SHARPSHOT IS RIP - GRAVE ROBBER & HIGHWAYMAN REBALANCE | Darkest Dungeon 2
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- Опубліковано 26 січ 2024
- With the Binding Blade DLC behind us, we're already getting substantial hero rebalancing. Personally I could not ask for anything more :)
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I think Nightsworn Repartee is really funny. “Here, look at my friend over here, don’t look at me!” [stealths away]
Maybe nightsworn wont just get 1 shot killed all the time now.
This is perfect meme material.
Always had a problem with duelist agro meditation - noone wants to hit her into dodge+ and riposte. Now problem is solved
Put Nightsworn Repartee on Flag and spammed More More. Pretty braindead but very effective
I'm thinking Nightsworn Graverobber Repartee onto the new Rogue Highwayman. You get a repost and you get a repost!
New Sharpshot and Deadeye cleaving the back also means we now have more viable characters to take to fight Dreaming General and Seething Sigh (back lung specifically).
Tbf Dismas and Audrey were already the best for act 2
better yet, just retool those fights. make dreaming general require an extra stack of the plant thing, then you dont need to have so many back line shots to manage the fight. if they make the seething sigh lung's take dmg from dots you would double the number of viable options for that fight. instead of pigeonholing gameplay give us multiple ways to deal with the fight, like in DD1. there were barely any hard and fast gimmicks that required such a narrow number of heroes to deal with in dd1.
@@sauce5097 dismas i agree, but not audrey. her ranged attacks didnt' do enough to solo the back lung. that was hellion all the way. unless you got the right trinkets graverobber's dmg wasn't enough.
I like that they're still rebalancing stuff and see if something doesn't work.
That was one big strength of DD1, plus the awesome modding community. The game at its beginning was quite different, always improving.
you could say the game still feels like early access
@@user-vz4sh7sx1q When game finally left early access and was full game in early 2016 then it was fully finished after Color of Madness dlc.
sir , im talkin about dd2 not dd1@@ExtremeMan10
@@user-vz4sh7sx1q Im well aware of this fact my fellow sir, just saying how rough the first game had it. It was a comparison, if you wish.
Double Tap actually double tapping with sharpshot is a nice touch, and can be a really nice design for future skills. Also, the new infernal flames being in the middle of the track instead of extending it is a good choice imo
30:40 2nd shot has no rank constrains because of shenanigans like "lost in time", which can shuffle you on stress proc (for exemple if you miss with the +20% damage range skills, and you take one stress). Very niche cases but they may have done that not break something in the game/softlock you.
When is Red Hook gonna realize what the players REALLY want and just make every character Hellion with different weapons smh
backrank hellion with harlberd launching skills wen ?
Imagine Hellion playing sick tunes
Hellion with a wimpy little knife would be hilarious
@@CaraDeCartola Hellion with poisonous spit, curing with ale and scream so powerful it makes corpses dissapear
Don't worry, I am sure someone will make that meme mod when the support is added
something to note, this brings so much more new interactions. like how now that there is a 3 target cleaves that can semi be used often that does damage and you would want to use often, means that things like runaway's buff to apply burn on hit is more effective, or trinkets that apply a dot on hit will have a bigger impact.
Dismas double tap is also good for triggering on hit effects like that as well. I think Bonnie will be a popular pick with sharpshooter so she can use fire starter on dismas for 2 burn procs with double tap
@@LycanDreams9159 I cant remember, is firestarter buff is counted as rounds or turns? if its turns, then it wouldn't be too good with double tap. but if its counted by rounds. then yea it'd be amazing
Red hook secretly buffing Bonnie frfrfr
@@DarkendragonI think the second shot on double tap counts as an extra action, not an extra turn, similar to encore, so it should still work well with fire starter
Didn't think of that. Malediction bros just keep winning.
The best part about pick to the face is that some of the paths no longer penalize you for doing melee damage.
Big thing about Wicked Slice in Yellowhand is that it can hit rank 3 aswell which is a great option that many frontliners don't have.
Dearest Shuff,
Let me compliment your magnificent beard, it has grown to a point where we can agree that it's totally rad,
I also wanted to let you know that as a humble people of youtube, your efforts and dedication are much appreciated,
Thank you again for providing us such thrilling news with your very own and so pleasent style, your comuniqués are always delightfuly enjoyable, your content make the melancholy go away of these gloomy winter days.
nontheless, I hope you'll do the greatest and see you hopefully quite soonish on this cursed place that is youtube,
The Bestests of wishies,
A humble people of youtube
Thank you for this
Double tap hitting twice is interesting because it now triggers on hit effects twice. Stuff like runaway fire starter will make dismas apply the burn twice which will feel amazing. Those trinkets that apply debuffs or dots on hit might be better on dismas too.
A combo I've already fallen in love with is Nightsworn GR and Rogue HWM. Repartee onto HWM guarantees his Ripostes go off and with Duelist giving block he can sustain a fair bit of punishment, amazing changes all around
Gives Antiquarian Protect Me! on Highwayman in DD1 vibes
I can attest to this. I ran that combo earlier today, and it was the most fun I've had in DD2 in a long time.
Can't wait for the remaining characters to get their Paths updated.
maybe a small thing but I wish they'd add the ability to hover over the affected skills in the tooltip for the path and see a comparison of the changes with wanderer so I don't have to be switching between paths to figure out the changes (maybe my brain can't hold short term information very well)
should I make that suggestion with f5
yes
I feel the same. I found it super frustrating with Flag to constantly be needing to check between his paths and wanderer. Maybe something like picking a different outline color fot the skill icons that are altered. It would definitely be nice if they could find a smooth way to do that.
I swear, I was talking to Shy in his twitch chat about how hilarious it was to force guard with antiquarian on duelist HWM in DD1 like 4 days ago, and now Red Hook hit us with Nightsworn Repartee + new Rogue
Drummer's focus fire no longer deals damage i think that's pretty cool
Thank god!
take aim should have the blind removal front-loaded. That is the flavor he can;t see so he takes aim. Take aim to miss? wtf
Apolgy for bad english
Where were u wen sharpshoot die
I was at home eating luch when shuffle posts video
"Sharpshoot is kil"
"No"
Friendship ended with sharpshot, now rogue is best friend
How could Redhook do this to Dev Bias incarnate? How could they remove the very player engaging loop of Sharpshot TA Grapeshot Double Tap? I demand justice /j
12:13 I really enjoy this change because it suggests later rebalanced moves having effects that activate with tokens/effects other than combo. This can potentially open up varied synergies between heroes instead of most interactions being locked behind "did you place combo on the enemy or not".
I think the Fragile Flame acts similarly to the Radiant Flame, in that is has a set pool of “debuffs” it randomly picks every run, so some may not be as bad
Sounds right. I just rolled the worst one in existence lol
Interesting change I noticed at 21:57 : the immobilize from Generals Trophy now disappears after 5 rounds…
I hope that at some point we will see Dismas' double tap animation reflect the name of the skill. It would be cool as heck to see him pull out a second, smaller pistol - perhaps similar to the one Sahar wields - when shooting the additional shot
I hope in some point every skill has his unique animation. It woyld be a nice touch.
What I really wanna see for a future update is more endgame uses for candles once you have everything unlocked. Maybe a system where you can sacrifice candles for a big price (30~50) to get a couple random items and trinkets, maybe you can choose a unique buff and debuff or clause to your run to spice it up and add more thought into the heros you pick.
I love saving the gamble item unlocks and grabbing a couple every run to make a strategy around, I hope that returns in some way
Godd suggestions, candles desperately need something - anything! Right now, the game hypes them up as the ultimate reward, but once unlocks are done, you can start deleting them instantly because even a slime mold would be of more use in your inventory.
@@Nokaret Yeah and most of the region rewards are candles too and they're useless, we need something to do with them desperately or at least remove them from rewards once you've unlocked everything
This really is what the game needs right now, it makes party composition way more interesting and promotes different playstyles. I hope they rework mma and plague doctor next.
It would make sense because they are the starter team
Nerfing Vanguard and Alchemist in the same patch will make the community explode.
POG.
I played sharpshot highwayman earlier and the new take aim felt awkward, still good. I really liked the damage buff to pistol shot.
wasnt worth stun removal ;(
I'm feeling utterly lost now with Unusual Suspects. Before I ran Van MAA, Sharp HWM, Deadeye GR, and Alchemist PD and had a very good grasp of things and a very consistent strat for dealing with r1 Librarian and Dreaming General, but now even on Denial with the extra three mastery points I feel clueless and I'm losing people even with experimenting with things like Nightsworn GR
Nightsworn and Venomdrop (at least act 1) are decent. Unfortunately, HWM went from top dog to way below average. None of his new paths nor Wanderer deal any real dmg not to mention that conceptually speaking Yellowhand and Sharpshot are not making much sense. Most tanks and all dps with the old path system vastly outclass him.
@@0rcd0cI've been making due with running him as Wanderer. It misses out on the old Strength token Grapeshot spam, but otherwise it works out pretty well.
Deadeye GR and Alchemist PD have excellent backrow hate. Vanguard Barristan tanks and draws aggro, Dismas softens up frontline, handles executions with Double Tap, and disrupts enemy momentum with Highway Robbery to deal with enemies with dangerous token counts.
Hopefully things'll be improved in the final version but that's what I'm doing now.
I'm so exited to go back to DD2 for all these cool changes
These changes seem promising! Graverobber has grown on me in dd2 so it's nice to see her get some help. Kind of excited to try that new nightsworn repartee with duelist or heck even new highwayman.
That’s honestly what I thought double tap was when I first read the move.
It's interesting the fragile flame says "Effects are randomized" at the bottom. I wonder if its like the negative version of the radiant flame where you only get a couple of those effects out of the list
I can't believe they fucking murdered the Bumper Crop
This is really sick. I love the huge patches like this. It makes me excited to sit down and play for hours again.
Mark of the chosen sounds like such a fun infernal flame. The balance changes are also very good.
I wish there was a fun infernal flame... Right now they just are unfunny mode
I am glad to see it. I now patiently await for the Vestal adjustments.
Great, now do this for all the paths for the other characters then we are good!
When they do wanderer vestal, here’s some suggestions for reference to improve vestal made by me and the community.
Mine and the community’s Vestal Changes in regard to skills
Hand of light
At base: 2-3 damage, 5% crit rate. Cooldown 3
Add block, give +33% damage (3 Rounds) , generate strength (50%) (3 Rounds), generate block (50%) (3 Rounds)
At Mastery: 3-4 damage, 5% crit rate. Cooldown 3
Add Strength, Block+, give +33% damage (3 Rounds), generate strength (50%) (3 Rounds), generate Block+ (50%) (3 Rounds), generate crit (15%) (3 Rounds), give Strength and Block+ to Random Adjacent hero
Judgement
At base: 4-7 damage, 5% crit rate, heal vestal for 2 hp, burn for 3, if target has combo increase damage to 8-10 and heal vestal for 8hp. Cooldown 1
If 2 conviction: deals +50% damage, 50% crit rate, burn +3
If 3 conviction: deals +100% damage, 50% crit rate, guaranteed crit on combo
At Mastery: 5-8 damage, 10% crit rate, heal vestal for 4hp, burn for 4, if target has combo increase damage to 10-12 and heal vestal for 12hp. Cooldown 1
If 2 conviction: deals +60% damage, 75% crit rate, Burn +4
If 3 conviction: deals +110% damage, 75% crit rate, guaranteed crit on combo
Divine Grace
At Base: requires hp
Feedback:
Hand of light is giving way too much value. Increasing its reach or damage and possibly small crit token chance on upgrade would be the way I go.
Judgment sounds cool. Burn is a bit high though.
Grace either being a full heal or having some utility is a nice idea.
Bash (and judgment) don't really need the crits, especially with some of these bonus effects. Crit on combo is a GR thing. Vestal can also randomly give herself crit, so this would diminish the value of light.
Ministrations is almost perfect as is so I don't think it needs changing besides letting her use it in 2 on chaplain.
I like the idea of combo removal with her stuff. That isn't a common thing for healers, and her head has it so it matches the theme.
@@ShuffleFM thanks for the feedback, I definitely tried to keep things balanced but I’m going to look back at the list and make changes to it based on your feedback. We all want vestal to be great but not busted.
@@ShuffleFM I made changes to the list according to your feedback. I’ll post it on the next DD2 video you make.
Hey where do I find the link to the darkest dungeon discord
I'm still waiting for a reason to put on infernal flames beyond just getting bonus candles and bragging rights. I wish the cosmetic unlocks had been based on completing runs with flames rather than just spending candles. I love jacking up my ascension level in Slay the Spire, but I've literally never felt the need to put on a flame in DD2.
Red hook are my favourite devs they truly feel attached to not only the game but the community too. I hope I get to meet some of them one day
At the bottom of the patch notes they say the icons for yhe infernal flames are temporary. So hopefully we get some differences between them soon 🙏
Awesome stuff. You mean awesome shuff. Keep up the great content.
are they gonna fix the tooltips for the new paths? cause fuck the new paths when you have to keep checking every individual skill and then swap between them and wanderer to find out what the differences actually are.
I think take aim + still has use because that makes the cooldown run on the timing it’s going to take you to spend the tokens without items or riposte. Take aim, crit, crit, take aim again. Maybe not necessary for short battles but great for longer ones.
A little sad the sick new double tap is sharpshot only. Sharpshot fell a little flat for me because some of it is still just boosted damage but now that I see that pistol shot gives up the daze/stun for it I’m cool with it.
I’m just so happy they finally started doing this, ever since Vestal I’ve been itching for them to fix hero paths and was annoyed when they reformatted Grave Robber’s and acted like that was the same thing.
And of course Dismas is one of the first to get the treatment XD
Man I’m excited for the rest.
I've just tried out the Bastard flame, Act 1 was interesting (took memoried heroes), got Collector in the first region almost straight away, fun times.
Librarian at 130 hp.
Also, for some reason, my general trophy that prevents movement kinda switched off at the locks? Did I miss something? It was working in the fight leading to the locks, and then noped out.
It fades after 5 rounds now 21:57 at the bottom of the screen. I bet that wasn’t fun to find out the hard way! Hope it’s in the tooltip and you just didn’t think to look, and not that they left it out for the surprise factor!
Your Highwayman's name will now have to change to NotABot
Sharpshot Double Tap is pretty damn cool. Hoping to see them, adjust Hellion and Vestal next.
Repartee Nightsworn and Flag are gonna be best friends now
This is way more interesting than paths that mostly have melee or range attacks doing more/less etc. I also love to seeing GR getting the overall buff she deserved.
Wow, some people are really upset about this update...
So, my thoughts after watching:
- Stat manipulation on paths is going away. This is good. This is what made some paths so much better than others. Can't wait for Hellion to get the same treatment, she's the one that needs path rebalance the most right now imo.
- Thrown Dagger seems to have gotten buffed across all paths. Good, this will make it compete better with Poison Dart.
- Repartee doesn't require stealth to activate now, that's very good. (EDIT: That was changed in an earlier patch and I just didn't notice, oops.)
- GR's kit seems to have gotten a lot more complex overall - not sure if this is a good change, considering she's one of the starter heroes. Although I suppose the tried and true strategy of darts and... darts? still holds up, so maybe it's fine.
- Each of the paths seem to be very playable, but I'll be reserving judgment until I've had time to play all of them.
- TAKE AIM CRIPPLED YESSS SAY GOODBYE TO TAKE AIM SPAM BOIS
- In all seriousness, though, Take Aim still has value, it's just much less of an auto-press than before. Btw, Shuff, you seem to have missed that mastering TA reduces the cooldown from 3 to 2.
- Some of the changes to Highwayman feel kind of awkward to me, I'm not sure how to explain it. It's like some skills are ever so slightly off from what they should be, like some sort of design uncanny valley. Glad to see they gave him new combo options, though, I've been wanting more combo generation on heroes for a while.
- Base Grapeshot Blast is now trash instead of utter trash, yay.
- I love the Sharpshot version of Double Tap, but I wish it was like that by default. The Wanderer version feels so disappointing in comparison.
- I like what they did with Rogue. It's much more flexible and versatile now, whereas before it was just Duelist & PBS: the Path.
- I'm excited to try out the new Sharpshot. It may have been nerfed, but it can actually do interesting things now. It was so boring to play before.
- Yellowhand, uhh... I guess it's a debuff path now? I don't know, I'm not sold on the changes there. I'm gonna need some time to play with it.
- I'm not sure about the trinket changes, it's kind of hard for me to wrap my head around them without actually having them in game. I liked the old Stiff Drink, though, a bit sad to see it's gone. (EDIT: Stealing that ridiculous regen 10 from the cultists sounds very, very appealing.)
- I wish I could actually run any of the flames. So far, every time I've attempted them has ended in a miserable failure. That said, the change to Corpse Light will hopefully make it much less of a pain to deal with. From the new ones, Killer's Glow and Star of the Chosen seem interesting, particularly the latter with its duel mechanic. The Bastard's Beacon is pure evil, though. Ordainment is already painful enough on minibosses, Lair bosses are going to scale sky-high. I don't even know what kind of team you'd have to have to handle that.
- Magnesium Rain cooldown going up is something I'm NOT happy with. It makes PD a much less viable partner for Aggressor Crusader, and it's not like Magnesium Rain needed a nerf. It was fine as it was before.
- The Bumper Crop trophy is now much riskier to use. Then again, I never fight the Harvest Child anyway, so I don't really care.
Overall, this is a welcome change, I can't wait to play it for myself. I wonder how long we're going to have to wait for the next one - because this sure as hell isn't the end.
Overall, I think the changes are good. Nightsworn looks pretty neat now that she can actually generate enough stealth to keep up her damage and Venomdrop is actually usable now that they got rid of the speed debuff + skill changes. Rogue will probably be my new favorite HWM now (used to be YH), Sharpshot got slapped down a little without being made useless, but Yellowhand seems like he still needs a bit of love (though I am ecstatic Robbery can be used in 1 now).
I'm also a little surprised they didn't touch Open Veins at all though. I like Rogue's Take Aim, but am confused why they still have the 2nd crit token for the other paths' but got rid of the blind cleanse. Guess I'll just use Milk Soaked Linen and keep deleting with Take Aim. Though I will say Double-Tap/Second Shot devouring both crit tokens to do the same damage as previous Double Tap was a solid idea.
Yeah, that take aim blind clense was great utility and thematic for the move’s name. I’ll miss it during the shroud and Librarian for sure.
I hope one of the things coming in 2024 is houndmaster, id be able to have my dd1 build back
im glad theyr putting an emphasis on special cit effects very dd1 and i missed it
Im gonna miss the stiff drink + foreclosure notice shenanigans on venomdrop but maaan the nightsworn changes r gonna be fun. omg and yellowhand finally useable in rank 1
I said the game'd be great if we got more Occultist style reworks and so far it's 4 out of 4. If they keep this up this game might reach 10/10 in my book.
There's a lot of thoughtfulness to this patch. They didn't just buff the weak choices and nerf the strong ones -- they reworked different paths and moves so they actually fill different niches. Excited to run Audrey and Dismas in new ways.
Not sure how I feel about every path eventually losing all the +speed buffs on characters in the game.
Man, love that they're doing this with characters. I'm way more excited about what theyll do with jester and leper paths. The devs gave us alot to look forward to, I would much rather have existing characters get polished and refined to create more synergies and fun play styles than constantly asking where the other DD1 characters are
I hope they fix up Leper a lot. He’s one of my favorites but his mechanic of being blinded is awful. He’s arguably one of the worst heros in the game. He sucks in the sprawl, he sucks in the Shroud, he sucks at seething sigh. IMO Leper needs a new token mechanic that benefits him more than crippling him.
Ngl I kinda hope Hellion gets buffed at some point in the future. I feel like winded is too harsh for what can often be lackluster performance I'd prefer if the damage was like -10 or -15. It's really noticeable too when you compare to occultist who performs better with unchecked power but exchanges it for his really hard hitting spells which takes him back to base level strength afterwards while Hellion performs fine but winded is a net negative on her performance unless you are carcass. She also has the most sensitive positioning and her trinkets just feel wacky. She's not bad but there are better options and after HWM and GR's reworks hell even Occultist's glow up I think she could be one of the most fun characters in the game. After her the other character I wanted upgraded is probably Runaway who is still kind of a wreck rn. She has really sensitive positioning and the lack of fire synergies really hurt her especially since Crusader only needs a little bit of fire on Aggressor to do what he needs and Plague Doctor can easily provide that. Although seeing how RH decided to balance GR and HWM a Jester rework would be welcome because rn he's really strong but doesn't have many fun paths; virt is just French Vanilla jester, Soloist is fine, and Intermezzo is kinda bad. But I could also see any Jester flexibility buffs as what takes him from S tier to God tier in a single patch.
Ok so i see the return of battle long buffs. That's nice hopefully more heroes get battle long buffs instead of spamming the buff skill every 2-3 turns.
I hope they rework Hellion next. Feels like she does need it with currently one somewhat boring damage path, a meme bleed path and an interesting but weak tank path.
Two new characters already, you bless us red hook
How to access this with epic?
Can’t wait for them to do hellion for rebalancing paths so break through can be viable again
So, Audrey now hides behind allies, stabs everyone with daggers, give you extra trinkets and poison enemies? Antiquarian should sue her for stolen identity.
Audrey has used knives, poison, and stolen riches from day 1 before Antiquarian even existed in DD1. What do you mean stolen identity D:
Nightsworn Flashing Daggers is just... man what BS are we getting away with here. Red Hook spoiling us rotten with god-tier cleaves. MAA just puts Command on GR from now on
Feeling like venomdrop on grave is kinda underwhelming because of the reliance on shadow fade. You have to use a turn on shadow fade and a turn on lunge to get her back into position for fade. The blight just doesn't stick reliably.
Exactly. I don't know why they want to force the self-buff mechanic on players. It's not fun, it's slow, clunky and it doesn't even pay off on most characters. It would be better if we had skills that synergized with other party members on the same turn e.g. what Double Cross used to be for a direct dmg combo consumer like Leper/Hel/GR. But RH decided to completely nerf that into the ground even though it was very niche.
@@0rcd0c Tried it a bit more and it works okay. The hero just can't be played purely in the backline and be effective. She should start out in rank 2 and she either needs access to stealth or you need to bring lunge. The thing that I dont like is the amount of heroes that can cleave ranks 3 and 4 now. There's too many characters that can just blow up the supports in the back and it takes depth out of the game. Almost every enemy formation rewards you heavily for taking out the backranks first and now you have PD, HWM, Occult, GR, Flag, and Crusader that can all hit 3 and 4 and there's very little reason to try to push or pull the enemy anymore
Love the changes
Im looking forward to other charracters too
I've not been this hyped to play the game since launch. The update is amazing, it's like 2 new characters added to the game. I can't wait for the other characters to have a rework.
I love this dd2. I love Red Hook.
Reworked GR and HWM path and build videos hopefully incoming :)
When stuff gets finalized :)
@@ShuffleFM I just hope that Lunge is still viable. Also I don’t like the trinket nerfs as they all seem to have been made less powerful. But you would know better than me :)
Yellowhand changes probably mean that they will get rid of innate dot and debuff piercing on paths, so you'll have to work for it. It is great, but it makes him feel kinda weird at the moment. He's like a support unit for the team that doesn't exist yet.
Bleed teams in general just don't work very well in this game. There are no truly bleed-focused heroes, and the bleed skills that exist tend to be very restrictive with both positioning and targeting. There's just no lynchpin you could build such a team around, like PD and Flag are for blight and Runaway is for burn. Hellion should be this in theory, but her bleed kit is full of anti-synergy and her best path debuffs bleed skills. I don't think the bleed res-debuffing aspect on Yellowhand is going to be viable until they either rework bleed heroes, or add someone like Houndmaster to fill that niche.
@@RanVor The bleed debuff isn't even that needed because Berserker and Soloist have innate bleed piercing. What's the point of additional -10% resist if they already have +33% piercing in-built in them. Not to mention the res piercing on combo which I hope they will get rid of, too.
@@maxwellwinters5792 Yeah, but Berserker is crippled by Hellion's bleed kit being clunky and unfun to play to the point where Wanderer is better for a bleed Hellion build, because her bleed skills are so lackluster there's no way the penalties are worth it. Good point about the Soloist, although there's not enough target overlap between Slice Off/Harvest and Grapeshot Blast for it to matter anyway.
Res piercing on combo is fine, especialy if it's going to be removed from the paths. Some characters *cough*Runaway*cough* rely heavily on DOT to pull their weight, and they need a way to get them to stick consistently to be useful.
@@RanVor Ironically, runaway doesn't have res piercing on combo.
I didn't even touch Berserker. You need someone else to move Hellion because her own movement skills give her either winded or immobilize. That's just too much effort for a subpar kit.
I think it would be interesting if winded on Berserker interacted with bleed. You still get the same debuffs but every stack of winded increases the amount of bleed you deal.
@@maxwellwinters5792 I've tried Berserker, and it's exactly as bad as you'd expect, really awkward and unfun. The worst path in the game currently, imo. The winded idea is really neat, though, I hope they'll do something with that mechanic when they get around to reworking Hellion.
It is a bit weird base version of Double Cross on Wanderer is just worse than the version on Yellowhand, but then the upgraded version do compete with each other.
I say the base version of DC on Wanderer should have a chance to apply combo to remain competitive, maybe a 50% chance
I think you missed this, The Fragile Flame actually has randomized effects, so it's not THAT bad.
With the Fragile Flame you completely skipped over "effects are randomised"
Yeah, I have no idea what that means.
Fragile flame changes each time you get to the first inn. Its randomized.
Ooooooh
But does double tap use 2 crit tokens? Because if it does, that's a bit of a deal breaker
they are cooking so hard thank you red hook videogame
Another update so quick? I love Redhook.
If i go to beta branch and start spamming "please redhook allow us to make teams with multiple of same heroes.", will it happen any sooner? I can even send it from multiple accounts. XD
They probably won't, as fun as it is, because it completely breaks the game. It would be way too op, just imagining 2 plague doctors or 2 hwm is exciting but it would never happen
I know its a lot of changes to cover but a its bit unfortunate that imo the greatest buffs to Rogue/Yellowhand went mostly unaddressed.
One of the main things that was holding the two back was the inability to hit anything beyond ranks 1/2 with any other move than Duelist's Advance. For several bosses the paths would be near useless and in regions like Tangle not being able to ever hit drummers/arbalests/bishops with your damage dealer but being forced to attack a knight with blocks and ripostes just sucked.
Rogue is now able to hit rank 3 with grapeshot aswell, and increased Riposte damage does help a bit with backline nuke.
Also having knockback 2 instead of 1 on PBS is huge. Knockbacking enemy in R1 by 1 is useless about 90% of the time since most monster rank 1 abilities can be used from rank 2 aswell. Meanwhile knockback 2 means most enemies will be forced to waste a turn to reposition. It seems especially powerful against the evangelists that use a turn setting up a crit and now can be forced to waste it by pushing them to r3 (or you just steal it with Highway Robbery from R1.
As for Yellowhand, Wicked Slice being usable against rank 3 is big for reasons covered in the first paragraph. No longer dead weight on librarian. Tangle is doable. Can deal with the evolving pods in shroud. Can damage leviathan while hand is up. Etc.
Have you played them yet?
Yellowhand is a shittier version of the Wanderer it's a HWM-
Rogue is actually doing less dmg than previously which is remarkable considering he wasn't doing much before. Take Aim became a useless button for this path because Duelist Advance is the better Riposte provider.
now give every character a howling end-like ability
Bastards Beacon Grandslam let's go!
Now is leper and vestal turn
Monarch Leper should truly honor his name by being a rank 4 tank.
Jokes aside, I can see Poet getting more rank flexibility.
The change that I dislike is the change to the general dream where the immobilize is only 5 turns
No longer a free win on most bosses
The Rogue bias is real. Really cool to see so much new content to play with though
rogue looks like bad duelist.
@@rotm4447 I meant Rogue bias as in the two rogue characters (Audrey and Dismas) seem to be Chris’ favorite. Duelist is probably better at riposte spam, but at least HWM can apply combo and isn’t made of wet paper
Rogue is by far his worst path now.
Nerfed damage, nerfed take aim just to tickle enemies with grapeshot blast.
@@Fear910 Maybe the reposte melee front-liner will work.
@@rotm4447 No way to generate taunt by himself and even if he did he doesn't have the durability to take many hits.
Losing execute 2 on Slice hurts, losing damage hurts, losing take aim and he has almost no combo payoff on his own and what the path gets in return?
Nerfed PBS, Duelist's advance is now a worse Fleche and a way to strip tokens from the front 3 enemies (good luck against size 2 or bigger).
Sharpshot was the problem path, and even now it's pretty decent because the game lacks dedicated rank 4 heroes, the nerf on his overall numbers + losing the damage on rank 1 and losing the best traits on most of his skills just for some combo generation +moving foward 1 more square feels unfair for his most balanced path.
Also, what was redhook thinking? Losing dodge for block on all of his skills? Isn't his whole description in DD1 "Elusive, evasive, persistent... Righteous traits for a rogue."
He's certantly not elusive, and now he's not even evasive...
You forgot to look at the new Boss trophies!
I don't have them in the altar I think
take aim was gutted man. thats so sad
Clicking and subscribing cause of thumbnail tbh.
With take aim pls you have perma crit ok the next two attacks so wanderer hwm is now take aim + double tap bot, in addition to better weacked slice
Love red hook can I get an amen
Is it just me or is Antiquarian super rare?
I've played this game for 150 hours and I haven't seen her once.
I hope Redhook can increase her spawn rate more among the Pillagers.
Making Antiquarian in to a more fully fledged mini-boss like the warlord would be really nice.
Give her a little intro cinematic and increase her health a little bit.
Nah she is too rare I agree
Just take Stygian Blaze and she’ll show up to grief you every time you break a wheel, then drop no loot
@@BabelTriumphant So does she only spawn when you equip a blue flame?
the madlads did it, they actually nerfed Pick to the Face as predicted, kinda, not really, -maximum damage +CRIT do be the way tho
They should have been doing this from the begining instead of mucking around with hero paths but late is better than never i guess
Is this update already out?
It's on experimental
This is like houndmaster nerf back in 2016 but more painful. Dismas recieved low blow indeed. Still nerf was needed.
I kind of dislike sharpshot nerfs, the game is quite painful on a naked account. That's where it and alchemist really carry. They're really not that far ahead of everything else with 100% unlocked.
@@rotm4447 Problem is, even wanderer HWM is already strong alot. Any character who can generate crit tokesn on whim, do all rank damage without any setup and reposition himself easily as needed is op. Main reason why him and crusader were so heavily used in Butcher Circus was to their kit being good for every situation.
He is currently also only one with MaA who can reliably take out all bosses in second game without problem (not being at disadvantage, including Death).
@@ExtremeMan10 That's not an op char imo, its just actually being able to play the game. Encounters ask the party to be able to do a lot at the same time, healing, stress movement, r4 damage, dot removal, blind, dodge spam, even before accounting for the confession boss gimmicks.
@@rotm4447no, that is the definition of OP. No character should do everything by itself, it goes against both the game design and the narrative intent of having a party that does different tasks
@@salomaogomes7311 he doesn't do everything he just does damage and his defense is really weak.
Bastard beacon grand slam when?
Noooooo
The confession boss buffs are friggin rough, enjoy ;) @@ShuffleFM
THE SHARPSHOT IS NOTVIABLEEEEEEEE
As long as there's something good I can use instead that's alright. I prefer my jester faster than highway so for me it'll fix the first turn order. Sharpshot was speeding him up so they had the same speed.
Granted, meta users now writing 10 page thesis to Red Hook how Sharpshot didnt deserve the nerf.
they nerfed sharpshot!?!?!?!?!?!??!!??!? i guess highwayman is the best path now!!!!!
They really messed up rogue. I really enjoyed point blank how it was. Now it’s pretty much useless.
Noooo give me back my sweet +3 speed back on Sharpshot!