Maybe a buff for divine grace that would work is that for every percentage above the healing threshold, its 3 percent less effective, so that you can still heal chip damage around 75%, and get the max value at 30% without being completely locked out of an ability until you reach that threshold
@@meatbagspaai6370 thresholds for healing is the thing i hate most about this game. it's just falsely creating dangerous situations for no good reason. it doesn't feel fun when you claw your way out of a dangerous situation cause you were put there by dumb crap. at least in dd1 if you messed up or say you get a shambler into collector in the same hallway you felt like you accomplished crawling out of that hole. but in this game you get put into the hole because your skills are locked on purpose and can only be used after you're in danger.
Movement skills are not only harder to utilize because enemies are more resistant to it but also because moving them in general is less effective, less enemies are impacted by being out of position, have an easier time getting back into position and in general just don't give a shit.
Vestal in DD1: Must have character that people had even 5 of them in roster, could outheal sleeper AoE attacks and had insane action economy Vestal in DD2:
@@emilfogelholm2905 The game moved from stunning to taunting and self healing. She has no role until they improve her stress heal and dot removal. Convictions are too low value for a whole char slot.
@@rotm4447 Thats the problem, stun is rarity for our heroes, but common for enemy. You get stun from combo that is hard to setup, can be resisted and certain enemies can clear it from others. Meanwhile certain enemies can get freebie daze/stun from nothing. If Crusader and Vestal had normal stun chance like in DD1 it would make them more viable at control.
Her fanfic-I mean, profane scroll gives her taunt with HOL but I think it was better if given to illumination so you don’t have to run a subpar move just for it. I do think Chaplain would appreciate this as a passive instead, like maybe a Crit gives her taunt or something? Confining it to a trinket is tricky given their nature as an item you cannot find regularly or even buy it if you do
10:46 It used to be amazing on carcass hellion, since her winded tokens used to count as a negative token, so her winded debuff would actively make her 50% Stonger, plus immobilized 2 and taunt 3 with toe to toe
50% chance to hit in Darkest Dungeon 2 secretly means 30% chance for you and 70% chance for the enemy. Redhook made it a clean 50% so players wouldn't get discouraged from gambling, it's the same logic as hiding % chances in gatcha games.
i'd love to see a path or something that lets vestal put out combo tokens consistently as another form of support. give illumination combo to bring it to par with tracking shot, maybe give hand of light a combo applying 1-2 cleave for a nice front-line vestal option? it feels like dd2's got plenty of ways to use combo, but could use a few extra ways to apply it
I like the consecration vestal with a team that can easily reposition. I have been doing jester, hellion, highwayman. You proc consecrations multiple times, so she gets a big hit in.
I did a regen / no damage /ministrations/ (guard/consecration damage) vestal with a bannerette crussader, dismas rogue and occulstist warlock and she carried the team hard against dots and even shambler chirorgeon fight. I think it's better to focus on keeping the team alive than focusing on fighting.
the threshold for divine grace is honestly just bullying at this point 25% will literally never be used, you might as well pass a turn for it's healing and 33% when upgraded? that's where other not good heals START (wyrd reconstruction) and it's using conviction tokens, you're already using them on mace bash or judgement
Enemy: With one blow i bleed blind and stun you with no coldown and also take one combo mark for my monster partner to fk you even more AND i get armor and crit, Heroes: has 37 Prerequisites to Heal 10 (maybe), 3 turns Coldown
Teams like this is why I spend 30 minutes setting a team up to make sure I never get put into these situations. Team building is my favorite part of the game.
Same here, it kinda reminds me of when I was playing AC6 and I spent like almost an hour just customising the AC, I find myself enjoying the process of brainstorming a team that can handle most threats
honestly team building in this game is waaaaay too important. it makes the game boring. some teams are just incredibly overpowered depending on what you're doing. especially with how all of the boss fights are so gimmicky. you can make screwy teams like in dd1 and try to cover up the holes with trinkets. i mean you can in dd2, but you have to pray you can find the right trinkets, or you find the right items and enough of them to plug the holes.
So i just wanna throw these into the world, so this is gow i would adjust these four characters even though no one asked Runaway: give her a single point of base damage on firefly, make searing strike into a strong attack (4-8 burn 3 unupgraded) so she is rewarded for playing forward, give the burnaway skill 100/150% burn damage instead Leper: make combo increase minimum damage by 33/50%, and change break to "can only be used while not blind, 4-9/6-11 damage, inflict vunerable on enemy, inflict weaken, blind on self", make blind harder to inflict on himself or simply rework his passive to be "blind attacks do minimum damage" or just give him a leperacy token to do so Hellion: make yap a stun for winded, make bleedout useable only in 2, make howling end require winded tokens, remove toe to toe's winded removal for guard/+ for each winded token, add damage to her normal attacks(at least 1 or she will fall behind) Vestal: eliminate divine grace's c/d, and increase the healing threshold to 50/66%, change healing to 20%/30% + 5% per conviction token, increase the healing by 50% when under half the healing threshold
Clearly if you have X team composition with Y trinket against Z scenario then Vestal is perfectly balanced nay! Busted even! Kudos to you for using Leper I refuse to put up with his blind shenanigans no matter what.
You say certain paths 'aren't made for this game,' and I kind of agree although I think there are niche use cases, especially for random comp runners. I hope paths like these get their spotlight in future dlc or get decent adjustments!
I just had a run very much like this. Nothing went right, Vestal was absolutely useless, and the entire time I was wondering why I hadn't just ran Banneret or Support Flagg. I died in the fourth region to a random collector and swore never to run Vestal again until she gets some buffs.
i really tried to make vestal work. the most effecitve team i've had her in was vestal in 4, pd in 3, maa in 2, and highwayman in 1. with the idea being that chaplin vestal guards pd while maa guards highwayman. forcing all the enemeis to hit into block tokens all the time made the stupid 2 regen not terrible. but i really struggled to find any actual use for her as a healer. shes better used as a buffer or a guard dog. which is kind of sad because i like vestal a lot as a character.
Ministrations could, ungraded give a smaller res buff, 15% or 10% and on upgrade- add a buff that allows stress resist/regen on stun/dot resist, instead of res buff. Divine comfort could offer instant heal on deaths door, on the upgrade probably, like 5%, which I mean it still has a long cooldown but it helps restore some of its old value. Divine grace I heard someone else suggest making it so that it heals max on the normal threshold, but you can now use it on anyone below 75% but it heals less for how much above the normal threshold it is, so for example on 70% it would only heal 1 or 2, a bit more at 50% and so on. Idk if that's enough already? But they could also offer, probably on upgraded judgement that on a killing blow, it grants 1 consecration(to make up for when you waste the burn/dmg bonus on like a 2hp target)- I think this would be on the debuff vestal path and on the other it might add a healing buff like 15%, for the vestal that gains consecration from taking damage, they could add that healing buff on her mace bash too.
Even back in DD1, while I liked Vestal, I always wanted her to be more of a Battle Cleric than a heal/stunbot. Now in DD2 she's not even good at that. Feel like she just needs a total from-the-ground-up rework
On this episode of DD2, Shuff has bad luck and struggles against the game. Don't worry though, he's not tilted and because of that he doesn't issue complaints that are invalid.
Say what you will, but Vestal's consecration of strength is wild on dance teams. Like, PBS HWM + Hoqling End Hellion + Seraph Vestal just fucking slays
well sometimes but in my opinion its kinda rough because she cant actually move herself and the consecrations have a good chance to just fail when you have to move someone back into the consecration, inevitably i find when i move someone forward into it, it ends up getting wasted next turn because they might have to move back. You also sometimes get random speed rolls that mess it all up.
@@SecureBirch410 The move things are just kinda how dance teams are in this game, and the speed rolls' impact can be metigated by picking classes and paths (Sharpshot + Hellion, for example) that have a good speed difference for the dance
It’s amazing that the “healer” character is just so bad at healing. She is a good support with the token generation but healing is very bad. She needs to be maybe 30 then 40% on her big heal to be able to top people off and have it on a 1 turn cooldown when upgraded. See how she goes from there. If it’s too good then nerf it.
Okay but seriously, Larval Slop is such a BS move. I had a run last night where in 1 turn one of my heroes ended up getting I think 11-16 blight for 4 rounds. I just kept getting hit by it. And for the people who say "Just pull the maid or push an enemy back" that doesn't always work. Move Res is a thing, and if they resist, congrats, your backline is going to just explode. I don't mind hard foes. But especially since the move hits your backline, typically the lower HP heroes, it's so annoying. Can't wait for the champion version where Larval Slop hits your whole team for twice as much blight!
@@TheLoaKai Still not a support. But sure, on a Crit Larval Slop is a lot of damage. Of course, that DOT will never be able to complete cause fights usually last 4 Rounds. And she's squishy. Pro tip : if you struggle with Maid, get her in rank 2, she can't use Larval Slop there.
@@ShuffleFMGiven that it is her only attack, I disagree. The only problem I have with it is the direct on-hit damage is too much (2-5 Un-Ordained). I think your perception is skewed bc it is not Maid that needs a nerf but the other Foetor. Butcher's Carve also deals 4 Bleed + higher on hit damage. Lady's Be Our Guest does 4 Blight on 2 targets. Except those enemies have other moves with softer positioning. By comparaison Maid's only skill is actually OK. It's OK to have 1 enemy (only 1) that deals above average DOT. But the other enemies are what fucks the balance.
Nice run mate, ya did well and got luckier than my mate who went through old act three, came across a sprawl where he couldn't go through the region without powering up FF due to the sea of loathing and ended up having to rely on meltdowns for stress heals.
Vestal isn't very good, we can all agree on that. But I don't get why you build her like you do? Why run Illumination? It's a terrible skill that is only useful on very specific enemies. Judgement is bad, but It's guaranteed damage from her position 4 if you have a turn where she would otherwise do nothing. Why not always run Divine Comfort? It's a health buffer for the entire team and can be used pre-emptively compared to Divine Grace. Consecrations, again pre-emptive bonuses. Sanctuary can help mitigate some damage on certain characters, but why not run taunt on your tank(s)? Also with Leper, why run Purge/Hew/Bash when Intimidate exists? Withstand + Intimidate and you can have the rest of your group do whatever they want. Also why not just throw a controlled Burn on dodge heavy enemies for free dots? Several characters needs readjustment and I'm sure that everyone agress on that. But some of these build choices were questionable to say the least.
why they wont just admit they made Vestal terrible is so confusing... they dont want her to be a healbot so they made a low threshhold a 4 turn cooldown... LIKE they reduced the cd but at the end of the day Occulist PD and Flag do it better... FLAG!!!! i rather leave it to chance than wait for them to be 5 HP to get a 7 hp heal. like Redhook kiss my ass
Shuff "Im incredibly based". We've heard your opinion on elden ring hon, the only thing you are based on is book written in braille that has been under water for the last decade. Cool gameplay though
Increase the healing threshold on divine grace to 50%, if character has combo clear combo and heal for double the amount. Buff divine comfort to give +4 regen and +5 regen on mastery. Buff judgement to deal 6-10 damage and 9-12 damage on mastery. Buff mantra to heal characters with no consecrations 20% but heal characters with consecrations 40%, no consecrations heal 30%, with consecrations heal 50% on mastery, if characters have combo, clear combo and give a +2 regen and +3 on mastery.
I'm sorry you're telling me you want to make her the most batshit insane character ever. One of these buffs is too much, let alone ALL of them. Look the only thing Vestal needs is something small. Up heal threshold to 33% unmastered, maybe buff her move resist, or make her damaging skills a bit better or apply combo on mastery. NO-ONE HAS BONUS EFFECTS ON AN ALLY WHEN THEY'RE COMBOED FOR GOOD REASON. Removing stun with Indiscrimate Science is already strong enough. Like, the most absurd buff I can think to give her is to make her able to cast one consercation as a bonus action, once per combat. And even that I'm hesitant on because of how much that can make fights faster.
@@ironbrw3467surely they were trolling. I hope. I think she just needs a damage buff tbh. She's good with the right comps, just a little lacklustre in the damage department, even for a support.
@@snagsTS Judgement is actually a good damage move. It has the same damage range Thrown Dagger has (and with her fire trinket or a damage Quirk, it's excellent). But Mace Bash could use some buffs.
hard disagree, she provides a wide defensive portfolio even without grace, which definitely has issues until mastered, and even then is a bit iffy. She does a lot besides straight up healing, even just being a tanky backliner is a really nice niche. I mean honestly, the only healer who genuinely wouldn't want another healer is plague doctor, maybe flagellant, and theyre two of the best characters in the game already.
@@Old_Man_BernardReynauld can solo heal a team just fine too. The problem is Vestal was meant to be the healer of healers and she ends up being the worst one at it, and without a doubt has the least versatility out of the rest of the healers too.
@@TheLoaKai what do you mean by the least versatility? she has a hell of a lot of defensive stuff like dot clear, regen, guard, and consecrations obviously are lovely as well, especially for offense. Her game plan might not change, but the manner in which she can tackle it can change dramatically.
@@Old_Man_Bernard The issue is she does have those things, but to make them work takes a lot of set up that other heroes don't require. PD doesn't need consecrations to heal or clear DOTs, Crusader is just a better healer AND tank, and can stress heal, and can do some good damage if you make him. Flag is ridiculously better in every way. My point is she's outclassed by every other hero in every category, she needs massive buffs to just stay afloat. She does have interesting abilities and skills, but they aren't good enough to justify the party slot in my opinion.
I think you're really making vestal look a lot worse than she actually is. Divine comfort is her best skill by far, and should go in every build except rank 1 chaplain. This skill alone is so busted it can carry even really bad team comps, especially if you get some nice healing trinkets such as ghastly gruel or her insane icon of the light class trinket. I consider this skill to be among the best ones in the game, along with take aim, more more, encore, plague grenade and retribution. But I can't deny there aren't problems with her. I genuinely think seraph is her worst path, and I actually consider it a bit of a noob bait. With her pathetic 2 base speed, she can't set up consecrations fast enough that her teammates could benefit from them round 1, which effectively means she just straight up does nothing on the first turn, which is the most important turn. Not to mention seraph baits you into running and using both consecrations and maybe even the mantra in addition to a conviction consumer (usually judgement) meaning you lose her great utility skills, such as sanctuary, ministrations and illumination. Confessor is her strongest path I think, due to how powerful illumination gets and because she still keeps her passive conviction generation. Also, confessor's upgraded hand of light is actually kinda good, meaning she usually does a better job at being the bonk vestal, even better than chaplain if you run her in rank 2 to still be able to use illumination and divine comfort. To me this is the true vestal+ path. Her other paths could definitely use some light buffs tho. And in general divine grace feels really underwhelming. Here's some of my ideas: -Divine grace, threshold increased to 33%. Divine grace+, 50%. All paths. -Non-confessor illumination (or illumination+ if it's too strong): Combo target. -(Chaplain) mace bash: Swap the effects of 2 and 3 conviction. Now deals double damage at 2 conviction, ignores dodge/armor at 3. I also wish chaplain had some (non-profane scroll) way to generate taunt, due to requiring that to get conviction, and I wish seraph wasn't so dreadfully slow so she could get value from consecrations earlier, but I can't think of anything for them that wouldn't be really broken. Maybe speed token for self when placing a consecration, so that she could at least move once before her teammates on the second round?
being able to cure every dot on the team consistently isn't what the value is, that would be absolutely busted, it's the utility of pseudohealing a crap ton of potential damage that would only be worse otherwise, especially in emergencies like if an ally gets critted. But if you want the most value, taunt can draw dots to a single character for you to cure in one go, or her built in guard allows her to absord some additional dots onto herself if you don't have room in your team for it with a fair bit of effectiveness. Also the mastered resist helps in those situations tremendously anyways, It's got value for keeping a single person protected at a time at base and gains a bit of width with mastery. Plus, combined with comfort it helps inch closer to positive healing vs dot output, especially later into fights if you get a few resistance buffs.
Yes, I understand how taunt works. You said infinite dot cures, I explained why that isn't possible, and you said your own suggestion would be broken lol. I'm just saying that maid shouldn't do 35 damage on a crit of bucket goo.
Now we're being a bit too harsh on Vestal.
I can't think of anyone else I'd rather sacrifice at the region 1 Guard node to get 2 free mastery.
Vestal about to turn into a Flagellant from all the damage she's taking
i love a position dependant character that can neither damage nor heal
she's doing her best
She needs some buffs
And yet her best isn't good enough
Venosaur looking ass vestal
Maybe a buff for divine grace that would work is that for every percentage above the healing threshold, its 3 percent less effective, so that you can still heal chip damage around 75%, and get the max value at 30% without being completely locked out of an ability until you reach that threshold
That’s really cool
Just flip conviction to bring down the healing threshold and make mastery give the heal increase.
Maybe make the healing scale off of missing health rather than max health, and have no thresholds to casting.
@@meatbagspaai6370 thresholds for healing is the thing i hate most about this game. it's just falsely creating dangerous situations for no good reason. it doesn't feel fun when you claw your way out of a dangerous situation cause you were put there by dumb crap. at least in dd1 if you messed up or say you get a shambler into collector in the same hallway you felt like you accomplished crawling out of that hole. but in this game you get put into the hole because your skills are locked on purpose and can only be used after you're in danger.
Movement skills are not only harder to utilize because enemies are more resistant to it but also because moving them in general is less effective, less enemies are impacted by being out of position, have an easier time getting back into position and in general just don't give a shit.
Vestal in DD1: Must have character that people had even 5 of them in roster, could outheal sleeper AoE attacks and had insane action economy
Vestal in DD2:
As it turns out, Healstall: the character struggles in a game where stalling and healing have been taken behind the barn
@@emilfogelholm2905 The game moved from stunning to taunting and self healing. She has no role until they improve her stress heal and dot removal. Convictions are too low value for a whole char slot.
@@rotm4447 Thats the problem, stun is rarity for our heroes, but common for enemy. You get stun from combo that is hard to setup, can be resisted and certain enemies can clear it from others. Meanwhile certain enemies can get freebie daze/stun from nothing.
If Crusader and Vestal had normal stun chance like in DD1 it would make them more viable at control.
At least Crusader is actually a good healer :D As well as a tank, stress healer and can do some damage too. :) @@ExtremeMan10
The Little Vesta that Could (but in reality shouldn't)
Vestal needs a glow up so bad, give her a taunt in the tanking path and maybe have concecrations give a token on first cast +on the heros turn
Her fanfic-I mean, profane scroll gives her taunt with HOL but I think it was better if given to illumination so you don’t have to run a subpar move just for it.
I do think Chaplain would appreciate this as a passive instead, like maybe a Crit gives her taunt or something? Confining it to a trinket is tricky given their nature as an item you cannot find regularly or even buy it if you do
Went through all that. And still somehow beat act 3. I salute you
The way I would have literally rage quit in a lot of those scenarios 😅
The content beckons
10:46 It used to be amazing on carcass hellion, since her winded tokens used to count as a negative token, so her winded debuff would actively make her 50% Stonger, plus immobilized 2 and taunt 3 with toe to toe
50% chance to hit in Darkest Dungeon 2 secretly means 30% chance for you and 70% chance for the enemy.
Redhook made it a clean 50% so players wouldn't get discouraged from gambling, it's the same logic as hiding % chances in gatcha games.
i'd love to see a path or something that lets vestal put out combo tokens consistently as another form of support. give illumination combo to bring it to par with tracking shot, maybe give hand of light a combo applying 1-2 cleave for a nice front-line vestal option? it feels like dd2's got plenty of ways to use combo, but could use a few extra ways to apply it
I like the consecration vestal with a team that can easily reposition. I have been doing jester, hellion, highwayman. You proc consecrations multiple times, so she gets a big hit in.
I remember running it in my Usual Suspects Grand Slam.
Dismas was in Duelist's Advance + PBS duty so he and Reynauld could rotate the Consecration.
I liked the part where Shuffle went afflicted
When I play this game it's like going through all stages of grief every single fight
I did a regen / no damage /ministrations/ (guard/consecration damage) vestal with a bannerette crussader, dismas rogue and occulstist warlock and she carried the team hard against dots and even shambler chirorgeon fight. I think it's better to focus on keeping the team alive than focusing on fighting.
the threshold for divine grace is honestly just bullying at this point
25% will literally never be used, you might as well pass a turn for it's healing
and 33% when upgraded? that's where other not good heals START (wyrd reconstruction)
and it's using conviction tokens, you're already using them on mace bash or judgement
Enemy: With one blow i bleed blind and stun you with no coldown and also take one combo mark for my monster partner to fk you even more AND i get armor and crit, Heroes: has 37 Prerequisites to Heal 10 (maybe), 3 turns Coldown
local man runs absolutely horrendous comp and then proceeds to lose his mind
Teams like this is why I spend 30 minutes setting a team up to make sure I never get put into these situations. Team building is my favorite part of the game.
Same here, it kinda reminds me of when I was playing AC6 and I spent like almost an hour just customising the AC, I find myself enjoying the process of brainstorming a team that can handle most threats
honestly team building in this game is waaaaay too important. it makes the game boring. some teams are just incredibly overpowered depending on what you're doing. especially with how all of the boss fights are so gimmicky. you can make screwy teams like in dd1 and try to cover up the holes with trinkets. i mean you can in dd2, but you have to pray you can find the right trinkets, or you find the right items and enough of them to plug the holes.
@@karmine_yamaokadude I'm still playing ac6 and making new ACs, it's just super fun to play garage simulator when I'm bored
Leper bailing you out after hitting through blind twice in a row and you C-ranked this man smh
It's the vestal on the poster taunting him that gets me
Merry Christmas!
You too! Thank you so much!
Merry Dismas Shuff!
And a happy Reynauld!
I always said Foetor is the most difficult region (atleast before The Shroud got added) and this video shows perfectly why.
These highlights are great, keep them coming!
That moment when his negative relationship rolled purge and illum! Omfg lol
My bad I meant judgement
"Reeling, gasping, taken over the edge into madness!"
glad to see even the big bois of darkest dungeon get afflicted too
"Had a lot of fun today"
Press X to doubt
Merry Dungeonmass Shuff, thanks for the great (though painful) content and experimentation
You too!
So i just wanna throw these into the world, so this is gow i would adjust these four characters even though no one asked
Runaway: give her a single point of base damage on firefly, make searing strike into a strong attack (4-8 burn 3 unupgraded) so she is rewarded for playing forward, give the burnaway skill 100/150% burn damage instead
Leper: make combo increase minimum damage by 33/50%, and change break to "can only be used while not blind, 4-9/6-11 damage, inflict vunerable on enemy, inflict weaken, blind on self", make blind harder to inflict on himself or simply rework his passive to be "blind attacks do minimum damage" or just give him a leperacy token to do so
Hellion: make yap a stun for winded, make bleedout useable only in 2, make howling end require winded tokens, remove toe to toe's winded removal for guard/+ for each winded token, add damage to her normal attacks(at least 1 or she will fall behind)
Vestal: eliminate divine grace's c/d, and increase the healing threshold to 50/66%, change healing to 20%/30% + 5% per conviction token, increase the healing by 50% when under half the healing threshold
Clearly if you have X team composition with Y trinket against Z scenario then Vestal is perfectly balanced nay! Busted even! Kudos to you for using Leper I refuse to put up with his blind shenanigans no matter what.
My thoughts: hollow vessel needs a cooldown, divine grace's threshhold should be 30% and 40%, and loathing can f right off forever.
Vestal on rank 2 with upgraded Hand of Light is fantastic. I beat zone 3 and 5 with Vestal on rank 2, MVP.
hello. I watched some of the full runs, but like these kind of edits. helps that they are funny af
I've got some full runs unlisted atm. I'll drop them soon
You still have the funniest reactions in all of RUclips. 😂😂😂
Damn, if ever there was a team that could use the General's immobility trophy. At least Helion has been slowly getting some buffs.
You say certain paths 'aren't made for this game,' and I kind of agree although I think there are niche use cases, especially for random comp runners.
I hope paths like these get their spotlight in future dlc or get decent adjustments!
I just had a run very much like this. Nothing went right, Vestal was absolutely useless, and the entire time I was wondering why I hadn't just ran Banneret or Support Flagg. I died in the fourth region to a random collector and swore never to run Vestal again until she gets some buffs.
The best Christmas present
i really tried to make vestal work.
the most effecitve team i've had her in was vestal in 4, pd in 3, maa in 2, and highwayman in 1. with the idea being that chaplin vestal guards pd while maa guards highwayman.
forcing all the enemeis to hit into block tokens all the time made the stupid 2 regen not terrible. but i really struggled to find any actual use for her as a healer. shes better used as a buffer or a guard dog. which is kind of sad because i like vestal a lot as a character.
Vestal needs something but idk what exactly
to be the best healer, when in fact, she's the worst.
@@keithfilibeck2390 rel. Vestal is ok support. But she is awful healer , which is stupid as she was meant to be a top healer like in dd1.
Ministrations could, ungraded give a smaller res buff, 15% or 10% and on upgrade- add a buff that allows stress resist/regen on stun/dot resist, instead of res buff. Divine comfort could offer instant heal on deaths door, on the upgrade probably, like 5%, which I mean it still has a long cooldown but it helps restore some of its old value. Divine grace I heard someone else suggest making it so that it heals max on the normal threshold, but you can now use it on anyone below 75% but it heals less for how much above the normal threshold it is, so for example on 70% it would only heal 1 or 2, a bit more at 50% and so on. Idk if that's enough already? But they could also offer, probably on upgraded judgement that on a killing blow, it grants 1 consecration(to make up for when you waste the burn/dmg bonus on like a 2hp target)- I think this would be on the debuff vestal path and on the other it might add a healing buff like 15%, for the vestal that gains consecration from taking damage, they could add that healing buff on her mace bash too.
Did latest balance patch change vestal? She was like one of the best rank 4 characters at launch.
Nah. It's just that the more we play her and the more stuff RH adds the more she starts to show weakness.
Even back in DD1, while I liked Vestal, I always wanted her to be more of a Battle Cleric than a heal/stunbot. Now in DD2 she's not even good at that. Feel like she just needs a total from-the-ground-up rework
On this episode of DD2, Shuff has bad luck and struggles against the game. Don't worry though, he's not tilted and because of that he doesn't issue complaints that are invalid.
Imo before every run u should be able to buy a few trinkets you want for hope candles or so.
Say what you will, but Vestal's consecration of strength is wild on dance teams. Like, PBS HWM + Hoqling End Hellion + Seraph Vestal just fucking slays
So her playstyle is set consecration of light and pass the next 3 turns
well sometimes but in my opinion its kinda rough because she cant actually move herself and the consecrations have a good chance to just fail when you have to move someone back into the consecration, inevitably i find when i move someone forward into it, it ends up getting wasted next turn because they might have to move back. You also sometimes get random speed rolls that mess it all up.
@@SecureBirch410 The move things are just kinda how dance teams are in this game, and the speed rolls' impact can be metigated by picking classes and paths (Sharpshot + Hellion, for example) that have a good speed difference for the dance
divine grace has saved my ass more times than I can count
probably because I run a lot of low max health teams with her
Reminds me of my act 3 run getting a fucking shambler ROAD fight at above 20 torch before the exemplar
this video is hilarious in a miserable kinda way
Does shuff have vods? I want to watch his gameplay because he’s a bit silly
I have a playlist called season 2 that has the recent streams :)
I’m blind 💀 thanks shuff
It’s amazing that the “healer” character is just so bad at healing. She is a good support with the token generation but healing is very bad. She needs to be maybe 30 then 40% on her big heal to be able to top people off and have it on a 1 turn cooldown when upgraded. See how she goes from there. If it’s too good then nerf it.
She needs some fucking speed
she can pray to her god/s for a buff or ten
My favorite team with vestel and leper is seraph + tempest, just turn the leper into the doomslayer with mastered light invocation
In vestal we trust
Okay but seriously, Larval Slop is such a BS move. I had a run last night where in 1 turn one of my heroes ended up getting I think 11-16 blight for 4 rounds. I just kept getting hit by it. And for the people who say "Just pull the maid or push an enemy back" that doesn't always work. Move Res is a thing, and if they resist, congrats, your backline is going to just explode. I don't mind hard foes. But especially since the move hits your backline, typically the lower HP heroes, it's so annoying.
Can't wait for the champion version where Larval Slop hits your whole team for twice as much blight!
Perfect summary
When will there be a crusader guide?
I have one. It's a recent vid :)
Can you make a video about good team comps please?
I'll see what I can do!
19:01
Shuff summarizes his time with this terrible team.
Confessor should get damage buffs to Mace Bash and Hand of Light.
Also, Maid isn't a support unit. She has no support unless a Goat is present. But whatever.
35 damage
@@TheLoaKai Still not a support. But sure, on a Crit Larval Slop is a lot of damage. Of course, that DOT will never be able to complete cause fights usually last 4 Rounds. And she's squishy. Pro tip : if you struggle with Maid, get her in rank 2, she can't use Larval Slop there.
@@SovietSnake89 It's crazy how tilted you are over this.
You're free to split hairs on the word I used but the point is she does too much damage too easily.
@@ShuffleFMGiven that it is her only attack, I disagree. The only problem I have with it is the direct on-hit damage is too much (2-5 Un-Ordained). I think your perception is skewed bc it is not Maid that needs a nerf but the other Foetor. Butcher's Carve also deals 4 Bleed + higher on hit damage. Lady's Be Our Guest does 4 Blight on 2 targets. Except those enemies have other moves with softer positioning. By comparaison Maid's only skill is actually OK. It's OK to have 1 enemy (only 1) that deals above average DOT. But the other enemies are what fucks the balance.
I briefly feature in the chat!
hellion in bottom of barrel team? derp crying
How do you get so much mastery? Resistance encounters don’t drop mastery points like they used to.
I take as many fights and mastery nodes as I can like dens and lairs
@@ShuffleFM thank you Mr frequency modulation
Nice run mate, ya did well and got luckier than my mate who went through old act three, came across a sprawl where he couldn't go through the region without powering up FF due to the sea of loathing and ended up having to rely on meltdowns for stress heals.
Hear me out: make vestal the only hero who can heal any time (no below hp% limit)
I swear minus like, Evangelist or a couple back liners like the pistol guy or the spitter, moving enemies does almost nothing
Vestal isn't very good, we can all agree on that. But I don't get why you build her like you do?
Why run Illumination? It's a terrible skill that is only useful on very specific enemies.
Judgement is bad, but It's guaranteed damage from her position 4 if you have a turn where she would otherwise do nothing.
Why not always run Divine Comfort? It's a health buffer for the entire team and can be used pre-emptively compared to Divine Grace.
Consecrations, again pre-emptive bonuses.
Sanctuary can help mitigate some damage on certain characters, but why not run taunt on your tank(s)?
Also with Leper, why run Purge/Hew/Bash when Intimidate exists? Withstand + Intimidate and you can have the rest of your group do whatever they want.
Also why not just throw a controlled Burn on dodge heavy enemies for free dots?
Several characters needs readjustment and I'm sure that everyone agress on that. But some of these build choices were questionable to say the least.
You're just running wrong team with vestal, one of the good vestal teams is something like:
PD; Jester; MAA; Flagellant (Order up to you)
He intentionally chose the four weakest heroes to prove a point
@@TheLoaKaiI... don't really care, that was a joke comment anyway
Don't worry I laughed a lot
POG!
What happened? Last I checked she was S+ tier wise.
why they wont just admit they made Vestal terrible is so confusing... they dont want her to be a healbot so they made a low threshhold a 4 turn cooldown... LIKE they reduced the cd but at the end of the day Occulist PD and Flag do it better... FLAG!!!! i rather leave it to chance than wait for them to be 5 HP to get a 7 hp heal. like Redhook kiss my ass
I do like to watch people suffer whilst playing darkest dungeon; slurp slurp…
Just commenting to boost
Cain, stop playing bad comps. :D had to do it.
Idk I like Vestal consecration
She really is shit. Why does divine grace have a 2 turn cd and a 25% threshold? Wild
Shuff "Im incredibly based". We've heard your opinion on elden ring hon, the only thing you are based on is book written in braille that has been under water for the last decade.
Cool gameplay though
That makes no sense. Guess people still aren't ready for the ER truth :(
@@ShuffleFM your skill issue ain't truth hon.
FromSoft fans when you bring any criticism to them:
@@ShuffleFM "when you criticism is entirely unfounded and yet you still claim to be right" don't leave out the parts you don't like
Being a fromsoft fan is not a personality type bro.
They better remove vestal for good sake and redesign thr whole crap of her.
Increase the healing threshold on divine grace to 50%, if character has combo clear combo and heal for double the amount. Buff divine comfort to give +4 regen and +5 regen on mastery. Buff judgement to deal 6-10 damage and 9-12 damage on mastery. Buff mantra to heal characters with no consecrations 20% but heal characters with consecrations 40%, no consecrations heal 30%, with consecrations heal 50% on mastery, if characters have combo, clear combo and give a +2 regen and +3 on mastery.
I'm sorry you're telling me you want to make her the most batshit insane character ever. One of these buffs is too much, let alone ALL of them.
Look the only thing Vestal needs is something small. Up heal threshold to 33% unmastered, maybe buff her move resist, or make her damaging skills a bit better or apply combo on mastery. NO-ONE HAS BONUS EFFECTS ON AN ALLY WHEN THEY'RE COMBOED FOR GOOD REASON. Removing stun with Indiscrimate Science is already strong enough.
Like, the most absurd buff I can think to give her is to make her able to cast one consercation as a bonus action, once per combat. And even that I'm hesitant on because of how much that can make fights faster.
@@ironbrw3467surely they were trolling. I hope. I think she just needs a damage buff tbh. She's good with the right comps, just a little lacklustre in the damage department, even for a support.
@@snagsTS Judgement is actually a good damage move. It has the same damage range Thrown Dagger has (and with her fire trinket or a damage Quirk, it's excellent). But Mace Bash could use some buffs.
Running vestal as the healer forces you to run another healer on top of her. Useless character.
hard disagree, she provides a wide defensive portfolio even without grace, which definitely has issues until mastered, and even then is a bit iffy. She does a lot besides straight up healing, even just being a tanky backliner is a really nice niche. I mean honestly, the only healer who genuinely wouldn't want another healer is plague doctor, maybe flagellant, and theyre two of the best characters in the game already.
@@Old_Man_BernardReynauld can solo heal a team just fine too. The problem is Vestal was meant to be the healer of healers and she ends up being the worst one at it, and without a doubt has the least versatility out of the rest of the healers too.
@@TheLoaKai what do you mean by the least versatility? she has a hell of a lot of defensive stuff like dot clear, regen, guard, and consecrations obviously are lovely as well, especially for offense. Her game plan might not change, but the manner in which she can tackle it can change dramatically.
@@Old_Man_Bernard The issue is she does have those things, but to make them work takes a lot of set up that other heroes don't require. PD doesn't need consecrations to heal or clear DOTs, Crusader is just a better healer AND tank, and can stress heal, and can do some good damage if you make him. Flag is ridiculously better in every way. My point is she's outclassed by every other hero in every category, she needs massive buffs to just stay afloat. She does have interesting abilities and skills, but they aren't good enough to justify the party slot in my opinion.
to be fair, you playing the 3 worst characters xD
I think you're really making vestal look a lot worse than she actually is. Divine comfort is her best skill by far, and should go in every build except rank 1 chaplain. This skill alone is so busted it can carry even really bad team comps, especially if you get some nice healing trinkets such as ghastly gruel or her insane icon of the light class trinket. I consider this skill to be among the best ones in the game, along with take aim, more more, encore, plague grenade and retribution.
But I can't deny there aren't problems with her. I genuinely think seraph is her worst path, and I actually consider it a bit of a noob bait. With her pathetic 2 base speed, she can't set up consecrations fast enough that her teammates could benefit from them round 1, which effectively means she just straight up does nothing on the first turn, which is the most important turn. Not to mention seraph baits you into running and using both consecrations and maybe even the mantra in addition to a conviction consumer (usually judgement) meaning you lose her great utility skills, such as sanctuary, ministrations and illumination.
Confessor is her strongest path I think, due to how powerful illumination gets and because she still keeps her passive conviction generation. Also, confessor's upgraded hand of light is actually kinda good, meaning she usually does a better job at being the bonk vestal, even better than chaplain if you run her in rank 2 to still be able to use illumination and divine comfort. To me this is the true vestal+ path.
Her other paths could definitely use some light buffs tho. And in general divine grace feels really underwhelming. Here's some of my ideas:
-Divine grace, threshold increased to 33%. Divine grace+, 50%. All paths.
-Non-confessor illumination (or illumination+ if it's too strong): Combo target.
-(Chaplain) mace bash: Swap the effects of 2 and 3 conviction. Now deals double damage at 2 conviction, ignores dodge/armor at 3.
I also wish chaplain had some (non-profane scroll) way to generate taunt, due to requiring that to get conviction, and I wish seraph wasn't so dreadfully slow so she could get value from consecrations earlier, but I can't think of anything for them that wouldn't be really broken. Maybe speed token for self when placing a consecration, so that she could at least move once before her teammates on the second round?
Chaplain and Confesser both grant buffs from her tokens, so i think Seraph offering speed boost per token might make sense. like +1 or 2 probably
Complaining about enemies having massive dot effects in a video dunking on the character with infinite dot cures
1 turn cooldown while multiple enemies attack every turn
being able to cure every dot on the team consistently isn't what the value is, that would be absolutely busted, it's the utility of pseudohealing a crap ton of potential damage that would only be worse otherwise, especially in emergencies like if an ally gets critted. But if you want the most value, taunt can draw dots to a single character for you to cure in one go, or her built in guard allows her to absord some additional dots onto herself if you don't have room in your team for it with a fair bit of effectiveness. Also the mastered resist helps in those situations tremendously anyways, It's got value for keeping a single person protected at a time at base and gains a bit of width with mastery. Plus, combined with comfort it helps inch closer to positive healing vs dot output, especially later into fights if you get a few resistance buffs.
Yes, I understand how taunt works. You said infinite dot cures, I explained why that isn't possible, and you said your own suggestion would be broken lol. I'm just saying that maid shouldn't do 35 damage on a crit of bucket goo.
"wahh games too hard!!" beats act 3 with no deaths. Such a cry baby haha
I don't remember saying waah 🤔
But yes, I am a gamer and still won.
POG!