Darkest Dungeon®

Darkest Dungeon®

Ruin Sentinels Boss
63 kommentarer
Struthio 11 minuter sedan 
update, just getting into level 5 dungeons, fought 5 more of them, one in cc. Really cool that their bleed res is low just in case they spawn in cc and they can be countered relatively easily. For balance, i would lower their dmg as it CAN be absurd and make the apprentice one a bit easier just in case the player finds them in a level 1 dungeon with half the team being level 0.

Also, the animation when they throw their shield is really hot, please rework them, all of them to by mine
Struthio 7 okt @ 7:59 
really, really strong - noone died yet but the boss IS really capable of changing that. Personally, i never found the riposte to be much of a problem as i always keep the hp pools equal and take them all out at once but i'm sure one day, that won't be an option. But, very nice. Should be a bit more rewarding as i unlocked the helmet trinket literally first try, but i like the fight.
Nóòb_amf 5 okt @ 18:21 
cool art
Ozzy, The Clownie 27 sep @ 22:02 
Really good mod, the fight was very funny and the trinket was neat. 10/10. Also the designs are fire!!!
Chekhovs_Cat 23 sep @ 23:57 
This mod is incredible. I finally started my big modded playthrough, ran into this boss on the second mission, and eeked out a win after 22 rounds. Absolutely exhilarating fight, highly recommend
Kruegery 23 sep @ 9:55 
cool
Kuina 21 sep @ 20:31 
Hello! Who is the character that looks like a fairy? :Anyippie:
They are absolutely way to powerful to be found in base level dungeons lmao, the riposte definitely needs to be lessened to one or two rounds and the damage they deal is stupidly extreme, besides that they are mostly alright but they just shouldn't be able to appear at the beginning of the game lmao.

Lost an entire team on a new run bc for some reason they spawned, nothing I could've done.
The Soviet Shark 7 sep @ 7:30 
agreed, the 3 round survivor riposte is way too long
c-disaw 31 aug @ 14:29 
They are magnificent indeed! And fit remarkably!

In my opinion, also too powerful (though beatable, of course), as a few have suggested already. For a randomly found miniboss, they are an absolutely lethal threat :stress:. Enormous damage, a damning hp pool (champion difficulty, stygian/bloodmoon => 145hp each if I remember correctly), among other things.

A few different suggestions could be made I think, if a lowering of difficulty was to be considered of course :)

My first thought would be to lower the duration of the riposte of the survivors (2 rounds instead of 3?), maybe combined with a small to moderate max hp reduction

Anyway, thanks for this great mod!
baozieater 29 aug @ 7:04 
gooooood
Miagui 27 aug @ 19:27 
Really good art!:steamthis:
Monte-Kristo 27 aug @ 6:26 
будет ли русская локализация мода?
weaqr 25 aug @ 7:49 
I think they are too op in early game. 9 dmg stun is one hell of an attack. Not to mention killing one enables riposte for the rest
110 25 aug @ 7:39 
I'm currently localizing the mod into Korean. Would it be possible to integrate this into the mod?
Kidora 24 aug @ 9:46 
Polish
JelloSkeleton  [skapare] 24 aug @ 9:41 
what language are you playing on
Kidora 24 aug @ 8:56 
Can u fix blue letters in trinket?
莱茵恶魔 22 aug @ 0:09 
蛙嘴盔boss?这让我想起了茫然卫兵:steamthumbsup:
初夏日和 21 aug @ 5:38 
like
S1k 20 aug @ 23:15 
welcome to ds2
Extraordinary Year 17 aug @ 8:07 
Meeting this at level 0-1 is a little crazy but the fight gimmicks were pretty fun. Good mod.
Nev 17 aug @ 3:19 
I really enjoyed this mod, thank you so much for making it. The Ruin Sentinels were very memorable in DS2, and they also actually fit very well here in Darkest Dungeon. With so many boss fights built around assailing the mind, one focused on dealing death became scary on another level indeed. I felt it was very balanced despite being so chalenging, and I love how the Sentinels adapt as the battle evolves. It's very hard, fair warning to everyone - have ways to protect your team, and don't rely on Death's Door to save you.

I needed to read the author's comment in this thread to understand how the PROT boost works from their trinket - it does not give a flat PROT boost, it instead doubles whatever PROT you have from outside resources. That's a smart idea, I think. Just be sure to balance it right so you don't expose yourself at Death's Door!
Hwang 5 aug @ 21:05 
too hard but cool:steamthumbsup:
Burning Broccoli 31 jul @ 9:07 
As a fellow DS2 enjoyer, I must commend this mod for being unfathomably based
Combine Knight 3750 31 jul @ 8:03 
Hi,I really like this mod,but I have some question for this:is this mod available for legacy version?Or I have to say:2022 version
garychen897 30 jul @ 6:07 
Ah that makes much more sense. Thanks man, great mod!
JelloSkeleton  [skapare] 29 jul @ 23:08 
The Prot is a Multiplier, it effectively doubles the prot you receive from any other source. Might not display correctly in vanilla
garychen897 29 jul @ 19:42 
can anyone elaborate on the their trinket? The 11% death blow deduction on hit works but i'm getting no prot
Very cool
Meistro 26 jul @ 9:40 
Aw man this is awesome! you should do something like this with the Looking Glass Knight boss!
JelloSkeleton  [skapare] 26 jul @ 4:40 
Should be fixed now
JelloSkeleton  [skapare] 25 jul @ 16:46 
Huh, p4 isn't supposed to attack p123, did they use Ruinous Reprisal? They're only supposed to use that as the last one alive
Laykan 25 jul @ 9:23 
:heartg: :heartg: :heartg:
扑棱扑棱大蛾子 25 jul @ 7:50 
好棒的BOSS!!!
Lechemisier 25 jul @ 7:20 
> "The skills they use are completely position dependent, so they can only hit the ranks that are in the same spot as them"
Yeah they mostly do t's a cool mecha, just why p4 attack your p123 ? It's kinda weird when all the other attack of the trio attack their own rank, I can understand the existence of this skill tho because it's a good pressure tool. But why is it p4 guy it it's litteraly the contrary of all the combat, p1 target p1, p23 target p23, p4 target p4, and suddenly p4 target p123
Lechemisier 25 jul @ 7:15 
And second, they are guarding too much, if you aren't playing high chance to stun (which isn't something a mob should promote imo) or break guard (which isn't a commun thing) it's really annoying to shut down one. When DD is a game all about shutting down mob to lower the pressure on your team. Them guarding isn't a issue, but the 3 being able to guard is painful and really annoying, you never know if you will be able to shutdown before one of the 2 other will guard him for 3 rounds. I think lower a bit their HP and maybe cut the acces to guard for the p1 mob will already be a good start or even maybe enough
Keohtyzed 24 jul @ 22:35 
I love their design. I'm stoked to fight them in a dungeon!
Valse Griffyre 24 jul @ 5:27 
Boss music included? :D
What The Sigmar? 24 jul @ 5:16 
LETS GOOO
DuneSiege 23 jul @ 22:22 
@Powerfull
That's the Sibyl
Powerfull 23 jul @ 14:36 
What's that class mod sitting in the 4th position on the fifth screenshot? she looks really cool.
CappyKaji 23 jul @ 13:23 
Awesome work! But also why bring these bastards into this game!!
JelloSkeleton  [skapare] 23 jul @ 11:58 
The skills they use are completely position dependent, so they can only hit the ranks that are in the same spot as them, but yeah I might need to lower their numbers a bit
JelloSkeleton  [skapare] 23 jul @ 11:54 
Guru, he's a wip class that's being tested on the Iron Crown server
pgracu 23 jul @ 11:22 
what is the third character in pictures 2 and 4 ? the monkey
Dragonhero 23 jul @ 10:45 
Fought one in a room battle. All of my heros were resolve level 1 and I safely say that the Sentinels have too much health and do too much damage for lvl1 dungeons. Not only that. They pretty much can do almost everything which is unfortunate because I don't really know what their gimmick is supposed to be? I get the Guarding and ''maybe'' the stun attack. But being able to attack either 2-3 at once or even being able to stun a 4th rank hero with high damage is too much. When one dies they even get restoration which is too crazy when they already have per ruin sentinel 50-60 health. Combine that with 2 more and you get basically boss level health.

On a side note. They look fantastic. The sprites are amazingly done and fit the whole ruins vibe imo. I also see good potential for a good balance for lvl 1 dungeons.(Haven't tried lvl3 or lvl 5 dungeons tho!).
JelloSkeleton  [skapare] 23 jul @ 10:36 
it's just them
The Life Extinguisher 23 jul @ 10:02 
Cool, is their spawn just the four of them, or do they have any mashes with other enemies?
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