Darkest Dungeon®

Darkest Dungeon®

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Trinket Rebalance
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General: Trinkets
File Size
Posted
Updated
1.526 MB
22 May, 2017 @ 8:50pm
26 Jan, 2024 @ 7:31am
20 Change Notes ( view )

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Trinket Rebalance

Description
The Trinket Rebalance mod is an attempt to rebalance the trinkets in the original game, broadening the range of trinkets that are viable, while preserving the original gameplay experience.

This mod includes rebalancing for trinkets included in the Crimson Court, Shieldbreaker, Color of Madness, and Musketeer DLCs, and integrates changes to the base game from the Color of Madness patch.

How to Use
Hit the Subscribe button, play the game as normal, but pay close attention to the stats on trinkets - you should find more trinkets to be worth considering.

Full List of Changes
For all changes, see the list in the Change Notes posted in the Discussions section of the Steam Workshop. For some of the thinking behind the changes, see the Design Philosophy post in the same section.

Why This Mod Exists
Effective gameplay in the current version of the game focuses on using a very small number of trinkets that are much more powerful than the other, vast majority of trinkets. That limits player choice with regard to strategy and tactics. This mod is an effort to bring more trinkets into the range of viability, hopefully making for a more interesting and rewarding experience. It may also provide some ideas for other modders on how trinket design and balance.

What it is:
Adjustments to the stats on a majority of the trinkets in the original game. For the most part, trinkets still have the same function they do in the original game, but they have been rebalanced by adjusting secondary stats, both positive and negative stats. Most changes should have the effect of making the trinkets in question more powerful, but a few of the most powerful trinkets that were dominating gameplay have had some power trimmed off of them. A few trinkets have been redesigned where it wasn't practical to make them viable through small stat adjustments.

What it is not:
A mod to make the game easier or to change gameplay. Adjustments to common trinkets may help make the early game a little more accessible, but on the whole, the game should be about as difficult as it already is. It also does not add new trinkets or make changes to backer trinkets.

Feedback
If you see any bugs or something that doesn't seem right, please let me know!

Also, if you are finding that some trinkets are still so terrible that you would not run them under any circumstances, I would like to know that as well. Very Rare, Ancestral, and Trophy trinkets are late-game trinkets and should be very strong - Common, Uncommon, and Rare trinkets should be good but situational. Set items should be around Very Rare or Ancestral in power levels. If more common trinkets are overshadowing more rare trinkets, that is also potentially an issue.

Compatibility with Other Mods
This mod makes changes to trinkets only. It will not be compatible with other mods that make changes to trinkets - note that this will include some mods that add new hero classes or make major changes to existing hero classes, as these mods often introduce new trinkets or change existing ones. It should be compatible with mods that make only cosmetic changes.

Permissions
Please feel free to integrate any or all of these changes in your mod if you would like, but I would appreciate a credit in the notes for the mod if you do so.

This mod is not an official Red Hook Studios product or product modification, and Red Hook Studios Inc. is not responsible in any way for changes or damages that may result from using the mod. Furthermore, “Darkest Dungeon” and the Darkest Dungeon logo are trademarks of Red Hook Studios Inc. All content in the game is Copyright Red Hook Studios Inc. All rights reserved.

For more information, see the discussion on the Steam Workshop. Thank you for trying my mod, I hope you enjoy it!
Popular Discussions View All (4)
7
26 Jan, 2024 @ 7:53am
Changes Notes V3
Runix
6
25 Nov, 2017 @ 8:36pm
Changes Notes V2
Runix
2
16 Jul, 2018 @ 10:31pm
Design Philosophy
Runix
156 Comments
BoneMagician 20 Apr @ 2:54am 
Great Mod! Are you still planning to balance the CoM trinkets?
Cyber Deus 2 Apr @ 5:04am 
Nice mod, should make some trinkets useful again! Many thanks!
XE3 11 Jan @ 5:33am 
Either way, your mod fixes all of those problems for me so thanks again! Love how you got creative sometimes and gave head trinkets - disease resist for example. Giving heros ring + stress resist so you make use of the virtue faster is also very nice. There are a few trinkets where I would disagree, like the vestal tome is little too good, but it cant be all perfectly balanced.

If you are bored some day and have nothing else to do, feel free to update it if you find a trinket to balance :D
XE3 11 Jan @ 5:33am 
ah I didnt realize that, that makes perfect sense then. I am surprised there arent more balance mods and even yours isnt popular at all. the original trinket balance is atrocious and I consider trinkets a very important part of the game. Dont get me wrong, I am not saying remove negative parts of trinkets and make them straight upgrade,no ,but 90% of the trinkets are unusable because some are just too good not to use and the rest is sometimes not worth equipping even if you have no trinkets.

The rarity is also something I dont understand, why is that a thing, when common trinkets can be better than ancestral.
Runix  [author] 10 Jan @ 4:20pm 
One quick comment on the Sun Ring in particular: when I first published this mod, the unmodded Sun Ring was the best trinket in the game by a long shot with +15% damage and +10% accuracy at high light. My modified version was weaker since I replaced the damage with speed - still very good, but not an automatic pick.

Then Red Hook nerfed the Sun Ring to its current state, and now the modded version is better than base game version. I've decided to keep it as is, but it's a good example of how this mod used to be somewhat weaker than the base game but is now a bit stronger, even though I haven't changed much, it's the base game that's changed.
Runix  [author] 10 Jan @ 3:33pm 
Thank you for the kind words.

Balance relative to the base game has changed quite a bit since I first put this out. When I first published it, there were some very powerful trinkets in the unmodded game that were way better than all the other options. But since then, Red Hook seriously nerfed a lot of the most powerful trinkets, so this mod tends to have better trinkets than the base game.

But my big goal has been to give the player more options. All trinkets shouldn't be equal, but they should at least be useful, which wasn't always the case. That will admittedly make the game a little easier overall. But it's a difficult enough game as is, and I don't think it takes the difficulty down by that much.
XE3 9 Jan @ 2:59pm 
great mod! love the idea, altough I still feel like it makes the game alot easier as the trinkets do get better overall. just for example the sun ring is completely busted, better than ancestral trinkets.
Faijja 20 May, 2024 @ 10:39am 
Haven't tried it out yet, but a quick look at the change notes and I am sold. Very well done, a lot of the trinkets are no longer :deadweight: and worth at least situational usage. Very nice!
巨型忍者·猫头鹰 28 Apr, 2024 @ 2:15am 
Hello, when are you going to change embarrassing trinkets like guardian's shield that only work in position 4.
Runix  [author] 8 Apr, 2024 @ 10:20pm 
The gear upgrades that you pay for at the blacksmith are your straightforward upgrades. Trinkets are for tweaking builds to suit your playstyle and/or to adjust for specific dungeons and enemies.

The penalties aren't a new idea, gear in RPGs has had various drawbacks attached since the days of the old pen and paper RPGs. But in any case, there are mods that just remove all the penalties if that's your preference.