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Darkest dungeon jester nerf2/11/2024 ![]() This setup would have obvious strengths (stress relief and bleed DPS) and obvious weaknesses (being moved and bleed-resistant enemies), and it would provide a more viable Finale-free moveset. I suggest changing Harvest and/or Slice Off to be capable of hitting all four enemy ranks when used together, thus allowing Jester to function without moving from position three. Shoving him in front with only Dirk Stab and Solo is unacceptable, and Finale is his only way to reliably move to the rear positions and use his buffs when the player desires (I say "reliably" because of issues with speed RNG andteammates- it sucks to have your highwayman stuck in position 2 when you really need Point Blank Shot, for example). What I'm getting at is that Jester, without Finale, is relegated to spamming buffs due to his inability to target position 1 and 4 enemies. This turns him into a stress version of Vestal, minus the abilities to help multiple party members at once, increase light level, stun, and even simply being capable of hitting more than two enemy positions, but it's roughly functional with strong DPS heroes who can work around enemies in various positions (such as Grave Robber). I tend to shove him in position 3 with Harvest, Slice Off, Battle Ballad, and Inspiring Tune in order to make him compatible with less movement-friendly party members (ex: Profane Vestal). Originally posted by RedhookTyler:One of the most interesting comments we've seen about the Finale nerf (and wholeheartedly agree with) is that if a single skill nerf seems to ruin the overall utility of a hero, then that can be less of an indicator of that skill being flawed and maybe more of an indicator that the rest of his moveset is lacking.The Jester is a lackluster hero outside of the old Finale skill setups.
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