Darkest Dungeon®

Darkest Dungeon®

The Forgotten Dungeons
Elysian Phoenix  [developer] 18 Dec, 2017 @ 2:40am
Feedback
Got a review you've thought up or some ideas for new or exsisting content then put them here.
< >
Showing 1-15 of 36 comments
Elysian Phoenix  [developer] 3 Jan, 2018 @ 7:23pm 
@krimeryo Thanks for the intrest and I will admit you bring up some cool points that I might consider. You might want to look into how the modding of this game works though, while a lot of your ideas are very interesting they just aren't achievable with the tools avaliable. I'd like to be able to look into implementing some of them though like your ideas for afflictions (i've tried to make afflictions a bit more common so you no longer get them every 1/15 runs if you play right) but that'll take some time to find the right balance.

I'm really interested in your thoughts on bosses as I've had some similar inclinations, in DD the bosses are kinda hard to make more threatening simply because you're party is likely to be a bit battered when you reach them. I haven't had much time to give all the bosses a good look through but many of them have had enhanced mechanics and I've removed some of the tools that allow you to cheese through them. e.g the arbalists flare for the Swine God or the houndmasters harry for Flesh. If you want an example for a boss you may like look for the Necromancer as he's quite diferent now, his potential for critical summons and very long duration horror makes for a drawn out while still tense fight. One idea I've had is to shorten the boss dungeons to either a very small dungeon or just a single hallway leading to the fight so I can put more emphasis on the bosses themselves, though I'ld like to see how that'd be recieved before fully implementing it.
Elysian Phoenix  [developer] 4 Jan, 2018 @ 6:10pm 
@Mercedes Benz again some of that stuff is just not possible but some is. Trinkets are a hard one, I like where you're thinking of taking them but with how that'd work it'd probably require a lot of time balancing monsters to compete with the potential OP combos. If I had a more responsive community here I wouldn't mind giving it a try but with the feedback I'm getting at the moment such a task isn't really feasible. On the whole I've had to make the trinkets generally weaker in many aspects just so they don't break the game from being able to equip three of them.

What you're suggestions for locations is definatly valid (getting more recruits is impossible though) and I'll definatly be adding some variation between them in one of the big updates (its listed in one of the home pages) among that i'll be adding different rewards in the dungeon itself based on the location. e.g. more limited items like keys can be found more commonly in the cove.

As to regard bosses I haven't played Bloodmoon but can you really only get one of each boss? Currently though the bosses to ramp up a bit I feel though I haven't quite gotten to testing each of them yet. But for example the Siren should gain the aility to stealth at higher versions and the Necromancer can start summoning Bone Bearers on his last version. However only having one of each boss I think would detract from the overall experience as there would be less stuff to progress forward too and a lot of story would be missing from the absent loading screen narration (I've made it a bit of a requirement that this mod HAS to stay within the boundrys in the game, which is why I'm hesitant to add abilities without audio until Redhook fixes their audio system. Seriously it's pretty bad and I can't figure it out.)

Curios I've noticed from how the file is formatted seems to only allow for 4 potential interactions from items though I haven't tested breaking the formatting yet but I doubt it'll work. I will be doing a massive expansion of that (I've already laid out most of the ground work) in the future.

Dodging and missing stuff isn't doable either which I hated because I wanted heroes and monsters to be able to have much higher defense stats that would decrease each tiime they dodged just togive them interesting reliable form of defense to work around buut oh well.

I oringinall did have a lot of audio effects nearly garenteed to land but I needed some of them to actuallly deal a little bit of damage so the back line characters were in more danger (monsters with damaging attacks to the back line are rather rare). Having stupid accuracy and damage wasn't a healthy combo so I had to remove the idea. It was also makes the dodgey characters a bit less satisfying. The audio skills do generally have high accuracy at the moment though.

Thanks for the thoughts I'm interested i seeing your thought, even more so when I actually roll some of this stuff out.
Eyesaac 18 Jul, 2018 @ 8:12pm 
Hey! Been playing it for a bit and I'm loving the overhaul to be honest. Increased length of battles gives strategy a higher skill celing, and synergies are less immediately apparent. I do have some minor gripes with balance however. All of the enemies have more health/do more damage, all of the heroes have more health/do more damage. This is perfect. But a big issue is you didn't do anything to change stress dealers. While they do have less health, it still takes a lot longer to kill them then in vanilla. This would be fine, except they still deal the same amount of stress damage per hit. They have a lot more turns to pile it onto your party.

One other thing is the Vestal losing out on heals. I feel like it would be better balance-wise if the character she healed received a debuff to healing received for the battle, rather than her having reduced heals for everyone. I get the whole "can't call on gods so often thing" but it gets a little ridiculous. Another way to heal with this would be to add more impact to her heals, just making them heavier.


Really love your work!! Please keep updating (:
Elysian Phoenix  [developer] 18 Jul, 2018 @ 10:00pm 
@Generic Thanks for the feedback, its great hearing that people enjoy this type of mod as its way outside the normal gameplay. As a reply about stress dealers I'm not 100% sure what you're getting out of them but afflictions are meant to be a more present threat here however that aspect can get much easier to deal with later on. If you can tell me is it just that you're getting afflictions more often or are you getting heart attacks much too often?

As for Vestal healing I'll agree that its a bit clunky atm adn I've been thinking of ways to make it better, as of right now its fine but lacks much desicion making. I've been wondering about adding a cooldown which might make it more interesting.
Barbeque J. 26 Jul, 2018 @ 6:14pm 
@Elysian Phoenix I only recently started playing with the mod. I like it but I have a question; is there a new ending to the game?
Elysian Phoenix  [developer] 26 Jul, 2018 @ 7:44pm 
@Barbeque J. Not as of yet. That sort of content is a ways off at the moment. The final boss is a much different fight if that was your meaning
Hobo Kitty 24 Aug, 2019 @ 1:49am 
There's some cool stuff going on here. I do kind of find the battles to be a slog though. I've only been through ~ 5 dungeons and I've had to abandon 3 of them due to losing heroes and being close to a TPK. I know I maybe don't have the right skills equipped on the heroes to have sustain, but I'm finding it prohibitively difficult in the early levels. I've played quite a bit of PBD so I'm not unaquainted with the slower, more brutal approach but I think you've gone a smidge far IMO.
Elysian Phoenix  [developer] 24 Aug, 2019 @ 1:58am 
@Hobo Kitty Early game can certainly be tough, more so if you get unlucky in some places. As far as pace goes, it's not for everyone. As far as sustain goes it is much different. Sometimes it just isn't possible to keep your heroes healthy and the stalling approach to mitigating stress and healing is no longer possible. It's hard to give advice when I don't know more but from what I've seen from others overall balance feels fine to me. Of course I have found early game to be the most difficult to get manageably balanced. There will be more updates coming so maybe you might find it worth continuing with one of them.
Hobo Kitty 24 Aug, 2019 @ 8:25pm 
I played a while longer and finally started getting an leg up in the cove. Antiquarian is pretty damn good. Ruins were kicking my ass. Though maybe RNGsus finally granted me forgiveness or maybe ruins is just a little too spiky for lvl 0s
Last edited by Hobo Kitty; 24 Aug, 2019 @ 8:25pm
Elysian Phoenix  [developer] 24 Aug, 2019 @ 8:33pm 
@Hobo Kitty Well I'm glad it's going better for you, the cove may be a bit easier early on as long as your heroes aren't too out of place. There seems to be a tendency to need range in the ruins which may be hard to facilitate early. Though I am just ruminating. Hope to hear more from you in the future :D
Hobo Kitty 24 Aug, 2019 @ 9:24pm 
Spoke too soon. TPK next mission T_T
Elysian Phoenix  [developer] 24 Aug, 2019 @ 9:38pm 
@Hobo Kitty Typical Rng :P
Enlonwhite 13 Feb, 2020 @ 12:05pm 
Ok havent played in 6 months but, started a new game with all DLC, ALL your mods (compatibility patches all)
first highway seems like total ♥♥♥♥ with no acc on ranged skills......was that intended?
second forced into a 2 vestal party since highway man died (couldnt do damage due to low acc)
and vestal you seem to have punished the worst

First with hp as is fights seem DRAWN out longer, which would encourage stalling? but you basically have nerf/removed that option.....
the healing debuff on vestall just points at more a you can only cast this many heals per fight......then you cant do shiz
same with her damage skills (yes i got a mace one and a non mace vestal) and mace is the only ok damage skill on them and it hits only the 1st slot.......right.....witch doctor healing only it seems so far is reliable/gets rid of bleed/blight
Enlonwhite 13 Feb, 2020 @ 12:06pm 
I need to know the reason behind some of these changes/ the planned intent in order to help justify it.....what is the goal here? why are things setup this way?
Do you have a difference in how Lore of classes work?
Why do you hate the Vestal so much......
Enlonwhite 13 Feb, 2020 @ 1:00pm 
vestals healing is limited, dps is limited, and overall usefulness is limited so much......the occult is now the best healer.......and good dps.....wow and position 3 is so hard to fill for a good role only like two classes even work there as a standard. What is going on here?
< >
Showing 1-15 of 36 comments
Per page: 1530 50