Darkest Dungeon II

Hello everyone, thank you for your comments on how to balance the Bounty Hunter. I have now launched another try to the Optional Files, but with the Mastered Versions changed. I apologize if I couldn't get all your comments in, as some are definitely more difficult than others to implement (e.g For some reasons adding 3 block to Bodyguard made it so the description said it didn't give Block at all!). Free time is also a limitation, so I opted to better release something to you all, and let you chime in on how you feel the Bounty Hunter feels!

Here's an image with all the Implemented Changes. Please feel free to check it out. 


*Quick update (Not in picture)
-Flashbang+: Only 1 Blind even Mastered, Daze becomes 33% chance in tradeoff to hit Ranks 2-3 Simultaneously. Base Flashbang Daze is still 100%

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KillerOfHeroes

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  1. KillerOfHeroes
    KillerOfHeroes
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    Using this top level comment to gather and show a summary of ideas for skills gathered from various sources.
    Each line is independent from each other (except if indented with - -), so there might be contradictions. This is to gather ALL inputs.

    An asterisk (*) Means Mastered Version

    WIP
    Collect Bounty
    --
    Mark for Death
    --
    Come Hither
    --
    Caltrops
    --
    Flashbang
    --
    Staredown
    --
    Hurlbat
    -Remove Rank Target 1
    No Escape
    --
    Finish Him
    --*Lower Damage (6-8)
    Uppercut
    --
     Bodyguard
    --
  2. SteelcladBeowulf
    SteelcladBeowulf
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    Huh. I didn't realise it then, but Hurlbat's still pretty hard-hitting, and that's an issue when it can hit all four ranks. On one hand, requiring burn is much more specific and can be resisted, unlike combo. On the other, maybe not let it hit the first rank? It does feel a tad redundant when Collect Bounty and Finish Him can still be used rank 3, but I'm inclined to perhaps nerf Hurlbat a bit further?

    Finish Him's new mastered version is pretty neat. Admittedly I would've maybe nerfed it a bit further to 6 - 8 when mastered, if only to differentiate it again because it can hit a rank further than Collect Bounty, and can guarantee that death if stunned. Granted the practicality of stunning to guarantee a death may be way too much setup.
    1. KillerOfHeroes
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      Re: Hurlbat. I dig the removal of first rank for it. In the discord, I also had the wild idea of giving different bonus depending on the DOT the target has. Although it could get out of hand if a target got all DOTs on it, but that is also not THAT common. Not sure...

      Re: Finish Him, noted. Will keep an eye on the damage.
    2. SteelcladBeowulf
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      I didn't realise you were in that discord too. Will note that just because it's not common doesn't mean it can't happen (I can name a couple of combat item combos that can make that scenario happen if rng is being particularly bull), so I would refrain from that idea entirely. It would be way too many things hurlbat can do, and doesn't necessarily make that much sense.

      I'm not that crazy about giving BH four ways to develop combo, he still has that Professional gimmick of not consuming combo half the time, and that's a great way of differentiating him from the other heroes. Come Hither and Mark for Death were enough.

      OG flashbang I thought was already fine as it were. Changing what the move targets is an issue, since you basically have to balance two different moves. Changing a move's targets is something a hero path changes, not mastery.

      Caltrops... it was pretty niche in the first game. I did like how the butcher's circus version gave him one set that causes long-lasting bleed for the entire party. Maybe instead of that, he gets two with a cooldown that immobilize the enemy with weak bleed. Mastered can give the entire enemy team a vulnerable token. Though if that's done, I'd get rid of Vulnerable for Mark for Death, since if he really needs a vulnerable token and a combo token, I rather that it was worked towards by spending a round, rather than a single move.

      The extra chance of knockback for mastered uppercut works against BH if he want to knockback a rank 2 enemy and wants to follow it up with Finish Him after a combo. I don't want to never upgrade a move because it's not as reliable as its unmastered version.

      Will keep an eye on bodyguard. Dodge and block on the same skill is odd, and feels like the BH has a 'respectful' effect built in because of that, if that makes sense. I do like that it erases combo on him. Removing combo from the guarded hero when mastered may also work.