Darkest Dungeon®

Darkest Dungeon®

Treasures of The Flame
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Loremaster Dasmodeus  [developer] 2 Feb, 2019 @ 3:53pm
Suggestions
Suggestions of updates, features and related stuff.
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Showing 1-15 of 20 comments
Zaravan 12 Feb, 2019 @ 5:21am 
Like a few others, I would suggest rebalancing of the Mod Trinkets to make their drawbacks more variable. Perhaps instead of dodge and speed, they might affect accuracy, or protection etc.
Loremaster Dasmodeus  [developer] 12 Feb, 2019 @ 8:06am 
Originally posted by Zaravan:
Like a few others, I would suggest rebalancing of the Mod Trinkets to make their drawbacks more variable. Perhaps instead of dodge and speed, they might affect accuracy, or protection etc.

Greetings @Zaravan!

Indeed, as I received Feedback on discord, The Rebalacing of the Trinkets is being implemented slowly, we will keep the theme but we will vary the debuffs. The DODGE debuff is a common shared debuff these trinkets have, as part of their lore.
In the near updates to come we will make a exclusive rarity for trinkets of ToTF.
Thanks for the support! Best regards!
Zaravan 16 Feb, 2019 @ 5:55pm 
I would suggest that the number of provisions that can be displayed on the Provisions screen be increased to, perhaps, 64 at maximum. This way the mod won't conflict with Class Mods or other Mods that add different Provisions, such as The Hell, The Enigma, Herbs of The Wild, etc.
Loremaster Dasmodeus  [developer] 16 Feb, 2019 @ 6:06pm 
Originally posted by Zaravan:
I would suggest that the number of provisions that can be displayed on the Provisions screen be increased to, perhaps, 64 at maximum. This way the mod won't conflict with Class Mods or other Mods that add different Provisions, such as The Hell, The Enigma, Herbs of The Wild, etc.
Interesting suggestion. Surely I'll take a look unto it. Can't garantee full compatibility, but I'll try my best.
Enlonwhite 18 Feb, 2019 @ 6:13pm 
I do think the abilities on the base classes need some slight changes, and some of the changes seen for the crusader and Vestal look promising. But they feel off in the direction for a few.

Crusasder usually seen as (dps/Stress healing/off hand tank)

Bulwark of Faith
is suppose to be a tank ability (make you more tanky, sure stress heal is fine he can then stress tank, but he needs a prot buff too for 3 turns with it. or inspire is just better period.)

Battle Heal
The curing is a GREAT idea, and makes it more worthwhile

Zealous Accusation
Stress heal on self on it is a nice touch and feels like a good direction.

Inspiring Cry
feels nice with a little heal and a strong stress heal, so thats the direction I see it working well as. Cant have it nearly healing the same hp as a skill dedicated to only hp healing.


Vestal usually seen as (main game hp healer/Utility supporter)

Mace Bash,
with a Back 2 effect is actually a nice touch in thought, tho it limits damage output for those who want to do the postion 2 vestal healing stuff (vanilla item boost) or even pos 1 stuff if you dare. Her front line shouldnt be super good but this limits her damage output if there as it moves her out of it.
I like this change but I am not sure others will.

Divine Grace
Should be the best single target heal in the game, but one of the vestals weak points was suppose to be her no being able to cure bleeds or blights (or at least not both)
So maybe a Hp buff to its healing a bit instead, or a buff of prot/dodge for at least 3 turns to help offset possible damage (not garunteed to stop damage if not attacked you know)
So she need to keep that weakness of not curing and stay top dog at healing.

Divine Comfort (strikes me as a soothing skill but no stress heals?)
this ability is nice to keep a party up and going in a aoe way but getting a healing buff to targets isnt really a enough of a boost for the name/use.
Having it heal 1 stress at rank 1 and at rank 3 and 5 it goes up by one more each time then.
for a total of a -3 stress is a fair option.
I have run two classes and a change to the Hound master cry havoc that aoe stress heal and a stress heal of 3 at 100% isnt going to stop the stress build up, it just slows down the gains overall. So this change would be fine.

(Single target stress healing is usually better than Aoe stress heal like...Jester, due to spike hits of stress on your heros.)


Everything else on the class changes seem fine, if there are any.
Loremaster Dasmodeus  [developer] 18 Feb, 2019 @ 7:46pm 
Originally posted by Enlonwhite:
(compressed for the sake of space)

Bulwark of Faith
is suppose to be a tank ability (make you more tanky, sure stress heal is fine he can then stress tank, but he needs a prot buff too for 3 turns with it. or inspire is just better period.)

(compressed for the sake of space)

Inspiring Cry
feels nice with a little heal and a strong stress heal, so thats the direction I see it working well as. Cant have it nearly healing the same hp as a skill dedicated to only hp healing.

(compressed for the sake of space)

Mace Bash,
with a Back 2 effect is actually a nice touch in thought, tho it limits damage output for those who want to do the postion 2 vestal healing stuff (vanilla item boost) or even pos 1 stuff if you dare. Her front line shouldnt be super good but this limits her damage output if there as it moves her out of it.
I like this change but I am not sure others will.

Divine Grace
Should be the best single target heal in the game, but one of the vestals weak points was suppose to be her no being able to cure bleeds or blights (or at least not both)
So maybe a Hp buff to its healing a bit instead, or a buff of prot/dodge for at least 3 turns to help offset possible damage (not garunteed to stop damage if not attacked you know)
So she need to keep that weakness of not curing and stay top dog at healing.

Divine Comfort (strikes me as a soothing skill but no stress heals?)
this ability is nice to keep a party up and going in a aoe way but getting a healing buff to targets isnt really a enough of a boost for the name/use.
Having it heal 1 stress at rank 1 and at rank 3 and 5 it goes up by one more each time then.
for a total of a -3 stress is a fair option.
I have run two classes and a change to the Hound master cry havoc that aoe stress heal and a stress heal of 3 at 100% isnt going to stop the stress build up, it just slows down the gains overall. So this change would be fine.

(compressed for the sake of space)
  • Bulwark of Faith:
    I've been working on a guard for it. I didn't thought it was good because it can put the crusader too high above MAA's KIT. I first thought about a 1 turn guard, but that would force the crusader to keep on guarding. 2 turns might be enough, but can be quite tricky in some cases. 3 turns is unecessary. Mark + selfstress heal + guard + light somehow looked too much.

  • Inspiring Cry:
    Already had its base Hp healed lowered for Phase 3 of the Luminous Update. The stress heal and stress resistance will be kept.

  • Mace Bash:
    That caused a lot of discussion, specially for DMG dealing vestals. Thats why her ranged skills had received a slightly upped ACC and Unholy Killer Effects (+DMG vs UNHOLY enemies). I would like to hear a suggestion: keep Mace Bash as it is or change it back to its previous state and apply the move back 2 to Dazzling Light and make it usable in AR3-AR2-AR1(AR=Ally Rank)?

  • Divine Grace:
    Indeed. I have been thinking about a weak restoration: 1 HP per 3 rounds. As simply to prevent the killing blow of bleed/blight in Death's Door.

  • Divine Comfort:
    Thats interesting. 1 stress heal per level might mitigate excessive stress build up, but not stop it. Unless running a mono Vestal squad (which is doable, but not advised to non-seasoned players) could even mitigate most of stress at combat's end. Though it may not be as effective as a ToTF Crusader or a Jester, it is still some gain unto it. Might as well change Divine Comfort Buff to Divine Grace and add minor stress heal to Divine Comfort.

Thats a very construtive and considerative feedback that will greatly benefit this Mod on its development, I am thankful for your time and care pointing out its flaws/akward points and for the consideration of pointing out well thought and clear solutions. I will also ask you to keep an eye to February's End/ Beginning of March Phase 3 of the Luminous Update which will bring 2 new Trinkets and renewed effects for a few existing trinkets, as well as a new way to obtain them.
Thanks again for your support! Best regards!
Last edited by Loremaster Dasmodeus; 18 Feb, 2019 @ 7:53pm
Enlonwhite 20 Feb, 2019 @ 5:49pm 
I try to be more constructive and creative, I am still another opinion and voice that may still have some bias styles of play or such. I cant claim to be perfect or have the best ideas.

I like the idea of a back part to mace bash, tho back 1 makes more sense then back 2, now that I think about it. but I have my own thoughts as to why on that.

I just wanted to give my input, and help create with this neat idea.
Loremaster Dasmodeus  [developer] 20 Feb, 2019 @ 8:40pm 
Back 1 can make a Ves-Ves combo similar to SB. Its actually a incredible idea.

EDIT:

Back 1 was implemented on test version. It will come with the Phase 3 of the Luminous Update.
Last edited by Loremaster Dasmodeus; 21 Feb, 2019 @ 1:15pm
Loremaster Dasmodeus  [developer] 26 Feb, 2019 @ 1:47pm 
IMPORTANT!

This mod will have a very profound change! The Trinkets added will be transformed to the Legendary Artifact rarity so the chance of losing any Crystalline Trinket is almost garanteed! I'll be adding a patch to briefly add those trinkets to the Nomad Wagon with a cost of 20 Gold for those already subscribed in ToTF, so you don't need to grind again in older saves. Any issue please contact me.

Save File Compatibility
The new ToTF (Luminous Update Phase 3 and newer) will require a new clean save file to be safely played. It is recommended a New Save files, if you use a older save file be at your own risk!

Big Thanks for all of your support!!! Cheers!!!
Last edited by Loremaster Dasmodeus; 14 Apr, 2019 @ 9:15pm
Feathers 14 Apr, 2019 @ 8:10pm 
Just wanted to say something about the balance of the enemy Lepers (I forget the exact name). Compared to the other Order of the Flame enemies, they seem *way* too powerful. They have insane prot, 3 moves, and generally spam the Revenge move, giving them enough damage to put my team to death's door in one hit, following up with a deathblow on the same turn because they have three moves.

Other than that, the mod is quite nice.

(But seriously, please nerf the enemy lepers, they I have had to back out of boss fight missions multiple times because I get one in the first hallway and it instantly kills someone)
Loremaster Dasmodeus  [developer] 14 Apr, 2019 @ 9:14pm 
Originally posted by Blasphemo, The Cunning Wozard:
Just wanted to say something about the balance of the enemy Lepers (I forget the exact name). Compared to the other Order of the Flame enemies, they seem *way* too powerful. They have insane prot, 3 moves, and generally spam the Revenge move, giving them enough damage to put my team to death's door in one hit, following up with a deathblow on the same turn because they have three moves.

Other than that, the mod is quite nice.

(But seriously, please nerf the enemy lepers, they I have had to back out of boss fight missions multiple times because I get one in the first hallway and it instantly kills someone)

Noted!
Myself I've found some missfortune with the Servant of The Flame.
His Base DMG will be lowered since his main function is to Debuff the party, a little mistake on my part. I am glad you are enjoying the mod, thanks for the feedback!!!
Feathers 15 Apr, 2019 @ 10:44pm 
If possible, could you either limit the number of uses he gets of Revenge or make it not a battle long buff?
Loremaster Dasmodeus  [developer] 28 Apr, 2019 @ 10:28am 
The buff will be corrected to had a duration of only a single turn.
Actually it already has.
Loremaster Dasmodeus  [developer] 21 May, 2019 @ 8:22am 
Originally posted by Blasphemo, The Cunning Wozard:
If possible, could you either limit the number of uses he gets of Revenge or make it not a battle long buff?
Servant of the Flame has been fixed, his buffs have only 1 turn duration now.
Barroth 6 Nov, 2019 @ 8:11am 
I think that the Vestal Heals are a little overtuned. In particual the Group Heal.
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