Darkest Dungeon®

Darkest Dungeon®

Mr.Pepper's Slayer Rework
32 条留言
fgostella 11 月 5 日 上午 5:23 
Thank you very much for your answer.
Mr.Pepper  [作者] 11 月 5 日 上午 1:21 
This is a standalone mod. His CoM and Sundward Isle trinkets are already included. If you still want to use those mods for Omen Seeker/Cataphract then this mod should be above it in the load order, but it's not required for his CoM and SI to spawn
fgostella 11 月 4 日 下午 7:58 
Thank you. I have another question: will the original additional trinket mod for this character be compatible with the rework? I really like the design of the rework.
Mr.Pepper  [作者] 11 月 4 日 上午 2:42 
Yes, he should still get the buff from the modded district
fgostella 11 月 3 日 下午 7:42 
Will this character benefit from the Kraken Society bonuses?
Bonkboy[Derp] 9 月 19 日 上午 12:35 
Understandable gamer the mod is still peak
Mr.Pepper  [作者] 9 月 18 日 上午 11:30 
@Bonkboy[Derp] Sadly I couldn’t find a way to make an AoE which is fun to use and balanced. As for run and gun I believe overall backline reach is important for him
Bonkboy[Derp] 9 月 18 日 上午 10:58 
Love the mod it feels good but im sad about the run and gun change it does not feel like a supper shotgun and the bfg woud fit better if it was an aoe
captaintermite 9 月 6 日 下午 2:06 
but 4fold does da beeeeg damages... :steamsad:
Mr.Pepper  [作者] 8 月 26 日 下午 2:35 
@captaintermite His CoM now fit the same niche while being overall better, you should give it a shot
captaintermite 8 月 26 日 下午 1:42 
nooooooooo, i like my beeg damage from the four fold harm charm !!!!!!
daegyn1 8 月 18 日 下午 3:51 
that not wat i mean
Mr.Pepper  [作者] 8 月 15 日 下午 11:29 
@dazgyn1 Are you sure you are following the instruction of the description? The mod is standalone, you shouldn’t enable the original mod with it
daegyn1 8 月 15 日 下午 5:08 
yo dude there something wrond about the trinkets it not on my part not the rework it the original
Mr.Pepper  [作者] 8 月 12 日 上午 10:06 
I do appreciate your feedback, however I am still adamant about those changes. I am very happy with the result and feel that in a vacuum this is a really fun hero to play. Of course, feel free to privately edit my mods to your liking. I would be happy to help with that if it can make appreciate the rest of the mods more!
Mr.Pepper  [作者] 8 月 12 日 上午 10:05 
@TheGreenDigi Feedback is always appreciated; however, I just want to make something clear: my reworks were never, and never will be, solely about "fixing" the balance of a hero. Of course I aimed to have every trinket and skill be useful, but I create a mod to put my own spin on a class. That's why the stun got removed in favor of a Power Through for example. Fixing a class by just slightly tweaking numbers is doable, and plenty of people do it already. Personally, I care about creating something that I and my playtesters find fun, balanced, and unique.

On the design topic, I simply dislike a rank 1+2 dmg AoE with 0 effect, especially on a kit that already has a standard attack limited to those two ranks. For me the flavor of run and gun is still present with the back 1. But I didn't want to create a class that rewards frontline AoE spam since it was unfun to me, and also would require the numbers to be too high for what I deem to be an effective move/strategy
TheGreenDigi 8 月 12 日 上午 9:20 
Sorry if I'm being too harsh, it's just that to me, slayer had two distinct mechanical identities. The ramping BFG, and the shuffling shotgunning. The ramping BFG was a 100% good and valid thing to remove an rework, it was clunky to use and varied in usefulness depending on the quest. But gutting the shotgun and making it just a basic ranged attack kinda just doesn't leave much else of the original class I feel which is why I'm just not interested in this.

I do respect and support the rework, cause fixing and improving old classes like this is great, it just feels like it strays too far from the original for me.
TheGreenDigi 8 月 12 日 上午 9:11 
I just, disagree objectively. You can definitely make an aoe move work. The biggest issue with the original was the damage scaling, but it forced you to balance his positioning in order to utilize it, and obviously had the downside of only targeting two specific positions. The point about him needing to deal with backliners is an issue that both already is tackled by reeling reload and you somewhat made up by having rip and tear able to target any rank and introducing the riposte.

I don't think he needs to have a straight forward backrow damage option, not every damage class needs to be able to powerfully hit every rank.

I can see where you're coming from, but I feel the change just entirely abandon's part of the class's whole identity. Having the strong shotgun that you had to consistently reposition to utilize felt like a core part of the class. Now it's just a basic ranged attack that shuffles for some reason.
Mr.Pepper  [作者] 8 月 12 日 上午 5:56 
@TheGreenDigi An AoE damaging move is frankly quite horrible unless it is overpowered. A rebalanced run and gun would honestly feel pretty bad, on top of making his kit overall way worse. The current version makes Slayer into a much more impactful DMG dealer, giving him the ability to kill backliners. I encourage you to give it a shot
TheGreenDigi 8 月 11 日 下午 9:35 
I agreed the scaling damage modifier on run and gun was too much, though I don't understand removing the aoe aspect of it since that always seemed like what made it unique, being solid damage that can hit too targets but it shuffles you out of position, made it feel like an actual heavy shotgun. Now it just doesn't feel fitting or unique anymore.
SUZUMI ALT IS REAL 8 月 7 日 上午 9:12 
@Mr.Pepper
on another hand, that's why you can use it only on rank 2-3 to balance it, one shuffle, team act-out pull or push and you cant even go back unless using BFG,or move
also you need to make good team composition for him so others still can do their magic stuff while being pushed here and there
Mr.Pepper  [作者] 8 月 3 日 上午 6:22 
@Brown Buns Thanks. The original run and gun was kind of broken due to the dmg mod scaling across levels, making it quite overpowered at max level. This rework makes him into a self-sufficient dmg dealer, focusing on crit. His riposte has been tested and balanced around it being overall worse than just attacking if you are trying to rush the enemy on average (unlike Duelist Advance, it doesn’t do good dmg to a backliner on use). It only truly shines in specific fights or in slower teams built around it
Brown Buns 8 月 3 日 上午 5:45 
This is really cool and well done, but i really miss the old dance playstyle slayer had with run n gun + reeling reload, now hes just a riposting melee attacker with optional ranged moves.
949599 8 月 3 日 上午 4:54 
would love to see​​ if you plan on remastering any other long-neglected classic mods by any chance! like Bogatyr, or the Omen Seeker and Cataphract ​​mentioned​​ in the comments would be ​​absolutely epic​​.
TannerA 8 月 2 日 下午 9:31 
maybe the Omen Seeker or Cataphract
TannerA 8 月 2 日 下午 9:27 
cool looking mod; I wonder what you are reworking next
Vashanesh 7 月 31 日 下午 4:29 
More versatile than the original, thank u:steamthumbsup:
TheGreenDigi 7 月 31 日 下午 12:24 
Rip the aoe shotgun, you will forever be missed o7
neIVIesis 7 月 31 日 上午 9:00 
good to know
Mr.Pepper  [作者] 7 月 31 日 上午 8:59 
@neIVIesis This is a standalone mod. His CoM and Sundward Isle trinkets are already included. If you still want to use those mods for Omen Seeker/Cataphract then this mod should be above it in the load order
neIVIesis 7 月 31 日 上午 8:54 
Is "Kraken Society CoM- Cataphract/Omen Seeker/Slayer expansion" compatible and still needed with this?
The Sorting Helmet 7 月 31 日 上午 8:34 
Finale but if it became Class.