Darkest Dungeon II

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ALX

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alx70

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81 comments

  1. 1810814722
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    It would be great if it could be compatible with all skills
    1. alx70
      alx70
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      What do you mean?
    2. 1810814722
      1810814722
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      使角色能够使用所有技能
  2. JonyTequila
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    this mod makes the game think the files are corrupted 
    1. tunaicen
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      yeah, red hook tweaked the skills and paths again. the shrines are not triggering the skill unlocks. I thought after unlocking them it would work but no luck, PD worked but adding MAA broke the game. I can't ask for updates as everything needs to be started over. maybe after the mod support
  3. anl93
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    Is this mod still working?
    1. JonyTequila
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      sadly no
  4. NuclearNecro
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    hopin' an update is on the way
    1. Putt3
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      Really hope this mod isnt dead....was essential for DD2.
  5. Nilbogg
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    Ransack seems to eat combo tokens without giving anything back.

    Also, have you changed something with Healing Salves ? They get an empty tooltip and no effect in my game, but that *mays* be because of something else.
    1. Nilbogg
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      Also, there's something wrong with the GR skills, they bug out and are either white squares or the last other hero's ones when side-switching
  6. NuclearNecro
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    welp, grave robber and highwayman are getting upcoming reworks thanks to the beta update

    i think the only big thing to change is to now give grave robber passive or active steath generation on all paths, as they all now have specific synergies with stealth

    also buff rogue PBS cause i miss it having the big oomph that old rogue gave it :(
    1. alx70
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      Noticed changes. Very interesting, but nerf PBS damage and no combo at Rogue feels strange. And Open Vein unchanged, i think that i gave Open Vein target rank 3 was good decision, especially for Yellowhand changes:
      - Wicked Slice and Wicked Slice+ target ranks changed from 1 2 to 1 2 3
      - Wicked Slice and Wicked Slice+ now ignore Block if the target has Bleed
      If Wicked Slice can target 1 2 3 and scale from bleed, why Open Vein cant target 3.

    2. NuclearNecro
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      yeah, i'm thinking the big thing is to buff PBS to be a bit stronger so it still keeps a bit of the old identity, either by letting it do big damage again, giving you riposte or doing something different like ignoring guard on combo or something
    3. NuclearNecro
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      peter, the update's here
  7. GodIsMyCondom
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    Did you change anything about Repartee+'s "Gain +4% CRIT when Missed"?

    I added gr_repartee_dodge_manager_e back to it, the description shows, but Grave Robber doesn't get any buffs when she dodges/missed.
    1. alx70
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      Only removed from skill. If effect_data_export.Group.csv has gr_repartee_dodge_manager_e it should work.
  8. Omikamiz
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    I got the problem that characters skills kept going back to their pre-unlock state. how do I fix this?

    Only happen to MAA, Jester , Leper and Hellion.

    Happen everytime I install this mod.
    1. alx70
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      Did you mean part of skills removed? Honestly dont know. If you can upload "Excel" folder in .rar or .zip from "Darkest Dungeon II_Data\StreamingAssets\" i can try to find problem.
  9. GodIsMyCondom
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    Are the images updated? Could you post a txt file with all the changes, would be easier in maintaining imo.
    1. alx70
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      Updated today.
    2. GodIsMyCondom
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      Some of them are not updated or are not in parity with the vanilla versions, putting some of what I noticed here.

      Grave Robber 
      - Repartee requires stealth instead of being on a cooldown (although that could just be your rebalance, removed it in my game)
      - Glint in the Dark requires target to be stealthed or <50% hp (prefer your version instead of the vanilla one, but it shouldn't be omni reach imo.)

      Highwayman 
      - Open Vein dmg is the same in vanilla (3-5 and 4-6), mod page states it should be (4-6 and 5-8)

      Man at Arms 
      - Hold the Line usable in Pos 1?

      Hellion
      - If It Bleeds has 2 images, 1st which is in game. 2nd. Can't find it in game.
      - Breakthrough is usable in Pos 1, but there's no image in the mod page.
      - Adrenaline Rush is underwhelming compared to Bloodlust, could add something to it, vulnerable and strength token maybe.
      - Raucous Revelry doesn't have an image in the mod page. Vanilla healing is (20%-25%), mod is (25%-33%)

      Runaway
      - Firefly and Searing Strike image order is reversed.
      - Searing Strike dmg is (4-6 and 5-7), mod page states it should be (4-6 and 5-8)
      - Run and Hide parity with vanilla?
      - Ransack dmg is (4-6 and 5-7), mod page states it should be (4-6 and 5-8), end_combo is still in the skill.
      - Hearthlight is vanilla-ish in game, doesn't ignore blind, doesn't have the -20% Fire RES, think you moved it to Survivor

      Leper 
      - Poet path does not have the Intimidate Skills Ignore Blind, think you moved it to the skill itself.
      - Reflection is too good with Poet, instant -4 stress relief with no prerequisites, could add a cooldown to the upgraded version. 
      - Revenge is great, could do with an increased cooldown imo.

      Occultist 
      - Anamnesis is Pos 1-3, mod page has it as Pos 1-4
      - Vulnerability Hex upgraded doesn't have the Cannot Gain Dodge.
      - The Burning Stars upgraded damage is reduced? Vanilla is (12-18), mod changes it to (12-16). No image on the mod page.
       
      Vestal
      - Removed the effects of 2 Conviction tokens on Divine Grace and Mantra? Is this because of game limitation?

      - Confessor path's Illumination doesn't change, it removes positive tokens, Cannot Gain Dodge on all paths.
      - Confessor's Divine Grace doesn't heal when you only have 2 Conviction tokens.
      - Chaplain path buffs all resists? No image on the mod page.

      - Sanctuary upgraded self stress heal is (-1), mod page states that it's (-2)

      - Divine Comfort Pos is changed, no image on the mod page.

      Flagellant 
      - Examinate images doesn't show the upgraded skills.

      - Scourge - Lash's Gift, thank you.

      Great mod, will tide the wait until the path reworks. Hopefully you update the mod when the reworks come.
    3. alx70
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      Hi, thank you for your attention, I corrected many inconsistencies between skills and descriptions based on your comment.
      I changed Repartee, so dont need stealth now, but gain crit only when stealth removed.
      I agree about Glint in the Dark, i changed reach ranks to 2,3,4. 
      Yea, Hold the Line usable in Pos 1. I want tanks to be able to hold themselves in place for two turns, including standing in Pos 1.
      I think Adrenalin Rush kinda strong, since 50% heal and dots remove probably best self-healing skill. If we compare with bloodlust im better nerf bloodlust to 15% heal on attack.
      Heathlight -20% Fire RES now part of Survivor path.
      Intimidate ignore blind by default.
      Revenge has 3 turns cooldown and buff lasts 3 turns, I'm not sure It should be increased to 4, same compared to Ruin.
      The Burning Stars damage was reduced but i reversed it.
      About 2 conviction bonus, I want there to be a way to accumulate up to 3 Conviction, since in vanilla there are not enough skills that do not cost Conviction and can be used often.
    4. GodIsMyCondom
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      Appreciate the update, no plans to make a doc file? Description page of the mod is getting rowdy.

      Grave Robber
      - Repartee change is nice, although wouldn't strength be better since your GR has 100% crit on combo tokens, afaik crit token won't stack with that. Could make that change only for Nightsworn imo.

      Man At Arms
      - If you wanted MAA to root himself at Pos 1 why not add Immobilize to Stand Fast/Retribution instead? Would be more fitting, although that might bloat the skill even more, thoughts? Might just be my bias against dancing MAA in DD2 showing.

      Hellion
      - Can't say I agree with adrenaline rush. but nerfing bloodlust's heal on attack was the right move.

      Leper 
      - Rip to the Poet path stress heal, hopefully it could be brought back.
      - Revenge - increased the cd to 4 and it still feels fine, might increase it to 5 tbh. Ruin is falling behind compared to it now.

      Occultist
      - Really good play wise, although there's no incentive to use Sacrifical Stab and Binding Shadows when Chaotic Offering exists. Could use a touch up. How would you buff them?

      Runaway
      - Searing Strike could be looked over, Firefly is too good since it can hit every rank now. Changed it to only target 2 3 4.
      - Firestarter - thoughts on adding Stress Heal (-1 to Runaway) to it? No reason to buff an ally for 2 Fire DOT when you can just throw another Firefly.
      - Backdraft - great change, a bit on the strong side, either lower the damage/dot or increase the cooldown. Alternatively could be only used in Pos 1.
      Also it ignores Block/Riposte, not in the description, although that may just be a game limitation.

      Vestal
      - Vestal is still lacking even with the changes, sadly still a consecration bot, thought I could make Pos 2 Vestal work.
      - Is it possible to change Divine Grace per path so it can be used in the front line while in Chaplain? Checked the csv but there's only 1 instance of it so I'm guessing no.
      - Maybe make her skills remove combo, could be her niche.  Does combo count as a Negative token?

      - Divine Grace - increase the threshold to <50% when upgraded or make it usable in Pos 2.

      Flagellant
      - Maniac Acid Rain Vulnerable on 2 backline is too good.
      - Scourge Lash's Gift is too much, something has to be reduced, either the extra strength token or the guard duration. Or just increase the cooldown.


      Duelist
      - Fleche could be buffed slightly
      - Again! pairs well with the mod changes to CD.
      - Meditation is too good compared to Preparation.

      - Intrepide Prepation could be changed, removing dot is lackluster.

      Crusader
      - Aggressor needed more damage, good changes.
      - Banneret Rallying Cry - could this be changed into a guard skill that's usable in the back ranks, filling the backline tank niche.
    5. alx70
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      About doc, kinda lazy to create wall of text, but maybe one day. I think screenshots just easier.

      GR
      Repartee problem can be solved, ignore combo when has crit.

      MAA
      Stand Fast and Retribution have their own niche, while Hold the Line can be used only for move purpose, but with Pos 1 can be used to stay front before move effects. From my point of view, this doesn’t really change anything, you still spend your turn trying to stay in the front, regardless of whether it’s before or after moving, result will be same, stand in Pos 1.

      Hellion
      Сlosest analogue is Solemnity, they similar but removing dots can be even better.

      Leper
      I think i can just make Revenge used once per battle while Ruin's damage buff lasts for whole battle.

      Runaway
      Firefly base damage can be reduced, without reach Pos 1 Runaway cant do any damage from Pos 4 to Pos 1, frontline Runaway just always better. 
      Backdraft - in fact the screenshot was from the test version, 2-3 burn applied to 2,3,4. Im not changed token ignores, so its work same way as vanilla version, vanilla version ignore block too.
      I strongly disagree about Firestarter, it works great with multi-hit skills and buff last 3 turns, this is more than better than throwing Firefly once. Also good with riposts.

      Vestal
      Yea Divine Grace cant be replaced.
      Mantra's can be used in front, alternative way to heal allies.
      Good idea about remove combo, added it to Confessor's Mantra+.
      Divine Grace threshold actually yea, even Battle Heal seems better. 

      Flaggelant
      Maniac, agree, replaced debuffs between Punish and Acid Rain.
      Scourge, agree, 1 strength enough.

      Crusader
      Banneret Rallying Cry, it will be too similar to Templar Rallying Cry, default Rallying Cry fits best thematically. Banneret is the support for the back line, and the Templar is the defender.
    6. GodIsMyCondom
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      No worries, if you find the images easier to maintain then that's better, could you instead separate the description into paragraphs? Like with your last comment, would make it easier to read.

      Grave Robber 
      - Poison Dart is falling behind, thoughts on adding -healing received to it, for a bit of flavor.

      Man At Arms
      - Any planned changes to Command? 

      Hellion
      - Adrenaline Rush - Solemnity has Block/Block+, which is superior to just removing dots no?
      Might be more incentivized to run it if Toe to Toe didn't have the remove winded tag.

      Leper
      - Revenge - I thought the goal of the mod is to remove Use Limits, disagree on making it usable only once.
      - Ruin - good change, any plans to change the upgraded version?
      How about making base bleed but not last the entire battle, then making the upgrade last through the entire battle.

      Runaway
      - Firefly - can't Pos 4 Runaway use Controlled Burn/Smokescreen on Pos 1 enemy? Backline moves usually don't target the Pos 1 enemy in vanilla so I don't see the issue with Pos 4 Runaway not being able to damage the Pos 1 enemy.
      - Backdraft - I think Variable moves straight up ignore Block/Riposte, but they don't indicate it in the UI.
      Could still do with an increased cooldown though, trinket that makes her stealth after using Backdraft is really good, although that's with a trinket.
      - Firestarter - I see your point, wanted to make it thematically fitting since starting fires should relieve Runaway, but I will relent.

      Occultist
      - Chaotic Offering - disagree with this change, the random effects fit with the theme, removing it makes the move bland, would rather the Stab moves be buffed instead.

      Vestal
      - Chaplain - can the 2 conviction limit per round be reverted, change the Mace Bash to not stun on 3 conviction tokens if that's an issue, maybe Vulnerable/Weak x2?
      - Mantra - for frontline vestal is terrible without upgrade, not sure how the base skill can be buffed in the current implementation.
      How about adding the remove combo on other skills as well? Sanctuary/Divine Grace.
      - Divine Grace - good change, any other hero is a better healer than Vestal unfortunately. Devs went the wrong route in balancing her, then they release Banneret Crusader.

      Flagellant 
      - Any plans to change up Fester/Undying?

      Crusader
      - Banneret Rallying Cry - I see, hope you change it to something else unique though, so as to not waste the skill being changed by the path.
    7. alx70
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      Grave Robber 
      - If we talk about Deadeye's Poison Dart, its her best skill in vanilla, all use Poison Dart with Deadeye because Poison Part better than Thrown Dagger in terms of damage. I dont think its failling behind, just Thrown Dagger and Flashing Dagger now stronger. 
      If we talk about Venomdrop's Poison Dart, its like Noxius Blast with omnireach, dont think it can be considered as weak skill.
      Deadeye and Venomdrop swap main and secondary skills. Deadeye can use Poison dart Pos 1 and vs block\block+, because blocks counter Deadeye. Venomdrop can use Thrown Dagger vs guarded target.

      Man At Arms
      - Command: before i wanted add cooldown to Command+ and make it apply x2 Strength, but then reversed it. Command+ has synergy with tempest, can be used to clear blind evey turn. Sergeant can use Command+ instead of regular attacks. Can apply crit with trinket. Nothing unusual, but has niche.

      Hellion
      - I think they equal. Imagine situation: Leper has 9 bleed and if you use Solemnity hp still will be dropped fast. Without PD and Vestal in team dots can be real problem, so self remove dots is always good.

      Leper
      - Revenge - Removing Use Limits have a purpose, make it usable vs bosses, caverns, long fights. But with revenge different situation.
      I dont see real difference between Cooldown 5 and Limit 1 on Revenge because road fights rarely lasts longer than 5 rounds, and if Revenge can be used 2-3 times then it overwhelm Ruin. Also in rules dd2 Revenge seems really as op, because there is a trinket that turns a vulnerable into a block, so it even remove skill weaknesses. I have an experimental idea, maybe just remove taunt and vulnerable and make it 50%hp self damage, then it can be placed with some cooldown.
      - Ruin - then it will be not long-term based skill. I have another idea, make it +25% damage per round with some limitation, maybe even just 100%, at round 4 profit, further double damage. 

      Runaway
      - Firefly. Controlled Burn long-term based skill. Its not ok if you need to use Controlled Burn to damage 10hp enemy. Smokescreen didnt do damage by itself, what if enemy already has combo token? Also blind can be resisted. Long-term based skill and debuff not answer for dot dealer. 
      A lot of backline skills can do damage from Pos 4 to Pos 1:
      Noxius Blast, Poison Dart, Grapeshot, Binding Shadows, Judgement. And it only skills without move on.
      - Firestarter, i based cd on Magnesium Rain.

      Occultist
      - About stabs, i dont think it good idea touch them, they seems too perfect. Sacrifial Stab - high crit chance, reach 3 ranks, unchecked power on combo, unchecked power on kill. Binding shadows was trash, but now it very good, chance to uncheked power, reduces debuff resistance, fits very good on Ritualist because you can place him Pos 4, good way to get unchecked power for him. 
      - Chaotic Offering, yes thematically it seems different but Chaotic Offering actually not "high risk, hish reward" skill. 
      We can get: 20% burn 2, 18% shuffle, 18% daze, 18% weak, 18% taunt, 4% stealth, 4% stun, Burn 2 is nothing, shuffle bad but countered by trophy, daze is nothing, taunt - not very scary and can guarded, stealth even not debuff, so real thing its only stun and weak. 
      Most of the time skill used for Burning Star as Warlock. Warlock has chances for unchecked power, so he can get 2 unchecked power per turn. Maybe need increase buff duration for 4 turns to get 4 unchecked power in total.

      Vestal
      - Chaplain - it will be so close with Confessor's Judgement. And what the point? If revert then need add cd on Mantra+ again, make no sense. Wanderer and confessor get 1 conviction per turn, seraph and chaplain can get 2, its pretty balanced. 
      - Mantra - all mantra's horrible without upgrade. Remove combo on Sanctuary and Divine Grace is too much? If we talk about chaplain, chaplain has good tankness, not sure this path should be equal with support path.

      Flagellant 
      - They ok? Fester can apply blight on two targets, undying not bad, especially undying+.
    8. GodIsMyCondom
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      Grave Robber
      - I suppose it's my hope to not make Venomdrop a Poison Dart bot. 
      - Why use Venomdrop's Throw Dagger on a Guarded Target for (2-4/3-5) damage when you can Poison Dart the guarding enemy for more damage and potentially pinging block tokens.

      Man at Arms
      - Command - disagree, why waste MAA's turn to deal 100% of his damage just to guarantee the hit and buff Tempest's damage by 50%?
      Both Command and Plague Doctor's Emboldening Vapours are bland, something could be done with them since upgrading only removes the cooldown.
      Physician buffs Vapours but MAA doesn't have that option, is it possible to add an extra effect with the Sergeant path?

      Hellion
      - Adrenaline Rush - disagree, leper healing for 33%/50% will have enough hp to weather through a 9 hp bleed, and the Block token guarantees lesser damage on the next hit.

      Leper
      - Revenge - agree with the changes, not a fan of limited uses.
      - Ruin - disagree, I want the essence of the skill to remain (getting +damage when taking damage), unconditional buffs are not a the way to go. I prefer the 1.11 version.

      Runaway
      - Firefly - why use Firefly on a 10 hp enemy on Pos 1 when another hero can deal with them, can set up Controlled Burn on another enemy instead.
      I was thinking more of damaging skills in Pos 4 with omni-reach (which includes Poison Dart and Judgement)

      Occultist
      - Sacrificial Stab/Binding Shadow - I agree, although not a fan of melee skills in Pos 4 being able to reach the enemy in Pos 3, devs might've not seen a way to buff it without doing that.
      Maybe rework Sacrificial Stab/Binding Shadow to only target allies then produce Unchecked Power, but at that point why not just cast Chaotic Offering. Devs did a good job balancing Occultist, just need to do the same for the other heroes.
      - Chaotic Offering - although the debuffs are irrelevant, it's good to give flavor to the skill, disagree on changing it, keep the random effects but increase the buff duration maybe?

      Vestal
      - Chaplain - potentially more conviction tokens should be the advantage when running frontline Vestal, it's not a guarantee that she will get hit in the front rank. If she doesn't generate enough tokens then what can she do in the frontline?
      If you don't agree with this change could you tell me how to do it myself? Is it ves_chaplain_conviction_manager?

      - Mantra - no reason for modded Mantra's to be the same as the vanilla one's in base level.
    9. alx70
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      Grave Robber 
      - How buffing Poison Dart make GR not "poison dart bot"? Venomdrop have Lunge and Pirouette with blight damage, good options.
      - Because guarded target can be low.

      Man at Arms
      - 50% of the Tempest's Chop is 4-8. 100% of the Sergeant's Crush 3-5.
      With Tempest good example, deal 3-5 damage or left Tempest with blind? I will prefer remove blind and buff 50% damage.

      Hellion
      - Adrenaline Rush heal for 33%/50% too. Remove 9 bleed with 2 turns duration is equal to heal 18 hp.
      Example, leper has 9 bleed, used Solemnity, healed 50% (around 26 hp) and got block+, next enemy attack deal 6 damage which is reduced to 1.5, it will be 2 damage. After 2 turns later he got 18 damage. Proft from solemnity is 26-18-2=6hp.
      Same but with Hellion, has 9 bleed, used Adrenaline Rush, healed 50% (25 for Ravager) and remove dots, next enemy attack deal 6 damage. Proft from Adrenaline Rush is 25-6=19hp. I see profit there.

      Ruin
      - Ruin. Ruin in 1.11 is good in common, but op at confession boss, especially act 5. Im prefer balance, this version most balanced.

      Runaway
      - I find this counterintuitive. You asking, why we should damage Pos 1, if others can do it? Well, i think because we want do damage as burn dot damage dealer, because others already did their turn, for example. 

      Occultist
      - I cant agree that offerings are better than stubs. Offering is good when you need to cast Burning Stars many times in a row, most often against bosses, Implication or enemies with blocks. Sacrificial Stab or Binding Shadows do not waste turn and can give unchecked power which enough for most road battles.
      - If debuffs are irrelevant what the point of skill? Then debuffs should ignore resists, but then this skill will be too risky and not worth it. 

      Vestal
      - Wanderer\Confessor get 1 conviction per turn, Chaplain can get 2 conviction per turn but with condition. 3 conviction per turn too much in my opinion. 
      to remove limitation

      element_start,ves_chaplain_conviction_manager,ActorDataEffects
      on_hit_as_target_to_target_effects,add_1_conviction_p1,count_minus_1,
      element_end

      remove count_minus_1
      About mantra, actually true.
    10. GodIsMyCondom
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      Is there a way to replace the animations of skills to another (i.e Howling End to Wicked Hack), in DD1 there was an .art file that you could modify to change them, not sure if there's one in DD2.

      Could you change the "Target's Allies:" tooltip to "Target Team:" for parity with vanilla descriptions. Afaik they describe the same thing.


      Grave Robber 
      - Poison Dart - was thinking of Poison Dart on Wanderer/Nightsworn that could use a buff, ran a Venomdrop GR a couple of days ago and after a rough early game in the Foetor Poison Dart is still great.
      Lunge and Pirouette could use a buff on that path though, 2/3 Blight is not good enough to use instead of using Poison Dart/Flashing Dagger, how about adding a combo interaction with Lunge or removing Daze from Venomdrop Pirouette?
      - Venomdrop - Repartee version could use a change to fit the Blight synergy.

      Man at Arms
      - MAA could be Bulwark/Vanguard and deal more damage than that?
      - Command - how about making this an AoE buff like Banneret's Tenacity.

      Hellion 
      - Adrenaline Rush - don't think I can convince you, I concede for now.
      - Breakthrough - needs a change, feels terrible to use.
      - If It Bleeds - damage (3-6 to 3-6) stays the same when upgraded, not sure if the devs intended that, thoughts on bumping it up to 4-7?
      - Bleed Out - combo interaction is 50% more damage, shouldn't it be something bleed related instead? Not sure on this one though, being usable from Rank 2 is already a great change.

      Jester
      - Slice Off/Harvest - thoughts on both of these moves?

      Leper
      - Ruin - sticking with vanilla ruin, I prefer the theme of the vanilla skill (+damage when taking damage)
      - Chop - can the minimum damage be increased, 6 is too low.
      - Hew - needs something, bland cleave, although that might be it's identity.

      Runaway 
      - Firefly - why should we damage the Pos 1 that has 10 hp with Firefly instead of setting up on another enemy, Runaway has a high base speed so she will usually go ahead the other heroes, not sure if I explained this right.

      Occultist
      - Stabs - agree, just wanted to hear your thoughts, here's hoping the future rebalances turn out to be like the Occultist's.
      - Chaotic Offering - for flavor, the Occultist doesn't know what effect he'll get from offering an offering to whatever gods he worships, the random aspect makes it appealing to use, changing it to only flat dmg removes the theme of the skill. 

      Vestal 
      - In buff_data_export.Group correct?
      - How about giving Vestal fire dot on her skills, it fits and the game could use more synergy with comps.
      - Judgement - give the skill fire dot, change the 3rd conviction token to Ignore Block/Dodge/Guard (from vanilla Mace Bash), thoughts?

      Crusader 
      - Banneret - Rallying Cry - any plans to change this into something unique?
    11. alx70
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      "Target's Allies:" not the same like "Target Team:", "Target's Allies:" exclude target.

      GR
      I dont think that Poison Dart\Flashing Darggers overwhelming Lunge and Pirouette,  Lunge and Pirouette has more base damage and Lunge has high crit. Pirouette more like move back skill, but has not bad damage.
      Repartee has good niche as stealth->crit exchanger, Venomdrop has Blight piercing with stealth, there nothing to add. If add +2 blight applied, it will be too strong because no one hero can apply 8 dot without trinkets.

      MAA
      Strength have more value than Block because Strength allows you to finish the battle faster, which means you will get less damage and stress. So Tenacity can do that, while strength for whole party is op.
      Bulwark/Vanguard can do damage than that, but allies can have + dmg trinkets, higher crits, or something else. What is better, do damage with Bulwark/Vanguard and lets Tempest get missed, or remove blind and buff his damage? Also command is better when MAA has blind\weak and instead of dealing low damage you can buff someone.

      Hellion 
      Breakthrough not the best but can be useful. Especially Breakthrough+ vs Implication. Not bad for Carcass since there no damage anyway.

      If It Bleeds 4-7 + 6 bleed from combo is too strong.  
      Same with Bleed Out, +8 bleed too strong.

      Jester
      Harvest is better most of the time, but Slice Off+ gives guaranteed vulnerable, good for burst.

      Leper
      Chop - this range in numbers needed for balancing purpose. Like you need some luck to do great damage. Only specific skills has more than 6 minimum damage, if I haven't forgotten anything only Point Blank Shot and Burning Stars have more.
      Chop for solo target damage, Hew good vs blocks, because remove 1 dodge\block from two targets is better than from one. If one enemy has low health, Hew can kill him and damage someone.

      Runaway 
      Imagine situation - Enemy Pos 2,3,4 is dead. Enemy Pos 1 have combo token. Your Runaway Pos 4, others alies spent their moves. Which skill to use? Controlled Burn is bad, we want use it at the start of battle. Or vs bosses. Smokescreen can do nothing, enemy already has combo. So in my opinion Controlled Burn and Smokescreen doesnt answer to this situation. We just waste our turn because cant reach Pos 1. 

      Vestal 
      Yes, buff_data_export.Group
      If add burn to Judgement, then need decrease base damage.
  10. NuclearNecro
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    Gonna post this in a seperate comment since my old thread is getting quite bloated, but thanks to the Helion Complete Rework mod, there SHOULD be some way to give each hero the new path system, which would certainly let you make more drastic changes for each path without having to worry about messing the other paths up.
    Maybe you could ask the dev of that mod for some help in that.
    Because with this, you could make each path have an unique niche of their own, kinda like what's been happening with the recent heroes, where even Wanderer gets to have unique use cases (and i guess would also let you do more insane changes which would be fun).
    1. NuclearNecro
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      manifesting the next DD2 update so this mod can finally update in peace

      as for the balance changes that came with said updates:

      even tho the hearthlight changes are neat, i feel like the burn resist debuff for the upgraded variant is much better than the random combo chances, run and hide changes are neat but your version is honestly much better, and i feel dragonfly could use a bit of spicing up, since it now has heavy overlap with crusader's zealous accusation (or maybe the other way around, idk)

      for man-at-arms' nerfs, i personally feel like you should buff the nerfed skills to back to what they were, but nerf vanguard, as that's the main reason why MaA is so silly currently (unless you actually end up revamping each path/character somehow)
    2. NuclearNecro
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      UPDATE TIME HELL YEAH

      I imagine that the Duelist and Crusader buffs are gonna come later, as they currently still have to deal with limited skill amounts. Plus, I feel like some skills for them could get beefed up a bit (stuff like Wanderer Crusader's Rallying Cry, or Wanderer Duelist's Again!).
    3. NuclearNecro
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      Oh I actually found a minor, but noticable issue as it breaks a pattern that the game set:

      Highwayman's upgraded Pistol Shot says that it dazes both for the regular shot and when dazed. While this does lead to a stun anyway, but other instances of moves doing the same (like Man-at-arms' Rampart) still say that they stun on combo hit instead.

      OH EDIT CAUSE I FOUND ANOTHER ISSUE:

      Vestal's Mace Bash still does the old effect of stunning with max Conviction instead of what's shown.
    4. alx70
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      I think Pistol Shot supposed to be weaker than Rampart in terms of tokens, just in vanilla spend combo on daze not worth it.
      I fixed description, Mace Bash still apply stun :)
    5. NuclearNecro
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      Hi I'd like to report another bug:

      The new Combo effect for Aggressor Crusader's Smite straight up doesn't work currently.

      EDIT: Also I honestly hope that you change back some of the skill changes from vanilla to your versions, mainly Run and Hide, as I personally feel like your version let people do more interesting and wacky team comps.
    6. alx70
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      Thx, fixed that. 

      When there is a way to replace skills, I will give Run and Hide(which work on allies) to a Survivor