How do I get good?
I thought I had a strong enough team so I went to fight the first boss and it has an AoE attack that does 20 points of damage and I just instantly lose since I can't combat that.
This game is so fucking stressful.
bumping this as I did the same thing.
Assuming it's the Swine Prince?
What level are you meant to take on bosses?
Can you grind lvl1 short quests forever? I'm guessing shit gets harder as time progresses?
Is there really any reason not to stock up on Vestals?
my best character got to level 3 and wouldn't even fight the boss, he says the mission is too weak for him
so I have a reason to believe its supposed to be done with level 2s
Anymone else feel like they can't lose a run with Abom?
I just Slap the best damage items i have on him, take psych up and transform for that ebin 74%procent dmg buff and reck shit on the front row.
If i put a BH and a HM with marks in with him im pretty much god.
> doing pig prince first
> going to warrens at all
Well, there's your mistake. Don't go to warrens, ever.
I don't know, but i can tell you what my least favorite one is
the fucking Brigand Pounder
>can't bleed it
>can't blight it
>can't damge it
>oneshots our party if your luck runs out and miss the backrow guy
I have lost so many good men to that thing
That's the hardest boss besides the cannon (before you understand how the cannon fight works). That dungeon is also the hardest dungeon just because of all the blight resistance and diseases. My recommendation is avoid the warrens until you have to, bring the highest level adventurers to a given quest there so it's quick and easy (bring level 2s to a level 1 quest, level 4s to a 3 quest, etc). Spend most of your time in the ruins and the weald.
First boss as in the Apprentice Necromancer?
Dude what are you doing, he can easily be beaten with level 1 party of the first four dudes you get. Crusader, Highwayman, Plague doctor and vessel.
Or did you mean the higher level stuff?
Once you kill wilbur, the boss rips your asshole open. So what you do is you bleed the whit out of the prince until hell die next turn from bleed, then you blow wilbur the fuck away. You can almost see the tears in the prince's eyes as he watches his best friend die and realizes that he can't get revenge because he will die at the beginning of his next turn.
Basically Wilbur marks targets for the boss to that 20 or so damage attack. If he does the boss will obliterate your whole squad.
Just kill the price then kill the defenseless Wilbur
This game gets compared to Dark Souls alot.
The similarity is that both devs are addicted to 'hard' and get a sadistic 'hard-on' when players suffer from difficulty.
The difference is that while Dark Souls can be surpassed by developing skill, Darkest Dungeon is heavily reliant on RNG. You can be the most skillful player and still get fucked if RNGesus decides it has a bad day because half the game is hoping that good shit happens.
>go up against the 18 pounder
>Man @ Arms, Highwayman, bounty hunter, Occultist
>MAA bolster, bolster, bolster
>resolve is tested
>motherfucker turns STALWART
>Dodging most attacks left and right
>defeat the cannon
>brigadier brings MAA to deaths door
>kill his ass, all thats left is the fucker that lights the cannon
>his move he pokes the MAA with hotshot
>mfw trying to hold back the tears as my highwayman point blank shots that little shit straight to hell
RIP Curtis. RIP.
>Letting any MAA die
You fucking monster. He's been through so much.
I named mine after my pops so if he dies I'm restarting my save.
Always bring some kind of healing. A dedicated healer like vestal with her stun ability is almost always a good choice. Occultist is good as well, but can be inconsistent at the benefit of being able to mark targets and mitigate incoming damage with hexes.
Don't go on veteran/champion missions until your team has upgraded their equipment to the new blacksmith/guild tiers. Grind out a few lower missions first. They really need to extra stats that they get to keep up.
Camp skills are important, with the MaA and Crusader having some of the best (from what I've seen.
Look at all of a party's skills before going into a dungeon and try to have them able to attack from 2-3 positions in case shit hits the fan after camping.
What specific problems were you guys having anyway?
Here anon. It is a bit outdated af. But it should help you to get some idea for your team.
What is the hardest boss and why is it this bitch.
>very rare man-at-arms trinket that gives buffs if in 4th position
>man-at-arms only has 3 skills that can be used in 4th position
>none of them do damage
I'm getting my ass kicked just with this first "complete 100 percent room battles". I managed to make it all the way to a treasure chest just by virtue of my jester reducing stress to stay JUST under 100 and using abomination to just rip and tear but now the jester is on deaths door and I've got the entire other half of the rooms. I know it will stress them the fuck out but if I retreat do I still keep my loot?
you keep what you picked up but you don't get any quest rewards obv
just be careful that you'll have enough gold to run another mission. If you're desperate for gold and you have any trinkets you can sell them for a decent amount
This game is basically real life simulator, no matter how good you think you are, you may end in the fucking cauldron.
Vestals kind of suck compared to the Occultist. His heal while unreliable, tends to heal about double what she does. Plus he marks, he debuffs, he has high crit chance and dodge, as well as having a pull. Compared to the Vestal, who only heals sub par and struggles to hit anything with 20+ dodge, she is way out classed. Not useless, but still not great.
He's an army vet and keeps tellin me stories. I named all my characters barring reynauld and dismas after people I know. Gives me somethin to be concerned about instead of seein em as disposable.
one other question on the topic of selling trinkets that another anon mentioned. Is there a good way of telling the useless ones from the good ones other than just playing the game and knowing what stats are valuable? It's kind of a silly question but I don't know if I can even get worthwhile trinkets this early on.
> Deaths door
> use Wyrd reconstruction
> 0 heal, still on death's door
> guy on death's door now has a potential bleed
Great healer you got there m8. He can't even heal multiple targets which is pretty damn essential in some fights.
Vestal with chirurgeon charm and elite scroll will heal I believe 6hp at minimum with a 4-5 party heal.
> struggles to hit anything with 20+ dodge
I don't even know why you're bringing up offensive capabilities on a healer class, but the occultist has pretty shit aim as well.
Git fucking gud
Prioritize speed and damage above all since things like debuff resistance and health increase can be taken care of by supply items. Keep one stun increase and one bleed increase to throw on dedicated party members. Early on you'll do well to keep the class specific trinkets because they're usually there to steer your character to a specific build but once you know what you want your party to do, most of the class specific trinkets can be sold
gotcha, also if it says +percent stress damage I'm assuming that means the persson I equip it to will take more stress damage? I have a "very rare" trinket that does that and I can't help but think "is this worth +2 speed and +15% damage" but I don't really konw
OFFICIAL TIER LIST
EVERYONE EXCEPT JESTER
>COMPLETELY USELESS IDIOT TIER
FUCK THIS DIET HOUNDMASTER FUCKFACE
>INB4 MUH CAMPING ABILITIES
NO BRING A GRAVEROBBER INSTEAD
>INB4 MUH SHUFFLING
> Beat every first tier boss with 0 deaths
> Takes a ridiculous amount of gold/heirlooms to upgrade them further
> literally none of my guys can enter the lowest tier dungeons to get more loot and they're not equipped properly to handle veteran dungeons
> forced to hire 4 raw recruits, run a few dungeons, then dismiss their ass 3-4 missions later
Fucking hell what a shitty game mechanic.
>party member gets BTFO and gets 100 stress 3 rooms into a long dungeon
That sounds like the berserk charm, it's one of the best trinkets in the game. The increase in stress can usually be mitigated since you hit faster and harder, just don't expect to get virtues ever again (Not like it's was very likely to begin with)
So you're proud to have the RNG on your side?
Okay m8. Let's see how lang that lasts.
Seriously I've rolled six or so 0-2 heals in a row. Those shitty heals forced me to retreat from the battle and eventually from the dungeon.
Occultists a shit
thanks, also I know I'm throwing out endless questions but if you can bear with me for one more here, are all of one type parties like doing 4 fighters etc in ff1 valid? I wanted to get 4 crusaders together and try a run at some point.
So when tons of my guys have 50+ stress, what's stopping me from entering a long dungeon, just camping 2 times with 4 food and using all the anti stress skills?
Pretty sure that's a fuckton cheaper than the tavern/chapel.
1) Open DarkestDungeon\campaign\quest\quest.json with notepad
2) Find "restriction" line at very bottom
3) Under "resolve_level_threshold_table" there are numbers 2 2 2 4 4 99 99
4) Change 2 and 4 into any number (hero level) that suits you
5) Congratulations! You can use your A team for whatever mission there is.
Go to DarkestDungeon > Quest > open quest.json in notepad
scroll all the way down to this: (not sure how it'll paste)
"comment": "This table restricts what level heroes can go on what level quest. ROWS are DIFFICULTY, COLs are QUEST LENGTH",
Chance all those 2, 3, 4, 5, to 99. Save. Exit. You're done.
Specifically 4 crusaders party works on paper, they have hp heal, stress heal, front row damage, back row damage, shuffle.
I've tried parties with no healers, it works, but you will probably need to bring maxed out food every time
Why heal at all when the enemy is dead? Best way not to risk shit heals is to not have any heals to begin with. Having an enemy alive is an even riskier rng play, and he is way more effective at killing and setting up kills than the Vestal ever was.
Because of this, I have filler turns to chance heals, while a stunned enemy gets killed by another unit or just bleeds out. Plus, there's food for minimal heals, which became far more common to get mid quest to balance the limitation of the provisions.
>go to bed with 2 party members at ~20 stress, 2 with none
>finish fight with all party members 50+ stress, one at 96
at least that one already had their resolve tested but fuck man
> finish the necromancer with about ~50 stress on everyone
> still have campfire kit left
> use it all on stress heal skills and one to reduce chance of ambush
> still get ambushed
> crit, crit, stun, crit, crit, crit
> forced to retreat
> mfw having to pay 6k gold to fix all their stress
It makes the game more fun, but I'd suggest you don't go nuts with really high level guys on low level dungeons. I like to bring one high level, maybe two, and weaker guys. Feels more fun.
>mfw cheating bitches will have to play by the rules
Hey guys wanna play a game?
>go to review section for DD
>finde the saltiest review you can
I finde it funny that almost all of the thumbs down reviews are form people with less then 30 hours
> killed all first tier bosses except one in the cove
> pimped A and B team
> 0 guys in the graveyard
Sure is a hard game.
I'm getting kinda bored now grinding for gold and heirlooms to improve stuff though.
Do dark runs if you want it to be harder and get more money. But yeah, Heirlooms are a bit too annoying to get. I think they should lower the amount you need for each upgrade by at least 20%
I already do dark runs. Not for the loot, but because I happened to find a lot of moon rings and other low light items.
I wish the inventory was bigger. I often have to discard loot or start cherry picking whichever is worth the most.
well I finally cleared my first quest by the skin of my fucking abomination teeth. when he hit 100 stress this nigga stepped the fuck up and started healing himself more. I think I'm hooked now
Keep going. You'll change your tune.
I already tried veteran dungeons and yes they can be brutal, but my heroes aren't upgraded fully yet.
It's hard to want to keep going when it feels like an eternity before I have enough heirlooms to upgrade my blacksmith.
Makes me wish there was an item or something that gave more inventory slots. Maybe the merchant class will be a piece of shit for fighting, but gives you more inventory slots for maximum greed
> all this salt in the steam reviews
Jesus christ I know the RNG can be brutal but you have to be pretty damn shit at this game to only play 10 hours and already give up.
The first dungeons and bosses are easy as shit.
>This salty fuck wants a difficulty slider
Holy shit some people
I wish this game had better tooltips and explanation of game mechanics in general.
Like for example, dodge and accuracy: are those an arbitrary value or a percentage? What's the basic chance to scout rooms/hallways, the chance to surprise enemies or be ambushed? What do the individual afflictions do? What the fuck do some of these quirks actually do?
>Do well with first 2 missions
>Original team is too stressed out for anything more
>B-Team barely has synergy, no healer because vestals are faggots about Aboms
>They all die or resolve is tested
>Delete save and restart
This is the second time, am I doing something wrong or do I just suck? It'd be nice if I got a crusader or highwayman, but no, just more jesters and plague doctors.
>How do I get good?
By just ignoring stress, it's a placebo mechanic that doesn't do anything other than give your meatbags another trait (which actually might be good). The only really annoying thing with playing with full stress is that your characters never shut the fuck up.
>just more jesters
> send jester and 3 stressed as fuck plebs to an easy dungeon
> drag out fights and spam the stress heals
And plague doctors are pretty damn awesome for bossfights where you can only hit the back row. Those plague grenades are fucking nasty.
I've noticed a lot of the "obsessed with X" quirks means that the hero will force an interact with certain curios, meaning you can't use any items on it.
Some are a lot worse than others, the obsessed with money one just means they'll hit packs and crates, which don't have any downside.
>tfw I have a vestal obsessed with sainthood
>who's also a nymphomaniac
Almost all of that is explained within minutes. The only exception is scout chance and afflictions, which afflictions are self explanatory.
Scouting is base 20% I think, and gets stacked with each quirk, trinket , and character, so a whole crew with ruins explorer is practically guaranteed to map a whole area if sent there, and in turn never be surprised.
And how would you use them?
They do okay stun and blight, and battlefield medicine works well with the occultist, but other heros can take out the back line more effectively with just plain damage.
Alright then tell me, is accuracy and dodge on the stat sheets a percentage boost? If it is why doesn't it indicate it's a percentage, when it does for things like crit chance? And if it's not, how valuable is one point of acc or dodge because with all this RNG I honestly can't tell for sure.
Afflictions are not self explanatory either. I mean, some barely seem to do anything, some seem to skip turns a lot more than others, some will also cause the hero to automatically activate curios, etc.
It would be nice to know which afflictions do what without having to pull up a damn wiki.
>but other heroes can take out the back line more effectively with just plain damage.
Except they can't. Unless you're counting using literally the entire party to attack the back row instead of just one PD
> stun entire back line
> plague entire back line for 4pts of damage at rank 1
>"they do okay"
Nigga they wipe out the entire back row guaranteed in 2 turns and they have high speed so they almost ALWAYS get to act first.
>Mortality clarified in a single strike!
Why is the cove such a piece of shit? I mean the basic enemies seem much tougher than the other dungeons.
> seaward slash for ~8 dmg on the front row
> spear fishing for ~5 from the back row
> still 14 hp
> they often come in packs of 4
And that's just the basic cannonfodder. Then there's all these other faggots with stress wave on steroids and whatnot.
I haven't played this game in nearly a year (played about 20 hours of it when it first came into early access).
How much has changed? Should I jump in now or wait until the "final" 1.0 patch on the 19th?
ok at least I know where they go, but that's still kind of retarded. I get the game likes to throw difficulty at you, but nigga the torches aren't going to go bad just let me take those back out with me.
>Fan the flames
>Mould the metal
>We are raising an ARMY
Accuracy is told on the attack sheet. You take that number, minus the enemy dodge, and that's your chance to hit with 90% the maximum. Example: Smite 100 accuracy, minus occult witch with 30 dodge, equals out to 70%. So basically, every point is a percent with certain limits on them to make sure no ones untouchable while making sure everything isn't a guarantee hit.
Afflictions are usually self explanatory cause of what they're called. Paranoia means they don't trust anyone, making them nearly impossible to heal and they won't switch with anyone willingly, which makes it easily one of the worst to get. Fearful is probably the best, it gives a dodge and speed bonus, but your unit is likely going to pass and move all the way to the back. If you right click on a unit when they're afflicted, you can see what they have and a brief description when hovered on it, and you can see what brings what up and down by hovering on the stat chart.
We're living in the age of casuals my friend
>Except they can't. Unless you're counting using literally the entire party to attack the back row instead of just one PD
Except they can. Hellion erases pos4 and if she doesnt do all the HP in damage someone with AoE can take out the remaining if there's a sliver left. PD is only useful vs high prot enemies.
Going in to reduce costs is actually very useful if you can spare it. I wouldn't worry about the campfire stuff for awhile though, since the upgrades there are all stuff from ruins and they cost a shit pot ton.
>early into the dungeon
>long fight but managed to keep everyone's hp up with almost no stress
>4 lowly spiders
>WELCOME TO BLIGHTVILLE
>LOLDEATHBLOW TO VESTAL
>finish battle with group almost dead
Sure is fun to roll the dice.
let me guess you take arbalest or anyone else with a self heal and tell yourself it's just RNG holding you back form completing veteran runs
Just cause that's the max, doesn't make accuracy boosts bad. There are some enemies with 40 dodge near the end game that even with stacked accuracy trinkets are nearly impossible to hit.
Thank you, here is a funny story in return
> sonorous prophet
> 4 saders with holy lance
Whelp. That was fun.
>implying I don't make vet my personal sissy cumdump
>implying that self heal heroes or arby is bad
>says i meme
>thinks arb is good
>tries to prove it by posting a video of pre nerf HM
Yea we all know a party of 4 HM could shred bosses and still can
But then again that class is also good
>no-depth phone app-tier RNG fest
>calls others casuals for not liking it
>try my first boss dungeon
>everyone clean except for my healer with 50 stress
>iron swan a nigger
>tempt on healer
>pushback on hellion
>tempt on healer again
So far I have seen 1 vestal, 0 plague doctors, and 0 occultists in the wagon.
>mfw this whole story
"I'm very concerned that he said 'mildly.'"
I'm glad you think so.
That feel when you embark and realize you forgot to equip trinkets
This happens to me more often than I care to admit
I wouldn't call her artillery. She's a pure support, with +torch up and stuns to weave in as needed when there's no immediate need to heal. Like she can stun targets that dont have a high resistance (her stun is only 100%) and give torch, or she can remove dodge and lightly nuke.
>forget trinkets and/or preps because i mashed
>alt-f4 during loading screen
>back at hamlet
I fucking hate the hag, normally my team is front heavy with Crusaders, Lepers, and Vestals, against the hag, they don't hardly do shit.
She's easy if you've got the right team comp to use against her, but if you don't have ranged attacks there's no way to bring her down before she murders you. I remember killing her in three turns with an arbalest/hound/hound combo though, got real lucky because she threw my vestal in the pot first so the rest of the team just ate her lunch.
I got like 15hours in before it started to feel like a mobile/micro transaction game.
Mechanics are fun and addicting, but they set you up to lose and repeat stuff with throw away characters. I felt no connection to my men so I started to get bored.
Was a fun time waster and I might play again when the game is all done. I think a deadline like 100 weeks or w/e to complete everything would make it more interesting.
Plus, EMBOLDENING VAPORS!
>And now, the true test. Hold fast, or expire...
I think my favourite thing about this game is how hard it triggers /v/'s "RNG means player agency and strategy cannot exist" autism. It manages to do it even more than Hearthstone does somehow
Can someone shoop this to be a rare pepe collection?
Sometimes. Other times he uses his stress attack or life steal. Really you want him to spam his stress attack as much as possible so he's not running and healing, and he does almost no stress or damage that way.
>11 weeks in
>3 Skill upgrades
>2 Weapon upgrades
>3 Armor upgrades
>First Hag down
>Two main teams
>Crusader, HWM, PD, Vestal
>Crusader, BH, BH, Arbalest
How am I doing? Nobody's been killed so far, so that's good, right?
you're doing real good on armor and weapon upgrades but you might want stage coach
no i'm not suggesting you upgrade recruiting heavily for suicide squads but upping your camp size lets you get multiple teams online which you can mix and match
Sometimes you just forget to reequip them.
Also there's a button on the trinket menu which lets you unequip them all, so if you forgot you clicked it, you don't re-equip your stuff.
Doing fine m8, keep upgrading skills and armor/weapons, and the Hamlet.
>Nobody's been killed so far, so that's good, right?
Very good, but expect that to change sometime. It will hurt too.
>set heroes up with permanent trinket combinations
>accidentally hit unequip all
>no undo option
>always rolling Graverobber>Highway Man>Crusader>Lepper A team with throwaways
>hear about the Occultist/Bounty Hunter bromance
>flesh it out with a Houndmaster to prey off marks and an Abomination because they're cool
Found my new B-team. Now to build a third with either Hellion or Finale Jester. Also read about a 4 Graverobber shuffle team that plays only in total darkness.
Just listen to yourself.
You're talking about a game in a world where people spend 200 hours playing Monster Hunter before they become competent enough.
DD's learning curve is peanuts compared to most harder games.
I don't really care for Arbalest for the same reason I don't really care for lepers. Very limited in terms of where they can hit reliably, not as much utility as other classes. At least with the crusader, I have a tank that can heal and stress heal, with those two, if they get shuffled around, they're going to waste time getting in to position.
Compared to the flexible monster that is the Grave Robber, Highwayman, and Hound Master, she's just kind of disappointing. She's not even that tanky.
I get where people are coming from. it's a strawman to say that people's issue is that player agency or strategy can't exist, or isn't a factor - but you can't deny that RNG IS a factor in success. A string of good luck or a string of bad luck can dramatically change the outcome of a single dungeon crawl, and while it should all even out in the end, that does still mean that even the best players are going to get dunked on occasionally.
put her in a mark party and she lights shit up though, especially after her +crit, acc, & dmg for ranged camping skill. She also helps out with some not insignificant healing. Obviously wouldn't have her as the only healer because she can't even heal herself, but it's nice to have more than one character that can do some healing, if only to get someone off death's door.
>Very limited in terms of where they can hit reliably
If hitting 3 rows is unreliable to you you must hate Abom.
>Compared to the flexible monster that is the Grave Robber, Highwayman, and Hound Master, she's just kind of disappointing
She does comparable damage to all of them on short missions (save HM which she outdamages severely), outdamages them on medium+ and completely blows them away with a mark.
>Jester obtains curious and necromania quirks and I didn't notice
>Checks three graves in a row
>Gets syphilis, black plague, and red plague
Gonna need you to stop fucking the corpses if you want to stay on my squad, Scullard.
Original hag was a joke with 2 Hellions, you could crit kill her in 2 turns with just them if they didn't get potted.
Now you're probably better off houndmaster stacking. Honestly houndmasters are the best class period for boss fights.
Witch used to be the baddest around, but now she's nothing.
Compare her to the fucking Prophet and the 16 pounder. Once you build a team that counters her gimmick, it's straightforward. There's nothing you can do to counter the 80% prot and shittons of HP the cannon has.
Anyone else just completely stopped playing when they realised that you can't send high level dudes into lower dungeons ? I can get over the corpses thing, but this ? That's fucking bullshit right there.
No fun allowed.
It is annoying they couldn't even be bothered to put in a mechanic where you could pay some gold to bring a high level in. And have them abuse the lower levels because he thinks he is so much better. Wasted potential.
But you can just easily modify the file with the restrictions so you can take them. They still bitch but you can slot them like normal.
It's not a mechanic I completely disagree with, but it is a badly implemented one. If level thresholds are a thing, allow us to only level a character when we want.
There's plenty of situations where one guy ends up at level 2 and 99%, everyone else from his group ends at level 3, and you need to level an entirely new group of people just to get the one guy to a compatible level.
And shit like preparing one squad to take out a boss, but accidentally leveling a few of them to the next threshold, meaning they're worthless.
I don't mind the higher levels can't go into lower dungeons in theory, but in practice, my roster levels up too quickly and I have a hard time doing all the bosses without hiring new guys to level up for them. It's especially a problem at the level 3-4 range since it takes time to get new recruits to that level and it's easy to level them past the limit.
I wish lower level dungeons would scale up slightly for bringing higher level characters. Provide the option without making it a complete cakewalk.
Exactly, I didnt kill a single boss yet and now my two best characters are Lv3 and now completely useless to my efforts to try and beat the first tier bosses. What the fuck, it literally punishes you
It also doesn't make sense thematically either. You have them all shit scared about going into dungeons and what not. Begging not to go back. Then you offer them what should be akin to a cakewalk to them and suddenly they are all 'Naw man that is beneath me and would be too easy'.
There is just wasted potential in how it could be implemented and what could be done with it. But then again this is coming from devs that apparently didn't even see the value in setting up abilities whose range is relative to your position.
It will be good when the launch happens so that people can mod in and fix up a lot of the needless bullshit they have implemented. If they lock down the files people will be beyond pissed.
I hear prophet is incredibly easy when you bring an arbalest to counter him. She can clear his rocks fall ability every round so it does nothing. Never done it though so I can't confirm.
Fairly sure that doesn't work because it's a different kind of marked. Houndmaster is probably best for prophet due to guard+dodge buff and being able to hit the back reliably.
Houndmaster, Arbalest, Grave Robber and Hellion seems like the perfect mix.
Him. The priestesses. And that fucking Madman.
I like their concepts, but the sheer amount of Stress they can put out versus how much you can actually heal is fucking bullshit.
I added the Vestal having a 50% chance to remove a pittance of Stress when she heals someone for thematic reasons since they want me to put up with that crap. Thank fuck effects are easy as shit to add to this game.
Only way to git gud is to edit the game's files and remove as much RNG as you can. Some of it is hardcoded but you can fix the game up pretty nicely.
The game is even more fun without the random bullshit you can't control.
See this sort of stuff would be fun. But I don't think the way their coding works would allow it as it currently stands. I might check around the effects file later though to see if it is possible. I'd love for a mod to properly implement this sort of thing though. Especially with corresponding dialogue.
>Watch out, he's got booze!
>1/4th of the party cowers in fear, 1/4th starts salivating
>4/4ths of the enemies start WTFing
Plus all the other stuff like that you could do.
>You brought a fucking nymphomanic to fight the Siren. What did you expect to happen?
>focus on offence
>kill enemies quickly, one at a time
>prioritize stress dealing enemies
>finish off with a few heals when there's only one enemy left
I hate to use the term metagame but that is the most effectieve strategy
I just lost my favorite Occultist to a pack of fucking spiders. Marked his ass one turn and beat the fuck out of him on the next.
By the time his turn came, he was dead to the blight. RIP Dyel
What I like about this game
>Forces you to accept that losses are inevitable
>Every encounter is a threat, you're almost never truly safe
>Great look and sound
>Allows for fairly complex battle strategies
>Risk/Reward gambles are great
What I don't like
>Places arbitrary rules on you to keep the game difficult
>Legitimately unavoidable losses for absolutely no reason, which is more annoying than it is difficult. ("Dismas lost X when gambling", etc.)
>Can be very repetetive and grindy at times
I like it, but there're a lot of things I wish were different.
RNG is still good. But you can make the game much more balanced through edits. Especially little thematic stuff like starting provisions depending on class. Like a shovel if you bring a Grave Robber. Or healing giving a chance to remove some stress. Also just fixing up the bullshit stack limits, especially for things like Heirlooms. Fucking 3 Deeds to a stack my ass.
That is exactly what I do. And it works. But just the fact that they can apply like 15 Stress minimum with a basic attack, some of which can target the whole team, is just bullshit.
that's how I play the game. Every other way seems much less effective in comparison.
Some people play with heavy reliance on DoTs and dragging fights along, but that seems so counter intuitive to me.
Fucking wonderful. The game is slowly becoming a boring grind, and they are going to put more thought into making the achievements creative. Which of course translates to you needing to pray for RNG bullshit to get achievements.
Don't get me wrong I really do like this game but the devs just baffle me.
Left far, down one, right far, down one, left far, down one, right far
You'll have 3 rooms left after that
Or down far, right far, down far, left 4, up far, left far, down far, right far, up far, left 1
You'll repeat a few rooms and it'll probably take you longer
You can do that in an unbroken line without backtracking. Go left, down, right 1, down, right, up 1, left 2, up 1, right, up, left. Only miss 1 room and you will hit the 90% before finish.
You got lucky friend.
There you go, now enjoy your diseases.
>bringing heroes that overpower the dungeon
The point is to try and have a consistent challenge every run. Level restrictions are one of the only ways the devs do that. If you want to assemble a team of exactly the kinds of classes you want and beat on weaker mobs try the Disgaea series
it's still terribly implemented and leads to unnecessary amounts of grind. I'd rather remove those restrictions and have enough self control to not grind low level dungeons with lvl 6 heroes. I don't find it fun, but I don't find the clunkiness that comes with the level threshold system to be fun either.
Even with higher level heroes it is still not as easy as you think. Mobs can still stress your shit up just as easily. And still hit and do damage easily too given how the upgrades work. At best you are maybe getting some attacks in first, and killing them slightly quicker.
Most people are happy with there being a cost or risk involved with taking higher levels. Just not this arbitrary bullshit that doesn't make sense thematically.
Posting these little comics, there are only three of them right now, but every character will have one
1/3 the Abomination
Level 6 heroes will literally always go first and 1 shot enemies in lower level dungeons assuming you haven't been building like a retard.
And resolve level does give stress resistance.
2/3 the Highwayman (best one so far)
>saw this webm the other day
>laughed pretty hard
>literally the same thing happens to my favorite Plauge Doctor within the hour
3/3 the Man at Arms
That's the last one so far, I think the Leper will be the next one (I'm waiting for the Grave Robber one)
Swine King anon reporting back.
Easy expedition, lads.
that's the power of weakening curse.
>it's still terribly implemented
What's wrong with the way it's implemented?
>leads to unnecessary amounts of grind
I disagree. I don't considering it grinding if I'm playing classes/combos I'm not too familiar with so I find mix and matching new guys fun. Don't even suicide run, I just like having a bunch of decently leveled guys to try shit out with.
>Even with higher level heroes it is still not as easy as you think. Mobs can still stress your shit up just as easily. And still hit and do damage easily too given how the upgrades work. At best you are maybe getting some attacks in first, and killing them slightly quicker.
the difference between even a level 0 and level 3 hero is large.
A cultist brawler has 12 hp and a Hellion has a base damage of 6-12 so she has to get a max roll to 1 shot him meanwhile a level 3 has a range of 8-16 and that's before taking trinkets into account. Enemy health for frontliners is scaled so a single hero generally can't 1 shot them on their own without a crit or high roll or doing something special to augment their damage. This gets all fucked up when you bring in overleveled heroes
>What's wrong with the way it's implemented?
You have no control on your character's leveling, and the amount of experience you get is just inflated enough that you can't fight a boss with the same squad you used to open the way to that boss. Annoying as fuck.
If they want us to try out different party combinations, let their abilities make us want to do it instead of adding a bunch of arbitrary limitations and bizarre mechanics to force us.
>Hound master gets fear of beasts
So your most extreme example somehow makes the norm? Yes Level 6 would steamroll things in a Level 1 dungeon. But what about a Level 3? Not so much, and especially if it was limited with costs and risks involved. Personally I would be fine with not letting Level 6 heroes on very low level and short dungeons, but outright refusing to let more reasonably leveled heroes in on it is somewhat silly. Especially since they have created something of an artificial gap by only having level 1, 3 and 5+ dungeons when their code allows for more.
And having more resistance to stress becomes somewhat moot when you are always being forced to face enemies that are doing the same amount relative to your level. Resisting more doesn't matter if they do more to match.
Hence people would like the limited ability to take a/some higher levels on lower level dungeons with a cost and risk involved to do so. It would just add another facet to the game if done right.
>the difference between even a level 0 and level 3 hero is large.
Granted but you are also using somewhat extreme examples. Across the board this isn't the case. And mobs can and will still stress you up good, and can still punk your back row with decent damage. If bringing higher levels for a cost also meant a risk of running into some higher level enemies to balance would you agree that is partway towards an acceptable trade-off?
Most of us don't want to just be able to bring a bunch of high levels to just steam roll a short dungeon for giggles. We want a proper mechanic based around it to add another facet to the game. Like being able to consider taking a high level with some noobs to try and keep them alive longer, but you also need to factor in that it could backfire in your face.
Still not as bad as this one
>Soldier in the stage coach starts with both Slugger and Precise Striker
>It's an Arbalest
>playable class is called Arbalests
>skellingtons are called Arbalists
>seeing everyone but my GR get Fated / Eagle Eye / Unerring
For whatever reason when I first saw this game I thought it was going to be some sort of MOBA/multiplayer Roguelike where each player is a hero.
Can't tell if I'm relieved or disappointed.
>start new game
>get 2 bounty hunters at once
>Neither has mark for death and I can't change it yet
>first group after the PD/Vestal is nothing but Jesters
>Play v Siren
>Jester takes two turns, does solo twice and mises both times. All while talking shit
>Shit on the Siren
>Get Jester back
>"Sorry, I don't know what got into me"
>new Jester quirk
>dfw he wasnt under mind control and actually wanted to fuck the Siren. Wanted it enough to fight us
>AND NOW, THE TRUE TEST. HOLD FAST, OR EXPIRE
This line always makes me determined not to give up.
Is this pile of shit still in Early Access
Have they unlocked the other areas
Have they removed corpses yet.
>fighting the Prophet
>Hellion: "I...I see my end! Stabbed in the back by an ally!"
>later on, she's at death's door
>Occultist heals her
The bleed isn't too bad and it's DEFINITELY worth upgrading. If you really just do not want to deal with the bleed though, there's a rare trinket that reduces bleed chance by 40% so I'd try to get that whenever you see it.
THE OCCULTIST CAN CONTROL HIS HEALING AND BLEEDS
DO NOT TRUST HIS LIES
>have a bounty hunter with gambler
>also has bad gambler
he's one of my best men so I just let him blow money
>THE GROUND QUAKES
>"WE MOVE AS ONE, WE STRIKE AS ONE"
>>I like their concepts, but the sheer amount of Stress they can put out versus how much you can actually heal is fucking bullshit.
Use ranged attacks. They can't stress you if they're dead.
Can I mod it into a walking simulator where it's impossible to lose? That's what everyone seems to want.
>being so bad at the game that level 6 heroes aren't curbstomping the noob dungeons.
The heroes have pretty interesting backstories if you look at their affliction dialogue.
>Crusader had a waifu he ditched to live the DEUS VULT life.
>Grave Robber used to be nobility, probably lost her fortune
>Occultist is a professor at a university, made a pact with a demon
>Houndmaster has a hatred of politicians, probably became disgusted with some act of corruption that allowed a guilty man to walk free
>Arbalest is the daughter of a general, seems to be on a quest for personal glory. She has traveled widely, as she mentions having wanderlust and having been to "the desert kingdoms" which probably refers to the middle east.
>Hellion is also here for glory, but wants to prove herself to the elders of her tribe, possibly in order to gain some sort of prestige in the tribe or to prove herself to them
>Bounty Hunter seems very impersonal and professional. Is fond of gambling references, seems to be there solely for cash.
>Jester has both been a part of the circus, and royal courts. Just seems to be a nutball, but probably ran into his fair share of smothering uptightness when stuck in court
>Leper is very poetic, but his dialogue doesn't reveal much about his past
>PD also doesn't tell much about her past, although she's obviously an educated woman
>Vestal was raised in a nunnery from a young age, and had a very harsh and strict upbringing.
Plague Doctor is a loli and there's nothing that you can do about it.
She can heal herself, if she's not in the 4th position. 3rd is great for her.
Front: Crusader(Healing Flag and Holy Lance)
Second: Crusader (Healing Flag and Holy Lance)
Third: Arbalast (Battlefield Medicine and Blindfire)
Fourth: Jester (The AOE Buff + Lute Playing)
literally can't lose
RNG is definitely a factor but the key is skewing that RNG to your benefit. It's a lot more strategy and accepting the fact that your men are disposable than it is just numbers.
With the PD, probably came because there are plenty of poisons, toxins, chemicals, plagues, and so on to use as a foundation of research. Though, in the irrational insanity text, it could be she also had a history of experimenting on a lot of people, likely sick, and died horrible deaths, and just stuck them in crates. As such, is probably hounded by a guilty conscious of treating people with subpar medicine and wants to figure out how to create better medicines. The "self treatment" camping skill also probably hints to this, as she feels compelled to test highly experimental things on herself as proof it works.
With the leper, backstory seems to only hint that he has lived a long and hard life, and expresses much of his mostly defeatist feelings in the form of poetry. Clearly he is here for religious reasons, either to die and become purified through death or reach atonement with the gods by destroying the villainy in the area. So likely
>PD experimented on a lot of people, and their deaths are weighing heavily on her. She came to seek better understanding of disease.
>accepting the fact that your men are disposable
yeah, too bad you need to grind your ass off to replace those disposable men, especially later on.
They're hardly disposable at all considering the amount of time and money you need to pour into them.
>camping in the weald
>houndmaster says "This reminds me of that time in the Weald, except without the spiders."
>get ambushed by spiders in the night
Raise you mine.
Its sexy, spooky and embarrasing.
>Tfw your waifu is the squishiest character in the game
>Tfw hocum pokum is more effective than actual goddamn medicine
I like how cracked PD gets when she's stressed. Irrational suits her.
>"ONE MORE HIT"
>still has to kill all the skellingtons
Ok so it looks like there is some stuff coded in that they just aren't using. Decided to try adding a +Stress heal effect to the Houndmaster's Cry Havoc similar to how the Arbalest's Bandage works for HP healing. Despite there being no existing effect for that, changing the existing code to stress_heal_received_percent instead of hp_heal_received_percent actually works. That gives me some hope that we can actually make some fun mods later.
I wonder what bullshit we will need Urns for though. Since they are the 5th Heirloom item according to the files.
Good news for people who like the Origin comics.
>Any more origin comics?
>They had Abomination, Man at Arms and Highwayman. Are there gonna be any more?
>We got 2 lined up for next week :)
Not OP, but I get the intent of the mechanic but it just doesn't make sense thematically. And it doesn't really help for balance either. They should just limit how many high levels you can take on a lower level dungeon, or make it have costs and some risks associated with it. Thankfully the way it is currently setup it is easy to just remove the restriction.
Release Date got delayed to the 19th, Chris' Father-in-Law Passed away, samll team, yadda-yadda, stuff's delayed because chris is gone
I let my friend play Darkest Dungeon for about an hour before he had enough. Even though he failed horribly and got everyone killed, he still fucking loves the game because it reminds him so much of Call of Cthulu.
Remind yourself that
the Ancestor hired the Brigands to kill civilians.
He also sacrificed a girl crushin on him to fish monsters. And dumped satan pigs into the underground after creating them. And attempted to kill a man SEVERAL times just for talking shit.
The core concept of the game is really great. But they have some glaring balance issues that really sap your desire to really progress. But at least with how the game is setup it is very easy to mod, so we should see some interesting stuff from modders later on.
I'm not really sure what they will be expecting from the PS4 and Vita market though.
>And attempted to kill a man SEVERAL times just for talking shit.
Haters gon hate
Maybe instead of hard level caps, put down party total level caps. So a tier 1 dungeon would have up to 8 (4 level 2 characters normally), so you could have a party with a level 5, with three level 1 newbs with him.
I see a lot of hate on the Arbalest and Highwayman in these threads. What's wrong with them? Arbalest does pretty good damage with marks and has some versatility with knockback, heals, and mark/stress clearing. Highwayman does nice damage with nice crit and bleed, and clean guns is amazing.
man the ancestor was a huge dick
if I were the heir I'd just say "lol fuck that shit"
have my adventurers loot enough cash for a comfy retirement
then move somewhere far, far away
I like the arbalest for being a backrow damage dealer, but I generally find the highwayman and grave robber to be pretty much equal, with the GR being a bit more flexible for me.