Darkest Dungeon®

Darkest Dungeon®

Stuns Reworked
28 Comments
Artemón 19 Jun, 2024 @ 4:06pm 
is it like a Daze like in the butcher's Circus?
PeopleLikeStuff 12 May, 2023 @ 6:16pm 
Wait I'm a dummy, this mod actually *predates* the Daze mechanic lol (just noticed the upload date)
Can't believe Red Hook stole your idea :steamfacepalm: /s
PeopleLikeStuff 12 May, 2023 @ 10:54am 
Kinda reminds me of the Daze mechanic from Butcher's Circus what with the big speed debuff
Wonder if it'd be possible to edit the FX and tooltips to say "Daze" or something instead of stun, or would that be too much of a headache coding-wise?
Stukov81-T.TV 14 Nov, 2022 @ 8:01am 
interesting! Thanks for the help
o'night  [author] 14 Nov, 2022 @ 3:26am 
Won't do anything then. Unless that skill uses instant buff for random target (you would need this workaround if, for example, it has condition or there's another skill or trinket modifying that random chance, in this case it would add to it
Stukov81-T.TV 13 Nov, 2022 @ 2:20pm 
what would happen if a skill allready has a random target chance? would the stun recovery part override the skill or add to it?
Stukov81-T.TV 28 Oct, 2022 @ 3:15am 
This is a great idea and i love playing with it
ダークホルム 28 Jan, 2022 @ 7:08am 
Without turn remove, u can make funny things, using custom trinkent mechanics =) Funny but broken as hell XDDD
https://ibb.co/0m7sg6q
o'night  [author] 25 Aug, 2021 @ 11:05am 
yes, it does
Daevinski 25 Aug, 2021 @ 10:43am 
This mod still works fine with the most recent updates and DLCs? It also works with Custom Classes and Custom Monsters?
o'night  [author] 16 Aug, 2020 @ 9:12am 
k
L'Armuri3R 16 Aug, 2020 @ 8:53am 
-100 Dodge
-12 Speed
normaly

"Don't remove turn" just shit and illogical


o'night  [author] 25 Mar, 2019 @ 5:06pm 
root would probably mean immobilization aka "can't change position"
it would be closer to cripple/struck/contuse
Nearly Evil 665 25 Mar, 2019 @ 4:42pm 
well then is it realy a stun in gamer terminology?

id say that this turns stuns into roots at best
minecraft with gadget 5 Jan, 2019 @ 12:59pm 
Speed debuff is powerful for sure, but like you said it's not as good as removing a turn. That's the point, because vanilla stuns can be pretty overpowered. The problem is there are quite a few enemies that REQUIRE the basic stun mechanic of taking a turn, or else they become significantly stronger than they already are.
o'night  [author] 5 Jan, 2019 @ 11:37am 
I'm considering adding more debuffs to stun recovery but I want to keep it as simple as possible. Also, do not underestimate speed debuffs.
Chikanuk 5 Jan, 2019 @ 11:05am 
Just add some penalty to ACC and damage to stun debuff. After all if someone hit your head with mace you cant hit him back as accurate and as powerful as before. Right now its good idea, but really too weak.
o'night  [author] 4 Jan, 2019 @ 4:18pm 
@Doom Nukem
Thanks for feedback. I think speed debuffs are very heavy, and you can also chain stun now. Yeah it's mostly weaker than removing turn but that's the idea.
minecraft with gadget 1 Jan, 2019 @ 10:09pm 
I like the concept and am not a big fan of vanilla stuns, but I think this makes the balancing worse overall. Stuns are probably a little overpowered in vanilla, but still a lot of skills and bosses need them to be dangerous and useful. A speed and dodge buff, while good, aren't as good as removing a turn, not even close, and given how DD calculates initiative order, I've found even massively debuffing enemies that are normally fast still lets them go pretty quickly. Granted it's nice to not miss stunned enemies now much, if at all, but like I said, so many things rely on Stun being very, very good, and without it they become less relevant. Again, not that this is a bad concept at all, but I feel it needs a little more going on. Maybe a debuff to Accuracy to start with.
Shades 31 Dec, 2018 @ 3:57pm 
I have to thank and congratulate you for your excellent description of your mod, even explaining how vanilla works.
The workshop if full of "fun mods" that have little or no explanation, and as such are no help and of no worth.
Good job, I hope more modders were like you!
Zliden 30 Dec, 2018 @ 5:30am 
I always wondered how stunned enemy can "dodge" my attack but now it's over finally
Rampir 27 Dec, 2018 @ 2:58am 
ty
o'night  [author] 26 Dec, 2018 @ 10:50am 
yep
StarrySunset 26 Dec, 2018 @ 9:54am 
So characters like Bounty Hunter, the "Fnish Him" skill in specific, would still do extra damage to stunned foes?
o'night  [author] 26 Dec, 2018 @ 8:12am 
Random target chance affects both ally and enemy targetted skills
Kope 26 Dec, 2018 @ 7:05am 
Really good idea. I've never liked the current version of the stun much and would much prefer it something akin to this in that it's similar to a 'super debuff' for a turn.

I'm interested in what the 'random target chance' means. Does it mean a random player target or does it also include their own allies? Because that would be really interesting.
Loremaster Dasmodeus 26 Dec, 2018 @ 4:04am 
well thought!!!
Loremaster Dasmodeus 26 Dec, 2018 @ 4:03am 
thats something I would like to see in vanilla.