

Yes, there are some nerfs, but I think you’ll find that those changes are much less frequent than buffs. The working philosophy for this giant balance update was that we wanted to shore up *weak* classes/skills/trinkets more than we wanted to nerf strong ones. We know that, on occasion, something you love might be altered in a way you don’t like It’s the nature of the beast that not all changes will be loved by all players. They were the source of many ideas, and also provided endless enthusiasm for stress testing (har har) the changes themselves.Ĭlair was also instrumental in compiling the final changelist, by referencing things against the live game. Special thanks to Marvin Seo and Clair de Lune for their assistance with this update, in particular with class and trinket adjustments. In making these changes, we consulted extensively with members of the Darkest Dungeon player community, and ultimately went through over three complete rounds of changes, complete with playtesting and fierce debates. Related to that, we also wanted to assess combat as a whole and see if there were any general balance adjustments we could make to improve the game.

Over the last couple months, we’ve taken a comprehensive look through all classes in the game since it had been some time since we previously did so.
