It doesn’t allow you to cheese certain boss mechanics.It doesn’t muddy up every skill tooltip with a buff.It presents more options over the course of a longer fight, instead of leaving you with one or two “dead” skills until the end.It’s useful in more types of encounters.The current vanilla version is certainly is more of a true finale, but personally I’m partial to my design for a few reasons: Red Hook greatly improved the Finale build in Color of Madness patch by making it a one-time gigantic finisher, whereas my version encourages more of a rotation where you spent a turn or two setting up, Finale for a solid hit, and then start the rotation again. A big motivator for me when I decided to rework the vanilla heroes was to see if I could hit a sweet spot with Finale that fit the theme and was balanced. The pre-CoM state of Finale was considered quite weak, while the more powerful older versions didn’t really fit the theme of the skill. Finale is a controversial skill which has changed many times over the course of Darkest Dungeon’s life.
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