Darkest Dungeon
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Flestireaf

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flestireaf

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My goal here is, to make and playtest a "proof of concept" build that people can try. B/c talk is cheap, I can say "this is what X class needs!" all day, but i wont know till ppl try it. I thank you for your time and consideration reader.

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"kvnmck94's class overhaul" is not an official Red Hook Studios product or product modification, and Red Hook Studios Inc. is not responsible in any way for changes or damages that may result from using the mod. Furthermore, “Darkest Dungeon” and the Darkest Dungeon logo are trademarks of Red Hook Studios Inc. All content in the game is Copyright Red Hook Studios Inc. All rights reserved.
*Jester*
Several Moves have added MOVE components now. "Heroic End" goes back 2 spaces, "Slice Off" goes back 1, and "Harvest" goes forward 1. Creating a more intresting playstyle, aswell as validationg his "fight in any position" playstyle. Theres also some minor tweaks to his stress heal, and "Solo" to make them more distinctly usefull. The stress heal now has a minor group heal, very weak but cements it as the jesters go to for party maintenance, also makes him more usefull to parties without healers, as he can provide much needed "deaths door" protection. "Solo" has a boosted crit chance, like, alot. It still does no dmg, but now you can reduce stress while you stack acc debuff. Thus you have more reason to stay in front and stack it to a point where its usefull. Ive tested it a bit myself, and i can confirm it works better with more "position dependant" heroes than you might initially think. Occasionally, the jester or somebody hes shuffling with end up out of position for a turn, but on the flip side when somebody gets pushed or pulled the jester can easily slide to that teammates position and push them towards where they need to be. All without wasting a turn using the default MOVE action. Movement support, an untapped hero subtype id say. 

*Hellion*
This one is more of an overhaul than a rebalance. The Hellion's basic attacks are suitable, but for a "beserker with endless fury!" she ends up spending more time tuckered out, self-buffing than the dang Leper. Which matchmatically CRIPPLES her actuall DPS(or turn, w/e.). So, I weakened her default attacks (Wicked Hack, and Bleed Out), BUT they now act as an alternate buff method. Her normal Adrenelin rush is still there, much stronger than before (To make up for dmg lost by not using an attack.) It also provides a weak heal, just to again, give you a distinct reason to chose one buff method over the other. Of Course her Exhaust debuff is stronger to compensate some. So ultimatley, shes weaker turn one, a hefty price, but finds herself growing in strength as she "enrages" to a rather powerfull degree. In my own testing i found it created almost a "combo" dynamic, where depending on the fight id string together some permutation of buff-attacks, buff, and strong debuff-attacks. As of V1.0, im almost certain ill need to nerf her. Still, i think THIS is the dynamic to focus on refining. Rather than average-nothing melle dps, whose only exceptionally abilities slowly debuff her into oblivion, or cost her turn after turn.