Darkest Dungeon®

Darkest Dungeon®

The Condena Class Mod
Seta Nagato  [developer] 15 Apr, 2018 @ 12:52am
Beta - Balancing
The Condena could become an enjoyable and powerful companion thank to her double action per round, but this behavior is quite hard to balance which initially meant in low raw power and harmful effects for the team.

This thread is for talk about her balancing and improvement.
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Showing 1-9 of 9 comments
Can be a Russian translation?
Rambo M E N 15 Apr, 2018 @ 11:35am 
I played it until class 3, then I stopped mostly to point out the pros & cons I have found:

First of all, she really, REALLY needs Camp Skills, otherwise it becomes useless to use her in a Long, or hell, even in a Medium quest.

With that out of the way, let's analyse her skills one by one:

- Condemned Healing: it's fine, maybe make it a bit powerful so you'll have a healer/support class? You decide;

- Rend them: this one is fine too, it is quite useful in a Marking party or with members that have strong stun skills, with a +damage against marked enemies and such;

- Slowly, gently: kinda fine, I usually don't use it tho because of that speed debuff, but it can be useful in peculiar situations, although I fear that they may be quite limited;

-False Insight: this one is redundant, we already have a skill that lower the DMG stress, it only adds a buff stress healing, which means that you have to bring a stress healer with you, along with a normal healer, since the Condena healing is low, so you'll have only ONE damage dealer at the end of the line. Honestly, I'd change it in a stress heal.

Before the analysis of the Demonic form, one thing in general, the damage is quite low, almost on par with the Antiquarian and I honestly think that an abomination with multiple teeth and claws would do a tad more damage. That, and her stun, enemy debuffing and bleed skills are poor, the chances for them to actually do something are too low, with or without buffs.

Now:

- Release: fine but weak, even her +DMG against marked enemies is eeeh;

- Unknown Touch: just too weak, I think it should either deal some damage, or no damage but higher stun chance;

- Mark of the Codena: the marking skill...this is gonna be long, mostly because I am going to point out a flaw related to the Demonic form; ok if I got it right, you wanted to do a support class, but as other people pointed out in the comment section, the debuffs outrank the buffs by a large amount and even then, many of said buffs, debuffs and their combination are not only really hard to remember and master, but since some of them are not clear specified in the skill description, it will make everything even harder.
Some of these debuffs really confuse me, for example, said marking skill... which debuffs everyone to deal less damage to marked enemies...? What? Ok I get that said debuff gets lower by upgrading it, but it still makes no sense, especially because it is applied to all your party, not just the Condena.

- On it's own: ok, I like the idea that the bleed chance gets higher if the enemies is blighted, but considering the fact that in many dungeons either bleed or blight suck against its specific kind of enemy, it gets a bit annoying to apply that. The chance to apply said bleed is just too low, it's not even worth the risk;

- Preserve: No. Seriously, either buff it, remove it, replace it, you decide, but there is no real point in even trying to use that.

(I didn't manage to make her undergo an affliction, but I like the idea and the way she may or may not act).

I feel like the Human form is fine, it just needs a bit of polish, some tweak here and there and its fine, the Demonic form however really makes her an hindrance to the team, with her constant debuffs, while not dealing real damage nor any kind of significant DOT and on.

The support class as an idea should be reworked a little bit, mostly because it is an hindrance to the party instead of supporting them. Not only that, but I suggest you to make it in such way that you can choose to use her in a different way, for example, the Man-At-Arms can be both use as a support class, a shuffler or Damage Dealer class. In order words, make her more flexible.

After re-reading the whole thing, I realised that this may sound like I am bashing your work, but trust me, I am not, not even in the slightest. If I see a mod I don't like, I simply remove it and then move on. But I think that this mod is really promising and much, much better can be done with it.

I also suggest you to have a more specific contest regarding her story, how she was "possesed" and such, in order to have a more clear idea of what she is and what she is able to do.






Well, this is long.


Last edited by Rambo M E N; 15 Apr, 2018 @ 11:38am
某狗李 16 Apr, 2018 @ 3:18am 
The mod is very cool,but the hero is weak. i think all the problem lead by positioning of one team .

Generally,the first position,i want a core role ,which can decided the style of the team.Like man-at-arms,i use it wen i think i want to take a stable strategy, or i choose hellion to get a powerful stun.When i choose bounty hunter or crusader,even the abomination, it means i think to make a OTK style , i abandon some safety to get more damage.

So,the first position should abviously have a incline, but the condena ,the character is support in first round and supplement some damage in second round. the stun is weak ,more like a debuff skill;the mark is powerful so is the debuff.All make the hero has a vague style.

As shown above,she don't suit to first position.

The second position,normally, is waiting for a front damage role ,better have some heal skill.Like crusader and vestal,they discriminate the unholy and have powerful heal; or occultist ,who discriminate the eldritch,and have a heal skill with gamble;and flagellant , high bleed probility,who discriminate the human and beast front position monster with dot. The bleed for blight wried discriminate type. unholy and fish man don't fear bleed,the beast don't fear blight. the dot nearly can't appear. Even like the king----leper, have a powerful self heal skill make he don't need any additional support,and high value damage make he suit any stable strategy team.

Compare all the classic class, condena have no advantage. Have so many skills, but no one powerful enough,even have use but the debuff is powerful too. So ,her position in the team is embarrassed.

As i said before , she need a style .although the two act each round is cool, she need find the position in the team.If she want a stable strategy, she need a powerful stun or a high protect or a powerful heal ,if she want to suit a OTK team, she should have a skill worth the round to attack, in value or rage or dot. Balance is for team, for all the gameplay, not for a single skill , the classic class all have a imbalance skill,but all of them have some balance. As far as I am concerned, this maybe a right way. Complex style can suit any team, this may make the class more useful.

That's all what i want to say,and thanks for your mod ,it's really interesting.
Last edited by 某狗李; 16 Apr, 2018 @ 3:40am
Seta Nagato  [developer] 16 Apr, 2018 @ 4:18am 
@✌The Mr.Negative✌ sorry, for now she doesn't have all localization files, but in future updates (once her texts are finished) I could implement the english one into the russian files.

@Rambo Hermano you don't know how happy I'm by reading your comment!

For now, until she gets all her combats skills, the camping skills can't be done since I need to know her definitive playstyle to fit her camping role as well. Anyways, the idea for her camping skills are basically give her "free" cost camping skill with stress cost instead, so other can use their skills in combination with hers (so it fits her "double action" in camp as well). Pretty sure it could become something unbalance as well... but wanna try anyways.

About her skills sets, I'll try to remain in do some "creative solution" following your feedback as a base before increasing her raw power. I can't give too many details now since it could end in something completly different... but I can say I'll try my best in make her more powerful but most importantly more enjoyable while playing with her. I'm pretty sure your comment helped a lot by giving me the correct insight for her!

Hope in the next update your point of view as well.

@某狗李 I had read your comment in the common section, so I'll reply in here instead to save some space.

First, thank you for your feedback! Seems you're pretty interested in this mod and seriusly you given me a huge amount of information.

The interesting part of the Condena is the possibility of using a frontline support instead of a backline one, so she opens more possibilities in different combinations and groups. But like you said frontliners should be strong and the Condena is basically anything but that.

The problem with the condena is her utility potential (8 to 9 skills at once) which could be too powerful in paper along side of powerful skills. Maybe I could give her a building condition so she can reach higher power as long she prolongs during the battles/dungeon, so she can reach the same power as other classes but with higher versatility without giving that for free.

I'll try have your feedback as well during her balancing. I'll glad to read you again!

( °□°) ︵ 21 Apr, 2018 @ 6:40am 
Really hated this class. Spamming a weak heal and hitting spot 1 or 2 for damage was the only thing she could do reliably. Didn't have any ability to attack the back line and had to take up a frontline spot to even heal? I don't get it.
Seta Nagato  [developer] 21 Apr, 2018 @ 7:04am 
@(╯°□°)╯︵ ┻━┻ this class is currently in beta, which means she's still going through changes. Her main potential is her utility of double action with 8 skill avaible at once more than power. Since this behavior is quite powerful if she reachs high numbers is hard to balance it without reaching OP or UP levels under certain player's hands.

Right now I'm trying testing alternatives for her as long different positioning so she can be more enjoyable.
Thank you for at least trying even she couldn't fit what you spected for her, glad you have been honest to me. Hope you could try her once she is finished and if she's still weak I'll love to hear as well!
yamidamian 25 Apr, 2018 @ 10:05am 
Originally posted by (╯°□°)╯︵ ┻━┻:
Really hated this class. Spamming a weak heal and hitting spot 1 or 2 for damage was the only thing she could do reliably. Didn't have any ability to attack the back line and had to take up a frontline spot to even heal? I don't get it.
Your experience with it has been apparently far different from my own. In my experience, simply spamming her straightforward damage and heal abilities is absurdly powerful, because of the self-buffs those two provide. So regularly having them run around Critting 2/3rds of the time and healing in the 7 range (and damaging in the low teens). The main problem being that the rest of her abilities feel clunky and hard to use in comparison, in addition to missing on the self-buff stacking of her more basic abilities, making me never really feel it’s a good idea to use anything else. Sure, I could set up a combo of mark of codena-> on your own to inflict a hefty bleed, with som help from the Plague Doctor to blight them. Or, I could just Release twice, and probably just kill them outright (with my Plague Doctor’s instead putting their time to better use stunning back line and clearing corpses).
Last edited by yamidamian; 25 Apr, 2018 @ 10:07am
Played a lot with the Condena in the party. My thoughts, in no particular order:

She's very strong -- probably too strong. The issue is that she's very limited in what makes her too strong. Particularly, I think Unknown Touch is completely broken in power given the action economy, and otherwise, she's an acceptable healer and buffer. Additionally, for how horrifying she is, the party seems mostly fine with her (barring the odd Omen Seeker): the really freaky stuff the Condena does should be met with either Horror or straight-up stress.

I think "False Insight" is pretty low-usage: it's very rare that I want to give her a buff, given her low base damage. I'd recommend splitting up the buffs from her single-target heal and give them to False Insight -- or, maybe better, allow it to be cast on an ally for a small stress penalty. The Condena inspiring someone to work better at the cost of their own sanity feels very much in character to me. In fact, the unreliability of her multi-target heal makes it difficult to pick over the usefulness of her single-target. I'd much rather have +accuracy and heal on one target, saving them from death's door, than gamble on a multi-target. Raise the likelihood of her multi-target hitting, but perhaps at a small debuff to healing recieved to make it less spammable. Her 'skill donation' is useful as is. I'd maybe give it a slight stress penalty to the donated hero.

Release is a useful skill, and Condena's bread and butter, but Unknown Touch is absolutely obscene. It should almost certainly have a cap on per-battle usage. Given that you can waive away Condena's speed debuffs with proper Medicinal Herb usage, the strategy with many foes becomes 'load her up on +Speed trinkets, hit a problem enemy with UT, and have a stunner hit its allies basically for free.' The Condena's Mark, again, feels like too high a risk for too low a reward, especially when combined to how amazing the Unknown Touch is. Potentially raising her damage and setting a mark on the enemy isn't worth missing (and thus losing out on possible damage) AND a self-stun. A miss should probably just end her turn, which is punishment enough.

Perhaps taking away an enemy's action should buff them, in some way? Similar to stun resist improvement. Given that you can just take away an enemy's action AND stun them to lock them down for two turns, it seems reasonable to me.

I don't understand her camping skills at all. One of them seems to -- I've never used it -- give another party member a guaranteed Affliction, if not a full heart attack? Consider making them more in tune with the Occultist's camping skills: high benefit, but high drawbacks.

also yeah she needs some lore like crazy. i don't feel connected to the character at all whenever i see 'Condena guild comment' or 'Condena armor 2'. Part of the fun of DD is growing attached to heroes, cussing them out when they fail, getting to know a bit about them from their barks and blurbs. Without that, the Condena is just some horrifying bug-demon in flimsy robes.
Last edited by YOUR FAMOUS GAY DAD; 6 Aug, 2018 @ 7:41pm
Eri 6 Jan, 2019 @ 9:30pm 
just got my very first max level Condena, i will say this character requires a HUGE rework along side some stat changes.

@YOUR FAMOUS GAY DAD pointed out most of the problems for me - her stress punishment is unfitting, camp skills being a completely bad trade, and her "insight mode" is just straight up pointless and almost like the only reason it exists is for chaging things up a little bit.

i've noticed her "Divine Blessing" being incredibly strong thanks to all the crits, i usually just get huge amount of heals that my main healer wont even need to do the job, considering they are not at the gap between life and death, it competely beats the design goal of this mod which is the character should be having a little bit of this and that but not THAT good at them.
and the stress heal is quite a problem, too, mainly because simple the requirement is wayyy too simple, once your character reaches full hp they will get a stress heal, which isnt hard to achieve considering how effective Divine Blessing's healing is; they just dont need to be having full health while receiving Divine Blessing to have stress heal, which just makes this skill literally game breaking.
things other than my point above are seem to be ok-ish but might need some small tweaks, position requirement is fair considering her combat effectiveness, Unkown Touch is pretty cool too it has a low base ACC which is nice in terms of balance, almost like gambling for a high chance stun which is REALLY cool imo.

my suggestions:
- Remove insight mode
- Remove Divine Blessing's stress heal
- Remove Create Potential's crit chance buff
- Adding a standalone stress heal skill as the replacement of the insight mode trigger skill, my suggestion on the skill will be decreasing target's stress while increasing Condena's stress, much like Flagellant's suffer, its similar but its nice, maybe should change the trade off a little bit that is
- Lower Divine Blessing's heal amount and make it more of a unstable heal, my opinion on the exact stats will be healing 3 to 8 hp at max level
- Force Divine Blessing's crit chance to 0%
- Lock Create Potential's health requirement to 90%, its unbelievably strong when you have guard characters or a Sheildbreaker
- Lower base health stats?

my suggestion on insight mode may not be my final opinion, might need further investigate and im extremely tired when wirting down this review
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