Darkest Dungeon®

Darkest Dungeon®

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Cho's Garden Guardian Rework
   
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General: Monsters
File Size
Posted
Updated
734.215 KB
6 Nov, 2020 @ 6:01pm
13 Dec, 2020 @ 5:25pm
6 Change Notes ( view )
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Cho's Garden Guardian Rework

In 1 collection by Chogex
Cho's Mods
14 items
Description
Short Description
Garden Guardian has always been one of the most boring fights in the game, despite having some of the best visuals. My aim has been to reduce the feeling of grind in the fight by allowing the player to deal more damage, while creating more opportunities for interesting decision making.




Details

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All of the Garden Guardian's parts have shared HP (like Flesh).
Shield takes little damage, Head is weak to direct damage and Arm is weak to DoT damage.

Most of the Garden Guardian's skills have had their damage, crit and acc lowered to account for the changes listed below.

* Head has 2 actions per round and will lose it's actions when hit. Every third action it takes will be Annihilating Glare, otherwise it will use Hatred Beyond Time, which buffs for half of what it used to.

* Shield acts the same way it did before, but it will now lose damage reduction and gain Bleed damage with each attack it makes.

* Arm has 2 actions per round. It uses a new skill, Nourish The Grounds every 4th turn, which heals HP for each Bleeding hero it hits. Otherwise it will use Feed The Soil, which now deals Horror instead of Stress. Horror damage is increased on Bleeding heroes.

Compatibility
Not compatible with Virulent Overhaul.

Compatible with Courtyard+ (place this mod ABOVE).

Feedback?
I am but one man. Your feedback can help me improve this mod, especially in the balance department. Good luck and come yell at me if you don't like it.

Credits
Concept by Chogex
Coding by Chogex
6 Comments
Thanos Kirby 4 Jan, 2021 @ 7:21am 
tried this out with different comps, im really glad that i dont need to bring shieldbreaker every time because in vanilla it gets boring very fast. my complaint is that the fight is a little bit easy for the late game its placed. if your guard breaker gets stunned or goes last and you fail to hit the body you dont get really punished, unless it happens often. also any attack that can hit both positions 1-2 bypasses the shield's guard and thus allows to always hit the body. two lepers can easily dispatch this boss, while doing this to the old ver. would break the shield and make things much harder. i suggest raising the body's threat, to make the fight more punishing. players need to approach the guardian like its the champion 16 pounder. one mistake and its a party nuke. great mod overall, keep it up!
Scroba 8 Nov, 2020 @ 11:03pm 
@Hooby2020 the old one is stupid easy to beat, get 1 vestal and 3 shieldbreakers and focus down the arm and then the head. simple as that
Hooby2024 7 Nov, 2020 @ 12:36pm 
Woah, i must be high cause this looks just as painful as the old one
Chogex  [author] 7 Nov, 2020 @ 12:32pm 
Yes, it's safe to install mid campaign.

And no need to worry about load order with courtyard+. This mod won't affect the apprentice/veteran Guardians though, only the Champion version.
Lukem 7 Nov, 2020 @ 11:43am 
Love your Boss rework mods! Cant wait to test this out. Especially with courtyard+ compatibility.
Do I have to place this mode above?
Cerebralcloud92 7 Nov, 2020 @ 11:00am 
One question: Is this safe to install mid-campaign?