bloody Dice: Reworked, most previous stats removed.
- Bloody Dice: Now adds +20% bleed chance, +300% bleed amount applied to Finale, and a 1pt/3rd (120% base) bleed to all melee attacks
*Whilst the original version of this trinket was not bad, I had a very silly idea of allowing the trinket to make Finale do bleed damage in some capacity. This new version does that, whilst not handicapping its usefulness with either Slice Off or Harvest.
- Dark Tambourine: DODGE debuff removed
- Dark Tambourine: ACC debuff increased from -7 to -8, debuff chance standardized from 150% to 140%.
- Dark Tambourine: Now adds a +15% DMG Taken debuff to melee attacks (140% base)
*Dark Tambourine's design was forcing—too forcing. It only altered a single skill, and was thus useless if you didn't want to use that skill (Solo). This change makes the skill less powerful when using Solo specifically, but opens up other use cases with an additional debuff.
- Bright Tambourine: Removed -10% stress to party on any action
- Bright Tambourine: Now gives horror cure to the Jester's friendly skills
*After further testing, the -10% stress this trinket gave felt more like a filler stat rather than anything useful. This change gives the Bright Tambourine some unique utility that no other stress healing trinket has.
- Lucky Dice: Dodge buff increased from +5 to +7
- Lucky Dice: Crits received chance buff increased from -5% to -7%
*Lucky 7s, anyone?
- Dirge for the Devoured: Reworked, all previous effects removed
- Dirge for the Devoured: Now adds +2 SPD to self
- Dirge for the Devoured: On any action, now buffs party for -5% Crits Received, +20% Healing Received, -10 DODGE, and +40% DMG Reflection
*The reworked version of this trinket back in patch 3.0 did not work. Curing DOTS on the entire party is already an iffy design decision because it takes away a core part of the game: managing the blight/bleed your heroes take. The extreme downside meant to balance this was unfun to play with, so I've axed the concept and am trying something new.
- Lightweight Leather: SPD bonus increased from +2 to +3
*Whilst +3 SPD is a big amount to give out for free, SPD bonuses on the Arbalest specifically are not as good because of how slow she is at base, and because of how important other stats (typically +DMG and +Healing) are for her. This change aims to compensate for that.
- Precision Bandana: Now adds +10 ACC
*On paper, removing guards and ignoring PROT vs Marked sounds like a sweet deal. And whilst in some cases that is true, I found many other circumstances where this trinket was actually rather useless. The armourpiercing in particular is less powerful than it looks because marked targets often have a PROT debuff already on them. This ACC bonus should be a nice consistency buff that will make the trinket more useful even if its other stats aren't doing much.
- Plated Greaves: Reworked, all previous effects removed
- Plated Greaves: Now grants +33% Crit Multiplier
- Plated Greaves: Name reverted to vanilla (Vengeful Greaves)
*This trinket was arguably downgraded when going from vanilla to T+. The Arbalest already has excessive survivability for a backline fighter, and giving her even more is overkill. This rework brings the trinket back to its roots as a useful offensive option.
- Twitchy Sheath: Reworked, all previous effects removed
- Twitchy Sheath: Now grants +1 SPD and +25% DMG vs Marked
- Twitchy Sheath: Now grants +10 Riposte ACC but -50% Riposte DMG
- Twitchy Sheath: Now marks enemies on riposte hit
- Twitchy Sheath: Renamed to Assassin's Sheath
*Although it doesn't seem like it, this trinket was one of the biggest reasons this patch even happened. The old version of this trinket frustrated me greatly, as it was too much of a plain statstick, and was just outclassed by several generic trinkets. This reworked version should be much more interesting to play with.
- Flashfire Gunpowder: 25% of AP is now for all ranged skills instead of just Point Blank Shot
- Flashfire Gunpowder: 25% of the Crit Multiplier is now for all ranged skills instead of just Point Blank Shot
*Yet another example of a trinket that was too forcing. This change allows you to use things other than PBS for decent benefit, whilst leaving the effectiveness of PBS unchanged.
- Crystalline Gunpowder: Tooltips revamped for better clarity
- Crystalline GUnpowder: Now adds a 140% stun to Point Blank Shot as well
- Crystalline Gunpowder: Now adds a new downside of -25% stun resistance
*This is another change made to make the trinket less forcing and encourage build diversity. Now you can use this in teams that utilize PBS, for the added fun factor.
- Blasphemous Vial: DODGE debuff removed
- Blasphemous Vial: Now adds -10% DMG debuff
*This trinket was surprisingly weak after testing, and the dodge debuff was somewhat of a design redundancy since the trinket was already buffing ACC. Swapping it to a -DMG debuff should make it a tad bit more powerful.
- Ashen Distillation: Reverted to vanilla version
- Ashen Distillation: Removed medicinal herb requirement for +Heal Rec
*This trinket was fine in vanilla. It had a solid niche of increasing the Plague Doctor's survivability, and changing it was unnecessary (other than removing the item requirement).
- Blighted Herb: Reworked, all previous effects removed
- Blighted Herb: Now adds +20% Blight Chance
- Blighted Herb: Now adds +50% Blight Amount, but -33% Blight Duration
*Because the Plague Doctor has so many sources of blight chance, I've decided to rework this trinket to be more interesting. For the most part this trinket doesn't actually change the total blight damage the Plague Doctor does, but it makes the damage happen over 2 rounds instead of 3.
- Bloodrush Pendant: Adrenaline Rush healing bonus increased from +3 -> +4
- Bloodrush Pendant: Bleed Chance bonus increased from +20% -> +30%
*The Hellion very often wants damage and ACC for her trinket slots. Utility pieces like this are often very hard sells, so I'm giving this trinket a bump to compensate.
- Carapace Idol: Reworked, PROT reduced from +25% -> +10%
- Carapace Idol: Now grants +50% Guard Duration Received
- Carapace Idol: Now gives +10% PROT to all guarding heroes for 2 rounds when using a friendly skill
- Carapace Idol: Rarity upgraded to Rare
*This trinket was easily the Antiquarian's worst when reviewing her trinkets. I can count on one hand the number of times I've actually used this trinket, and both times I kept thinking that I would've been better off if I bought Bag of Marbles. This change aims to make the Idol a much more supportive trinket that plays into using Protect Me or other guard skills.
- Two of Three: Reworked, all previous effects removed
- Two of Three: Now adds +2 Minimum Flat DMG and +3 Maximum Flat DMG
- Two of Three: Now adds +2323% CRT vs Blighted
- Two of Three: Now applies 2/3 regen to all heroes on Monster Kill
- Master's Essence: Reworked, most previous effects removed
- Master's Essence: Now adds +35% Blight Chance and a Bleed/Blight Cure to Fortifying Vapours
- Master's Essence: Now adds a 2/3 blight (115% base) to all monsters except the target monster on ranged attack hit
- Set Bonus: Is now +10 ACC, +10 DODGE
*The antiquarian's CC set was not great. Master's Essence was good, but it also power crept virtually every other one of her trinkets. On the other hand, Two of Three was fairly useless. This rework aims to make both trinkets occupy a unique niche whilst maintaining an appropriate power level for a CC trinket set.
- Topshelf Tonic: Reworked, all previous effects removed
- Topshelf Tonic: When using a friendly skill, heal party 3
- Topshelf Tonic: When using a friendly skill, refresh limited skill uses
- Topshelf Tonic: When using a friendly skill, debuff self for -10 DODGE for 1 combat
*In practice, this trinket was little more than a Grave Robber specific Ancestor's Coat. The Grave Robber already has a dodge trinket in the form of the Lucky Talisman, so a complete rework was in order to make this trinket fulfill an interesting support niche.
- Absinthe: Self bleed/blight cure on crit removed
- Absinthe: Now heals all heroes on attack crit instead of just self
*Absinthe felt like a pretty meh CC tinket generally compared to its counterpart. This change will help it feel much more worth its rarity.