I was a Kickstarter backer for the game Darkest Dungeon, which I'm sure /tg/ knows all about. Long story short I have one week to create a character and have him or her added to the game as one of the heroes who will descend into the depths. I asked /vg/ but they don't give a fuck anymore, so you guys get to be the silver medal. Darkest Dungeon is pretty fuckin' close to being /tg/ related anyway, so that's why I'm letting you guys in on the process.
We will get to choose things such as class/gender, name, skills, mental illnesses, and so on. We'll use straw poll and do this diplomatically. I'll check each result every 24 hours and come back to make a new poll.
Remember, we only have one week, so if you want to be a part of this then you gotta VOTE. The first vote for class/gender is here: http://strawpoll.me/6461645/
Wait, so you get to make a character, as in not a custom class or enemy or anything, just a character (as in a preset name that will get changed anyway and some arbitrary stats that will get overridden with sanitarium and items)?
Not as exciting as I thought it would be, 6/10 got me excited for nothing.
What it boils down to is if you want to be able to say "hey, I helped design that poor faggot who just got axe-raped" or not.
Yes. The game does come out later this month... hence why the character needs to be PROCESSED by the 12th.
Plague Doctor the most popular with the early voters it seems. I wonder why.
I thought they already designed the kickstarter backer character?
Better tell devs to buff Grave Robber and Jester camp skills. They are shit. GR needs skills like "5-6 respite for +25% increase in loot drops with drawback of getting surprised more often". Jester needs "Sharpen his Sickle for +10% Crit" at least.
Big Boss, man at arms
>Every 24 hours
Nigga you a fool, also I haven't evun begun to play DD so sorry if I make bad choices optimization wise
Nigga, what you on? All we're doing is naming a character, selecting it's palate and choosing how insane it is. How's that any different from what's already there? Hell, it doesn't even have a custom sprite.
I suppose I should blame myself for not realizing the obvious fan-sway that Plague Doctor has as one of... what, four females in the cast?
I just put Bounty Hunter because he was my fave, utility-wise.
Do they all have a quick storyboard like that?
Its sorta slowed down to a crawl. Then again release is right around the corner and theyre missing features theyve promised like town events. The release patch is probably going to be huge.
Or a disappointment.
>reynauld is on deaths door!
Man I sure love darkest dungeon, tiny inpersistant dungeons free of difficult exploration, perks that don't matter so all I lose is gold when a hero dies and combat with as much depth as a glass of water so it's nice and easy for me, and lots of rng to trick me into thinking it's a hard game!
>plague doctor gets rid of them for free and i find your almost guaranteed to remove multiples at the sanitorium
Madmans just a new enemy type, i have no opinion of him other than hes just something to target first like any other stress inducer
prophet was totally doable a hard boss but then again i fucked up the fight so thats on me, despite that i still managed to beat him, i highly doubt his level 6 incarnation is suddenly impossible, i havent gotten to him on my new save, dont want to go through everything until release
madmans too squishy to be overpowered, just kill the man, hell didnt they nerf him?
>abom is 4/10
abom is literally the best front liner in the game
>like any other stress inducer
That's the point, he just a bunch. There's nothing interesting about him, he's annoying to deal with, and does nothing new.
>Abom best frontliner
yeah ok, just driving the rest of the party nuts, no biggie. Plus he stresses himself to death in transform form.
Prophet fight, the pews are pointless. If you take the time to kill them to get cash he rapes you to death with the insane damage of falling rubble and stuns.
I tried it a couple of times with a Crusader, Leper, Vestal, and Man At Arms. My plan was to have the MaA tank the damage with his prot stack and trinkets, while the Leper and Crusader chopped their way to him and healed htemselves as needed. Unfortunately, due tot he way the MaA works, if two targets are hit by falling rubble, he blocks one and the other takes a 40 damage smack to the face. Between crazy high damage, blights, and stuns, they just couldn't keep up. I've tried it about a dozen times with different trinket loadouts, different party members, etc. Nothing works. It's hard enough killing him, the pews are utterly pointless.
thirded, why does it have such a hold on me
Instead of trying to make a genderbent version of a character, try to make a original character.
Maybe a scientific guy who is the scientist gentleman adventurer to the Occultist's mystic and the Plague Doctor's medical scientist?
Bounty Hunter has the best synergy with Arbalest, Hound Master and Occultist in a team.
The Occultist uses the Vulnerability Hex, and everyone else uses their attacks that become more lethal against Marked Targets.
Its a decently strong party wide stress heal, like the jesters only not on the shitty jester.
Dodge tanks seem extremely unreliable, especially with how accurate monsters are in the level 6 dungeons. Hound master to me will always be a better support because his mark is the best mark in the game
Yeah. Man-At-Arms is actually not only tanky, but the buffs he has do the job.
So that's that. Gonna try it out.
Also they should buff up the Jester. Like give him ridiculously high speed.
You cant actually lose darkest dungeon though, youll always have an infinite supply of fresh meat off the cart to send to their dooms. Apparently NG+ will have a failstate though
>let's tank falling rocks
>let's waste turns chopping at benchs
>let's forget about Holy Lance or ranged skills
I actually used exactly the same composition on my first run when I didn't know how the fight works and expected to endure some damage and heal tough guys
> If you take the time to kill them to get cash he rapes you to death with the insane damage of falling rubble and stuns.
..... then don't attack the pews?
>while the Leper and Crusader chopped their way to him and healed themselves as needed
First.... why the fuck are you bringing a Leper to a Boss that sits in the fucking backrow.
Second..... you do realize Crusader's best attack hits the backrow right? (Holy Lance)
Third, I ran a somewhat similar party (Except you know, I had Highwayman with Unholy Ring instead of Leper because I wanted to still deliver decent damage consistently) and it's pretty easy to tank damage. Just use both the Crusader's and MaA's Protect Buffs and have them shuffle to wherever those rocks are falling to. It wasn't even that hard to get mixed up since I had my MaA at the back to buff the party so things didn't get lost and I had both the Highwayman's move skill so I didn't even have to waste a turn not attacking the Prophet.
Anon you misunderstand.
I'm accusing it of being an incredibly simple and easy game with an added layer of artificial difficulty to trick people into thinking it's hard, all coated in a very nice atmosphere so that it takes people longer to notice the actual game beneath it is shit tier.
>why the fuck are you bringing a Leper to a Boss
Actually why bring a Leper to a Boss fight at all? He isn't great against any of them, kinda good versus pig bosses but those aren't too hard.
What? Did you misquote or something? Youre continuing to not make sense from my perspective
The game is tedious, not actually hard. It's grindy and boring, and the "difficulty" is about resource dwindling, not actually about encounters that will quickly fuck you up if you make mistakes or similar. And after you learn what works, it turns even more repetive as you simply repeat that over and over again, since this is what the game promotes. Endless grindy fun-vampiric bullshit.
I've never finished the content Darkest Dungeon has, because I get bored way before. There's no actual challenge to it, just tedium. The game ain't hard, it's just stingy with resources, and every new change by the devs simply promotes more tedious, boring gameplay.
But it's flawed as a resource management game, as well. I don't need to make any hard decisions about where to spend my resources or stuff like that. I don't feel there's actual pressure on me when I play. It's a simplistic game with a very tedious playstyle.
>The game's not hard, it's just about tedious resource management, anon
>Well maybe you just don't like resource management
>But the resource management part is flawed and sucks as well, and doesn't promote the kind of hard and punishing gameplay the game says it does
>Herp derp it's just not for you
Good argument there, buddy.
No exploration, dungeons are 4 flavors of tiny on rails experiences you enter with near omniscient knowledge, rather than 4 dungeons you explore on your own accord.
All attempts at emergent characterisation fail. Characters have no personality, one of the primary advertised goals during early development.
Light stress and quirks are all poorly realized mechanics.
Light could be intresting if it was something other than a mild rng influencer and was say an obstruction to exploration, but exploration dosent exist.
Stress is just a second health bar.
Quirks are all insignificant and reprogrammable.
Combat is incredibly shallow, the skill cap of which is "learn the target priority of the small number of guys per dungeon" and "make a mildly balanced team comp" all of which is pretty self evident.
Character advancment is completely linear and near exclusively gold based.
Missions are limited to "walk around this near linear track until you kill everything of visit all but two of the rooms." "look for the dead end and make a beeline for it because the boss is there" or if your lucky "visit 3 specific rooms"
Enviormental interaction is "randomly lose or gain stress, get bled or blighted, roll on the entire quirk table or pointless things or get gold" the shamblers alter is a step in the right direction though, I'll give it that.
All difficulty is artificial.
It's a really good looking smd sounding piece of garbage
The way I see it, you can absolutely grind your brains out in Darkest Dungeon to play in the safest way possible, but that alone isn't really indicative of anything because you can do that with a ton of RPGs, but you won't end up doing it with all of them.
In a very punishing game, you'll obviously want to play more safe, so I can definitely see why people grind like mad in Darkest Dungeon. But to me personally it's balanced out by possibilities to play it greedy at virtually any corner. Just ooone more room battle until the quest is done. Hey I'm not doing so bad, maybe there's something good in this container. Maybe I don't need to buy a second shovel, it'll be fine. Maybe I'll clear whatever's left of the dungeon with low torchlight for extra gear. Hmm my dude is on Death's Door, but I'm sooo close to wiping that last enemy party...
Stuff like that. I can see how long-term players may get burnt so often they'll avoid any risk period, but for me personally Darkest Dungeon has plenty of lures to prevent me from using the Dominant Strategies. Tho, considering how often I hear grind complaints, they should probably put in more possibilities to play greedy, or maybe they should take a note from The Swindle and put you on a timer. Doesn't need to be a strict one, it'll still have a psychological effect just by existing.
Playing risky is exactly as grindy as playing safe anon. You just lose your gold and time Invested in your guys instesd of the gold you would have earned completing the mission. The game isn't punishing. Punishing means you make mistakes and you get raped. In DD you are just get periodically raped.
Resources are hardly something that needs managing. Gold is abundant and food is basically free. Its just a "run dungeons and get experience, immediately upgrade everything at the blacksmith and guild because you have so much gold, periodically lose a dude and repeat.
Anon the issue is that making the best of miserable situations is supposed to be a series of challanging decisions. In darkest dungeon "a misblerable situation" is getting your party killed by unlucky crits. The way you make the best of that is by...sending out another party and hoping that dosent occur again.
See sunless sea for a game that pulls this off correctly.
Not the anon you replied to but
I bought DD and SS during the wintersales
I refunded SS because it was after about 12 hours in of doing the same thing just trying to make money, I did a few of the events and thought the combat was fun but it just got so tedious.
I am having fun with DD though.
It is not flawed just doesn't live up to its reputation. Once your get past the starting difficulty and explored most things a quiet tediousness sets in. The game rarely deviates from the basic formula.
Also people claim that DD is VERY HARD and VERY PUNISHING but it is not, once you start know what you are doing it just gets randomly punishing.
The start is hard I give it that but only because your options are extremely limited but it quickly looses the starting steam.