- 3,323
- 1,857
I decided to stop being lazy and finally get around revising Darkest Dungeon. It should be a short CRT, but it changes a lot of stuff, so this might require a lot of discussion. In any case, I'm proposing a massive downgrade for most of DD, as I think the ratings are wrong.
Let's examine the feats and calculations that are used to rate the characters, and some possible alternatives.
Treebanch Smackdown & Swine King Cleaver
I'm personally fine with the calcs. The only thing I'd mention is that the timeframe for the strikes to happen, and thus the speed, isn't straightforward. If we applied the timeframe logic to DD profiles, which I'm neutral on, all attacks in-game would follow the same speed or cover the same period of time, with bigger weapons having inflated speeds, when game mechanics clearly show this not to be the case, with Hit/Miss chances & the speed atribute being a good measure of showing that. Treebanch Smackdown would be a notoriously slow attack, considering its low hit chance. A simple interpretation that would make the feats stay consistent would be to consider that the speeds, derived from the game FPS, are just a minimum rather than the exact number. In any case, this is the least problematic aspect of the game, and something it's easy to take into account.
The problem resides in the other things.
Light Dodging
Alright, I really don't get this. The light attacks in Darkest Dungeon clearly aren't real light, nor are the lightning bolts summoned by the Vestal true lightning.
It doesn't behave like real light (There's maybe one or two light attacks that do work like a flashbang, but that's it) and it is expressly magical in nature. The lightning bolt similarly does not function like actual electricity and is also expressly magical in nature, and even worse, it can't even be argued to be cloud-to-ground. The bolts continue working normally even underground, in places that there would be no way for a cloud to even exist in. (Ruins, Darkest Dungeon) In fact, as the game is a turn-based RPG, we need to consider the possibility of aim-dodging for any and all attacks. Not consider it as certainly to be aim-dodging, of course, but to take into account that it is a possibility, and judge things from there. The only light source that I can think being really lightspeed, which is the Bounty Hunter's flashbang, can easily be seen as blocked by someone who saw the flashbang being thrown, not after it already exploded, as the Bounty Hunter throws it directly against people.
Another thing to note is when you compare these feats to practically any other speed feat in the game, they stick out as being particularly high speed. Through the entire game, people face things of roughly similar speed: Musket and flintlock shots, crossbow bolts, sound waves, cannon fire, all of that from multiple enemies. I can't even provide examples of specific enemies because they are all over the place, both from heroes and from monsters. Most of the feats are in the Supersonic/Transonic range or lower, with the supposed lightning bolts and light feats sticking out.
Small Town - The Sleeper Awakens
That also confuses me a lot. Why the cave being destroyed accepted as the true result of the fight? I don't deny that it is a possibility, but I don't see it as what truly happened.
I mean, watch the moment this happens. It could be the cave was destroyed. It could also be it warped severely the place to somewhere else to or to something else, which would be consistent with the themes of the Sleeper warping space and time to ridiculous degrees. It could be something else entirely.
Even if we assumed destruction, again, I'd be hesitant to scale that to the thing's AP or to anything else. Not only it is an exceptionally great feat compared to everything else (Which might be valid anyway, as it is an EoG party with few feats that they'd scale to), but it could be environmental destruction, or that the destruction happened because the environment relied on it being in that specific form, similar to how a much larger structure might break down if a specific support changes position or breaks down.
Some Alternatives
So, this would require a lot more discussion and cooperation between interested people, but there are some feats that come to mind that might be better for scaling.
Let's examine the feats and calculations that are used to rate the characters, and some possible alternatives.
Treebanch Smackdown & Swine King Cleaver
I'm personally fine with the calcs. The only thing I'd mention is that the timeframe for the strikes to happen, and thus the speed, isn't straightforward. If we applied the timeframe logic to DD profiles, which I'm neutral on, all attacks in-game would follow the same speed or cover the same period of time, with bigger weapons having inflated speeds, when game mechanics clearly show this not to be the case, with Hit/Miss chances & the speed atribute being a good measure of showing that. Treebanch Smackdown would be a notoriously slow attack, considering its low hit chance. A simple interpretation that would make the feats stay consistent would be to consider that the speeds, derived from the game FPS, are just a minimum rather than the exact number. In any case, this is the least problematic aspect of the game, and something it's easy to take into account.
The problem resides in the other things.
Light Dodging
Alright, I really don't get this. The light attacks in Darkest Dungeon clearly aren't real light, nor are the lightning bolts summoned by the Vestal true lightning.
It doesn't behave like real light (There's maybe one or two light attacks that do work like a flashbang, but that's it) and it is expressly magical in nature. The lightning bolt similarly does not function like actual electricity and is also expressly magical in nature, and even worse, it can't even be argued to be cloud-to-ground. The bolts continue working normally even underground, in places that there would be no way for a cloud to even exist in. (Ruins, Darkest Dungeon) In fact, as the game is a turn-based RPG, we need to consider the possibility of aim-dodging for any and all attacks. Not consider it as certainly to be aim-dodging, of course, but to take into account that it is a possibility, and judge things from there. The only light source that I can think being really lightspeed, which is the Bounty Hunter's flashbang, can easily be seen as blocked by someone who saw the flashbang being thrown, not after it already exploded, as the Bounty Hunter throws it directly against people.
Another thing to note is when you compare these feats to practically any other speed feat in the game, they stick out as being particularly high speed. Through the entire game, people face things of roughly similar speed: Musket and flintlock shots, crossbow bolts, sound waves, cannon fire, all of that from multiple enemies. I can't even provide examples of specific enemies because they are all over the place, both from heroes and from monsters. Most of the feats are in the Supersonic/Transonic range or lower, with the supposed lightning bolts and light feats sticking out.
Small Town - The Sleeper Awakens
That also confuses me a lot. Why the cave being destroyed accepted as the true result of the fight? I don't deny that it is a possibility, but I don't see it as what truly happened.
I mean, watch the moment this happens. It could be the cave was destroyed. It could also be it warped severely the place to somewhere else to or to something else, which would be consistent with the themes of the Sleeper warping space and time to ridiculous degrees. It could be something else entirely.
Even if we assumed destruction, again, I'd be hesitant to scale that to the thing's AP or to anything else. Not only it is an exceptionally great feat compared to everything else (Which might be valid anyway, as it is an EoG party with few feats that they'd scale to), but it could be environmental destruction, or that the destruction happened because the environment relied on it being in that specific form, similar to how a much larger structure might break down if a specific support changes position or breaks down.
Some Alternatives
So, this would require a lot more discussion and cooperation between interested people, but there are some feats that come to mind that might be better for scaling.
- For speed in general, a lot of enemies and characters use sound-based attacks (Hellion's Barbarian YAWP!; all of Swine Drummer's techniques, Ghoul's Howl, all of the Madman's techniques, all of the Squiffy Ghost's techniques), crossbow shots (Bone Arbalist's Quarrel, most of the Arbalest's techniques), musket & flintlock shots (Brigand Fusilier's techniques, Brigand Bloodletter's Point Blank Shot, Esquire's Ribcracker, most of the Musketeer's techniques, half ot the Highwayman's techniques), whip strikes (Brigand Bloodletter's Rain of Whips & Punishment) and cannon shots (Brigand Pounder's fire), and anyone can dodge those even at melee range. And I'm sure I'm missing a few of them, even, as I still need to check out the bosses, some enemies and the heroes.
- The most notable feat, speed-wise, would probably be that anyone can somewhat consistently dodge point-blank shots from Brigand Bloodletter's and Highwaymen, at least from lower-leveled ones.
- In AP/Durability from the high tiers, the only feat that I think might be applicable is that the Sleeper arrived on earth through a meteor that wrecked the mill. Since you manage to break it during the boss fight, you probably scale to it. There might be other things of value to look into, such as the energy value of destroying the Garden Guardian, and the joules output of 8, 12 and 16 pounder cannons. Only midgame to lategame characters would probably scale well to the earlier poundage, and the 16-pounder would only scale to lategame characters with strong defensive capabilities.