What good party combinations would you guys offer to me? A just lost a couple of good men and I need to train up some replacements.
Arbalest Occultist Houndmaster Hellion
Just started playing the other day, only thing i've noticed as far as strats go is give plus % healing items to vestrals and just spam fucking AOE heal for 4-8 across the whole party.
My first 6 was a Vestrel with two +33% items with a +Critical quirk who just shat out double digit healing on my whole team every turn.
Need to test out on Occultist.
Wish me luck.
Are collector heads unique, or can you get more than one of the same trinket head (like two Dismas heads.)
Going ok so far, a life steal critted my occultist and put him on death's door, but he recovered. Just gotta mop up the remaining heads.
ok lorefags, explain what the fuck is going on in this comic?
Dude's trying to bring a wounded bro back to their side, but they're clearly overun. Unit then eats a cannon shot, and he wakes later to find himself alone among the dead with his bloodstained banner
I just started up this game, went through the first dungeon quest after the tutorial, then committed 3 of my party members to the bar/chapel. Now I don't have enough people to go questing (even though I recruited 2 more adventurers) and revoking the bar/chapel is going to waste my money.
Why can't I just pass time without adventuring? Fug
I wish I got a head, but this is cool too.
Every DD thread:
>Did you wish Darkest Dungeon was more of a walking simulator? Try out this mod that makes everything easier!
>Plague Waifu fetishism
>Vestal Vs. Occultist debates
>Your favorite hero is shit!
>N-n-no s/he isn't! Take it back!
>Is this out of early access yet?
>WOOOOOOOW how was I supposed to know giving a torch to the spooky alter was a bad idea?
Anything I'm forgetting?
Survivor's guilt. In one of his affliction dialogues, he apologizes to his fallen comrades, saying he was just following orders. Maybe if he retreated, or did something else, his soldiers could have survived. In some hidden dialogue, he spends his time at the camp analyzing his earlier battles, wondering how he could have performed better.
>first dungeon after tutrial
>3 people in tavern/abbey
>stagecoach gives 4 new guys you can bring out
>don't have to take people out of tavern/abbey and waste money
The stagecoach doesn't give you the extra people when you upgrade. It checks the new number after the next quest.
So again, it literally did not affect anything.
Furthermore you seem to be deluded how many starting busts/paintings/etc. the game starts you off with, and how many you can get between the tutorial and the first quest
You're absolutely retarded
The first thing you should do after the tutorial is upgrade the stagecoach for more people per week. This is obvious even if it's your first time playing - more recruits is always a good thing. Right after the tutorial nothing else would even benefit you
You start out with enough heirlooms for one upgrade. Most of the time you get more deeds in the tutorial and can upgrade it twice.
Even if you don't, upgrading it once gives you 3 people after your first dungeon, and in your situation, those 3 plus the one you didn't put in the tavern/abbey would make your four-person party.
You are retarded
Is the collector supposed to be a cakewalk? First time i met him i killed him before he got to act. I've never fought him on champion yet, but every other iteration seems way to easy compared to the shambler. Maybe it's because I keep surprising him.
Seems pretty good. You got plenty to attack the backrows with, the MaA lets you do extra holy lances, and while the MaA shield bashes, he can help knock melee enemies to the back lines.
I think it depends on your party and the heads he summons. I wish he could summon a bigger variety of heads, so it'd be harder to prepare for him.
Shamblers always wreck my shit, so I try to avoid running into him.
>first collector fight
>summons 1 of each head
>Collected MaA casts Guard
>Collected Vestal spams heal
Reminder to not listen to these "meme" posters that play vestals, they seek to only make your gameplay utter shit by distracting you from the REAL healer, actions in said picture NEVER happen and is mere propaganda they find to devoid you from a fun run.
>Right after the tutorial nothing else would even benefit you
Good. How about the game tell me that I can't go out <4 people? You know, something that would go into a tutorial?
Stop trying to defend this shitty aspect. You're really sounding like a fanboy with blinders on
Unless you seriously think that players should be psychic.
No, players should have common sense. You literally have no reason not to upgrade it. The game even prevents you from clicking on other town structures so you don't upgrade something else.
So you either choose more recruits per week (smart), upgrade your max roster size when you only have 4 people (dumb), or nothing at all (retarded).
Here's an example. Skip to 14 mins
Shit commentator but it proves my point
>get bamboozled by the collector in my first dungeon
>everyone is bananas, so I need a new group
>leper with good skills
>arbalest with no heal
>MAA with no stun
>grave robber with poison darts, toxin trickery, lunge and flashing daggers, the worst fucking setup for GR
>grave robber is compulsive and gets creeping cough 2 tiles into the dungeon
And I got through without any death's door. Not sure how the fuck.
Man that is actually a decent explanation/justification of corpses.
>Hit it again!
>But its dead!
>It was undead to start with how do we know it isn't just pretending!?
>Wait you mean the undead pretending to play dead? How.. what would you call that?
>Yeah he has a point. Does that still count as undead?
>I don't know just hit it again! We'll argue semantics later!
The skeletons are confused.
> 20+ healing in a single turn.
> Chance at healing 0 and making your ally bleed.
Kek. Having an Occultist in Position 3 ain't that bad because of Artillery and random offhealing, but taking him as a lone, primary healer (something you can easily do with Vestals) is at best risky and at worst suicide.
what do you mean, keep the virtue? You mean after the quest ends?
I don't recommend him all the time, but he's perfect on two cases: Extremely offensively oriented teams, high SPD and DMG with a Hellion, Abomination, BH, the usual. I've played a lot like this, it works well.
It also works well on a party where every single party member has a tiny/self heal of some kind. Crusader, Abom, Hellion, etc.
>Hands of the Abyss not only requires him to be on 1 or 2, but it also eats your light, and can't target position 4
I love the guy, but goddamn, they do not want you to use this spell do they?
I think he means when he transforms back. Which sound strange, I would test it if I ever let my abomination go over 50 stress
They both have their uses. I prefer Occultist because he has better damage (Artillery) and debuffs (-%dmg and mark/-dodge). Pair him with a PD or slap a Cleansing Crystal on him if you're really scared of the bleed. Yeah, the low heal rolls suck, but in my opinion the insane highs are worth the risk, and the average is perfectly fine.
Vestals are more geared to be a dedicated healer, but as a trade off they do less damage and the only real supporting skill is the stun which adds torchlight (which you don't always want).
Occultist's mark gives a dodge debuff, which can be useful
it's also a shitty stun in terms of chance, and I don't think he has a good trinket to boost it.
Cove is coolest, Ruins is easiest(in my opinion), Warrens is annoying as fuck, Weald is an ungodly nightmare in champion level.
>what do you mean, keep the virtue? You mean after the quest ends?
Well two things. Firstly the Virtue didn't even show up on his profile in dungeon when he got it, like with others. Same dungeon the Occultist ended up with Masochist which showed up.
And yeah after dungeon it still wasn't on there either. I wanted to end up with a Virtue on someone to see if it does carry between dungeons if you don't send them to any stress relief.
But maybe the Abom works differently, which is fine if that is the case, but I was hoping to check with someone who knows since I don't use them much at all.
It reduces PROT. It is fucking amazing compared to other people who can Mark. It is really odd that other people don't get that with their Marks as well.
But they still show on the character once out of dungeon from memory. Or at least Afflictions do. And the activity log seems to make a point of saying that an Affliction has been removed when I send someone for stress relief.
I do, but Vestal has a stun that's actually good. Occultist wins on the offense on course, but still
It's not Leper tiers of damage, but it's still only -25% and it's extremely useful in Coves
I'd like it if the game kept track of some stats for each hero, like number of missions, number of kills, number of times virtuous and such.
I loved seeing my vets stats in x-com. In Apocalypse they even had medals awarded to them when they did something cool.
>once out of the dungeon
Afflictions are shown out of the dungeon because they carry into the next one. Virtues do not, so there's no point in showing it while in town because that would lead people to think that the character still has the virtue for the next dungeon when they don't
Marks power rankings
Houndmaster: 100 Accuracy, reduces 20 PROT, good for front enemies, this is what you will use marks for anyways, best combo with Bounty Hunter's attacks.
Can't mark from the 1st position, marks any position.
Occultist: 90 Accuracy, deals damage, marks for -20 dodge, can crit, perfect for back row enemies, it secures your back row attackers a kill.
Can mark from anywhere, marks any position.
Bounty Hunter: 100 Accuracy, last resort mark.
Can mark from anywhere, marks any position.
Arbalest: 100 Accuracy. Don't even bother.
Can only mark from the 3rd and 4th position, and can't mark the 1st enemy position.
Well ain't that some bullshit then. You would think that if they would make you carry over Afflictions there would be some trade off for not being able to carry Virtues. Like free stress healing or something.
But thanks for the info mate.
I wish the GR had some sort of Armor Piercing effect, like Thrown/Flashing/Lunge ignored X% of Prot. And maybe give Pick to the Face a -Prot debuff.
Self marks power ranking
Man at arms: 80 Accuracy, deals only 25% damage, riposte buff, riposte never misses, will activate on an AOE. Best combined with Defender. Good overall.
Can only be used in the first 3 positions, can only attack the first 3 positions
Crusader: Self buff, 6+ Torch, 25% PROT. Niche, good for dungeons with enemies that mark, you're better off dealing damage unless you really need him to take the damage over someone, and the enemy might still attack another hero, unless it's something like a Fungal Scratcher.
Can only be used in the first 2 rows, for some reason.
It's not a self mark, but it's still better than MAA or CD's marks, it takes the attack for one of your low health characters and it gives him so much dodge you're most likely going to receive no damage, and if he gets attacked he still has the 25 buff dodge.
Solemnity heals 6(?) HP and buffs resistances while Withstand grants ~25% PROT and heals a lot of stress. Withstand seems like the obvious choice although you risk making it just a better Bulwark of Faith.
>Talking with someone on IRC about how I hadn't had a total wipe yet and was enjoying the game after 40 hours of playing.
>Take Reynald and a bunch of other characters I had since the first few weeks in game.
>Get anally raped and wiped.
I know that feeling, I wanted my Reynald to make it to the Darkest Dungeon. Now he feeds the poisoned soil.
I am unable to beat any fucking dungeon. I beated my first one and all the ones after that have failed. I'm at my 15th week now.
I don't know if I'm just having bad RNG or I'm retarded or something. Most of the time I do half of the dungeon fine with no problem, everyone +75% health and around 70 points of stress. Ant then in a single combat I usually get 2 paranoids or something or someone dies.
I usually run something like:
Vestal/plague doctor-Grave robber- the guy with a gun/houndmaster - Crusader.
I only have the Crusader and the Handyman at lvl 1, the rest are all 0 as I can't beat anything. Hell, I couldn't even get so many tries if it wasn't for the trinket selling exploit.
Bought the game during the sale, sold cards and bought it for free (in a way)
Started yesterday and played for 4 straight hours. I'll have to put my Baldur's Gate 1 playthrough on the side for now
Leper is actually not bad.
I have one with the "Fated" and "Natural Swing" quirks locked in and he never misses, which is his one major drawback. He's faster than a Crusader and does more damage and has slightly higher HP.
Make sure you're killing the guys in the back first. They are usually the most dangerous ones, either because they deal stress damage or because they do more damage than other enemies.
Also EBA is the shit. I'm gonna go play that now
>which is his one major drawback
Actually his major drawback is his reliance on being in the front, terrible forward movement, and not having any abilities to charge forward like Holy Lance. His Accuracy was his second major drawback.
Are you actually setting up complimentary ability and positions? Since you have the gold it would be worth upgrading your Guild so you can buy any abilities for people that would fit your team. Once you have some synergy instead of just whatever the RNG deems you should have, things should be easier.
Also one other pitfall that new players tend to run into is activating every curio they come across. If you don't know what a curio does, or don't have a relevant provision item to use on it, just leave it alone and keep moving.
Beyond that it is largely about learning what attacks/resistances your enemies have and working out appropriate strategies and tactics to combat that.
Good luck anon.
Yes, I do look what abilities each one has and change some in the guild. I also know a bit about curios, like using keys on chests gives you more things and I avoid the ones I feel like they aren't good ideas.
Probably my main problem is that I always trusted the generic 4 man party (healer - DPS - Tank - multitask) setup and here it's failing me and I don't know how to overcome it.
Base Stats at Max level:
Leper / Crusader
>HP: 63 / 61
>Dodge: 20 / 25
>Speed: 3 / 2
>Crit: 4 / 7
>Damage: 11-22 / 10-19
>Resistance Totals (ignoring Death Blow / Trap, which are equal anyway): 190 / 200
Even trade offs but the Crusader's abilities are so much better.
Worked well for FNAF, Undertale, and now Nuclear Throne and DD. I mean shit, look at Minecraft, and how Notch was part of AGDG then asked /v/ for help on his Infiniminer clone.
There's nothing inherently wrong with your party composition. Other people prefer more dps, but what you listed works just fine.
Are you focusing on the enemies in the rear first? They are usually the more dangerous ones
Are you keeping the torch reasonably well let? I would recommend > 50 for newbies
Are you bringing enough food and shovels so that your adventurers aren't getting stressed out?
Are you bringing people who are stressed from a previous run?
Are you bringing
Well don't be afraid to try new combinations if your standard stuff isn't working out. And make sure your main strengths are dungeon appropriate. No point taking lots of bleed ability to the Cove or Ruins. Same for Blight in the Warren and Weald.
If you can get your hands on an Abomination. They are great frontliners even if it limits your options for the rest of the party.
Beyond that it will probably just be trial and error until something clicks.
>Are you focusing on the enemies in the rear first? They are usually the more dangerous ones
I usually have one or two guys focusing on the ones in the back, mostly the ones that can reach them
>Are you keeping the torch reasonably well let? I would recommend > 50 for newbies
Yeah, always pretty lit
>Are you bringing enough food and shovels so that your adventurers aren't getting stressed out?
I don't know where should I bring shovels or how many. I know I have to get them on the Weald, but that's it
>Are you bringing people who are stressed from a previous run?
30-65 stress, what they have left after going to the tavern/church
1-2 for short, 2-3 for med, and 4+ for long
Add more in the Weald
It may seem like a lot but it's always better to be overprepared than underprepared
Upgrade the tavern/abbey to get rid of more stress per week. Don't take people with over 30 stress from the previous week - just send them back to heal some more
other folks have already pointed out the important stuff, but I'd recommend sticking to short length missions. Ruins and Weald ones are pretty easy.
Once you get some levels and gold from that, use those dudes to help ferry newbies through some runs to build up a B-cast you can reliably use later on.
Don't be afraid to bail with your loot if things are start going South real bad.
I feel like people who don't go on missions should lose stress even if you don't spend money on them.
>healbitch at 50 stress
>send her to pray or some shit
>refuses to leave
>have to spend another week curing stress
>possibly have to spend another week curing shit personality
>been doing pitch black runs from week 1
>everything is fine for the first 3, have to think a lot in battle but manage to pull it off most of the time
>get a decent team with the new recruits
>go to the wealds, need more deeds
>halfway through a dungeon, get into battle with 4 dogs
>surprised, no big dea- all the dogs gang on my abomination
>crit crit crit crit, bleed stacks
>he dies without being able to do anything
>the team avenge his dead but barely make it with low HP
Why is plague doctor so fucking useless? The only good things about her are the blight grenade and the vapors. That's it. Also don't like grave robber.
The archer and the leper guy, on the other hand...
You can, but HWM is, in my opinion, not that great. I'd rather have a Bounty Hunter, a second Crusader, or a Hellion on my front rows
Blinding Gas and Disorienting Blast are fucking amazing dude. If anything, Plague Grenade is mediocre just because of how slow Blight and Bleed are. You could just have an Arbalist or a Grave Robber on your back to blast things down instead, it's much more efficient, but that's exactly the point. Plague Doc is about control
>why is this character useless? all they can do are these things they are designed to exclusively do!
Blight takes too long. Bounty hunter has a stun with displacement AND a single displacement. Also decent melee. Combine with healer, a thief or archer and a strong front line, there's a team.
She does great damage if you have someone else to mark for her. The problem is that the rest of her skills aren't that great except in niche situations (Swine Prince), and she's nearly useless when shuffled (though not to the extent of Leper)
She is really situational. I don't really use her unless I am lacking a Pos3, which isn't often. She can put down a huge chunk of damage if setup right, but setting that up generally isn't worth it. She can be good for bosses though since the setup is justifiable.
Against the Swine Prince she is definitely useful though thanks to that Flare move that removes marks. But her healing is sub par and can't target Pos4, even though it is usable from there. And she has trouble targeting frontliners.
Its mostly a case similar to the Leper. It isn't so much that she is bad, there are just more useful/efficient classes for whatever position or role you have her in.
>Blight takes too long.
Granted if you are relying solely upon it to kill, but it is great against high PROC targets for guaranteed damage without the need of -PROC setup. And she is utility enough that you are usually only throwing out Blight or Stun if you aren't busy fulfilling other duties like curing Bleed/Blight or buffing.
If you are going anywhere that has high PROC, or is going to be throwing out lots or high DPS Bleed/Blight she is great. And at higher levels she can stack Blight pretty easily for good amounts.
Plus setting up Blight so it will kill something on its next turn gives you some time to potentially throw out some HP/Stress heals without needing to worry you are risking missing your attack and making yourself vulnerable.
Their design philosophy for this game has pretty much been FUCK YOU YOU FAIL BECAUSE FUCK YOU THATS WHY. And if you aren't failing the game you aren't playing it the way they want it to be played.
Which is a pity because the core concept if great but they don't really seem to try and semblance of balance and just want you to grind until you get lucky. Just look at the utterly bullshit stack limits for Heirlooms compared to the amount required for upgrades.
If you are bringing an Arbalest you are forgoing a spot for a healer like a Vestal or Occultist. And if you bring one of those along as well you are forgoing a spot for something useful like a Houndmaster or Plague Doctor. So you would generally want her to be able to heal since you might be relying on her to do so, and maybe a Crusader as well which means one less attack from him.
Her heal is one of her better features thanks to the buff it gives.
> Your [Vestal] went on a drinking binge and misplaced Tome of Healing.
Is this supposed to be a fun mechanic? I don't mind rng, but I do demand it be meaningfull and that I can somewhat play around it.
Hound's Rush, Hound's Harry, Target Whistle, Guard Dog
Blackjack is also a really good stun if you move him up to 2
Did you upgrade all of your abilities and equipment? Equipped your best trinkets?
Did you unequip it? I thought they could only lose trinkets that they had equipped
Either way, this is why I use the Abbey unless it's full or the guy has a "can only use tavern" quirk
Have fun equipping items from your heroes you send to stress management, then having to remember what you equipped them with earlier once they are back. Because otherwise they will lose shit.
Just in case you missed it there is an unequip all trinkets button in the inventory. Pity there isn't one for just unequipping that one asshole, or a save this loadout option. But then you might be in danger of having
funand that just isn't allowed.
So, you have to unequip all items before treating heroes for stress. What a fun, engaging and joyfull mechanic. Pushing that "unequip" button and dragging the item back on to the hero sure is stellar gameplay.
Oh, wait, no, it's just annoying busywork, brought about by unengageing bullshit artificial difficulty.
Pretty sure they can lose shit in any stress management. Definitely seen it gambling and something donated to the Abbey.
I don't even know if the Sanitarium is safe. I just unequip everything now before sending them anywhere.
There's plenty to criticize about this game, including the grind, linear progression, and copy/paste enemies/bosses/environments, among other things
This is so hilariously minor it's not even worth mentioning until they fix the other issues
What is bullshit is that I get it thematically, but it is just shit gameplay. But then they have stuff like high level heroes refusing to go on lower level dungeons which isn't thematic, but is justified as a gameplay excuse. They just don't understand what actually makes difficult shit fun.
Just started playing I've got a team of veterans currently. It's a crusader,leper,highway man and grave robber in order from front to back. I've got a secondary group coming up that is crusader,highway man,healer,and arbalest.
Finally got all three heads from that fucker.
I would've thought Dismas' head would be the most useful, but Junia's has seen the most mileage.
Started hunting at week 138, finished at week
Keep killing him until he drops them. Yeah, RNG bullshit. Some theorize he drops it if you kill him before killing any of his summons, but that's probably the placebo effect talking.
>That'll do Pig...
I really hope they don't make a "Kill Wilbur first" achievement.
You wouldn't know you had to do this bullshit until you lost something valuable that might be incredibly difficult to replace.
So after you get a huge setback then you realize you have to do all that tedious crap that doesn't matter to you.
The sad part is that this could be a somewhat viable mechanic if they made a few changes. Like heroes gaining affinity with trinkets over time or something so there is incentive to keep them equipped. And when they lose one like that you are offered a chance to buy it back as some price from whoever got it from them. Doing so would keep the affinity, and failing to do so would result in to disappearing as normal. But have it turn up in the Gypsy Caravan shop thing a while later and you can buy it for whatever her usual price for that trinket is. It could even be kept aside by her so it is always available to eventually re-buy, so they are never truly lost just because of some bullshit.
Then the mechanic has a point. And you could also build some quirks around it. Rather than just 'Lol you forgot to unequip. Sucks to be you.'.
Mods cannot come soon enough.
>drop the king's health to just a little above killing threshold
>kill Wilbur, then the king in one turn
Not that hard, unless the achievement stipulates you need to kill Wilbur first without laying a finger on the bigger pig.
I just killed Wilbur before I even started attacking the Prince. Thankfully it was the lowest level one, and I had enough damage to gank him before everyone died. I didn't realise that I had enraged him, I thought that was his normal attack.
I played the game last year, feb maybe, always kill wilbur first. Haven't touch it after 80% of my adventurers reach lv6(or 5? forget what's the limit) and all building upgraded to max level
Just lit a torch on some altar and fought a boss.
Realized too late that I won't be able to stun it and I should just wail on him from the beginning instead of wasting 2 turns trying to stun it.
RIP 3 of my best fighters, at least the healer managed to escape.
Are you guys memeing about Arbalest being bad? High accuracy, high crit, bandage, mark beneficiary. Partied her with BH, Occultist, MAA, gave all camp damage stat buffs to her and all damage shrines, turned the lights off and 2 shotted the prophet. I honestly think she's much more usable than highwayman.
So what part of the manor must be purged first?
>Ruins filled with necromancers who raise the dead in endless ranks of bone, rot and death? Every fallen hero there rises to join this grisly parade of woe.
>Cove draws in horrors from the blackest depths, absolutely inhuman, yet possessing nothing but abject malice towards everything warm blooded. Any hero sent down promptly has their flesh devoured and their bones scattered to the waves.
>Weald. An utter battlefield as the very worst of men clash with the most horrid of nature. Beasts of both animals and men clash with each other, rending apart any foolish hero who dares intrude in their war.
>Warrens. A swelling tide of hateful beastmen rises, eager to deliver all their rage and pain upon others with brutal strikes from their crude weapons. Heroines lost here are bred, bred and bred again, damned to birth inhuman piglets over and over until they lose their mind and become as much an animal as their new masters.
She's all right if you have a good party comp, and can quickly shuffle her back into position in case of a mix up.
Those things can seriously fuck you up if you haven't prepared yourself for the worst case scenario.
I lost my first doods to the hag mostly due to her repeatedly getting in the pot and plopped in fruit, with the rest of my team just lacking the extra damage to tip it and kill the Hag in the backrow without her.
Was made as hell cause it was literally the only way that fight could've went wrong, and it just kept happening. Learned my lesson, at least.
Jesus my autocorrect+clumsy hands
Eldritch horrors are fine and dandy but how are we supposed to get anything done with the threat of Skeletons and their cups of sadness looming about
Here you go
I'm going to have to save this in a notepad so people can see it on every thread
This works best on a shuffle party, mainly with a Grave Robber who benefits the most, then pick between MAA CSD HWM and a designated healer, or another DPS for fast clear. It doesn't matter on which position the Jester is.
>Start with Solo, spam it twice at least
>Finale whatever enemy is low or has low dodge chance
>Buff the party with Battle Ballad/Inspiring tune
>Use Solo again if needed
That's it, that combo alone makes a party untouchable since the enemy doesn't have any "always hits" attacks, gets rid of a front line enemy easy and heals stress if needed.
My personal tier list of Dankest Dungeonbros
Houndmaster for his marks, bleeds and guards. He's a useful motherfucker.
Abomination. Hard as fuck. Just try and control his stress. I've ran all abomination teams before.
Hellion. She hits bastard hard, anywhere.
Crusader. Pretty tough and hits pretty hard, reliable.
Man at Arms. A good tank with ways to control the fight.
Occultist. Is crazy good when his powers don't backfire.
Mercenary. Mark 'em. Murk 'em.
All pretty fun for a shuffling fight, but they've not really blown me away.
Plague doctor. I tend to like my fights to end as quick as possible rather than wait for bleeds and blights. Being able to remove blight/bleed on tap works well with occultist though
Leper. Hits like a truck. If he hits.
Arbalest. Literally only good for sniping.
Vestal. I have had no fucking luck with vestals. They always die and do shit heals compared to the occultist.
the bleed on occultist's heal isn't nearly as bad as it used to be. Until they buffed it he used to cause bleed almost every other time, now its hardly ever. Especially if you slap a cleansing crystal on him.
Since nobody has said it yet im gonna start
>Arbalest is good
The screeches and brays of the pigmen echo off the stone walls, resounding with the stamp of hooves and the rattle of crude weapons, already stained with human blood.
You know you won't make it, your armour is shattered, your wounds are deep, but yet in terror and duty you find the strength to carry yourself and only one other to safety.
You look upon the shivering, crumpled forms of your allies. They are brave, they are daring, they are injured and perhaps worst of all, they are all women. Perhaps they do not know that becomes of those captured by the swine.
You can only save one. The others will be consigned to the warrens, where you know for sure you will meet their children in battle the next time you descend to these foul depths.
Who do you save?
>Heroines lost here are bred, bred and bred again, damned to birth inhuman piglets over and over until they lose their mind and become as much an animal as their new masters.
I-Is this official?
Of what do you think her armpits smell like?
Rule 63 mod when?
>pure yet zealous Crusaderfu
>delicious brown girl who can summon tentacles
Hey guys, it just occured to me, once Darkest Dungeon area is released, does this mean i won't be able to do any of the starter areas in it if my entire group is high level? will i be forced to do away with some of them?
His mace turns people into Canadians.
I have the hunch the Darkest Dungeon might require your heroes to be champion level, so it'll be all the more painful when the final boss eats all your meticulously trained heroes and your hard earned trinkets.
okay thank you. i hope so too, i've been pretty good at keeping my guys equal level and whatnot. even though i know i'm supposed to pretty much have characters die and just get new ones, i'm trying my best to keep them all alive.
if you have no keys / shovel (shovel is questionable for the little loot it gives compared to the stress fuckton a wall gives you)
In warrens, you can bring less food and some herbs, dinner carts, and a food table gives you plenty of rations
You can also use herbs on moonshine barrels to give you a 30% dmg buff until you camp, pretty godlike
Some curios give better rewards than others. The bookshelves don't give you any treasure, but you can get a map that will allow you to scout the entire dungeon (which is good if you have a party that isn't equipped to deal with getting surprised and shuffled.) Or it might give you stress.
>people still memeing arbalest is bad
No one is better than Arbalest at the role of killing monsters from the back row and healing the small amount of damage you have at the end of a fight when there's only one frontliner left. A team with an Arbalest should be able to destroy the backliners turn 1 then kill those high hp frontliners with minimal HP loss.
>better camp skills
HM is only good for marking or applying bleed
>Arbalest. Literally only good for sniping.
Heal is good on the only occasion you should be healing. Killing monsters is the most valuable thing a hero can do in this game
Medicinal herbs will get you plenty of food in the weald too. They're also a must in the Cove because of the debuffs.
Speaking of bookshelves (and books), I recommend using them with a hero that has less than 5 positive but 5 negative quirks. Some curios are better without using items. Burning books is a terrible idea, but burning scrolls will remove a negative quirk.
It looks wrong. Ribcage goes too smoothly down to the stomach area. It should have ended higher in most of these - somewhere right under boobs. It's because she tends to push the chest forward a lot. I like the idea but execution lacks a bit of research into style.
Arbalest has amazing damage and that random enemy swift shoot can be easily used to knock at frontliners as well at the end of fights.
My question though is their healing is enough to keep the party together? Also I can't really stand hellions - 500% dmg skills. What's your reasoning behind having her?
>We got 2 lined up for next week :)
It could be due to the holidays, and the artist took a break. They're stretching out the comic releases so that the merchant comic comes out on the same day she becomes available in the game.
>My question though is their healing is enough to keep the party together?
Yes. I got ambushed and swapped twice during the quest and was still able to heal off the damage from leaving a single enemy alive and healing the damage. 2 Arbalests can actually heal very well after killing most of the enemies because their healing buffs will stack on each other quickly.
>What's your reasoning behind having her?
Highest frontliner base damage heroes are Abom, Leper and Crusader/Hellion. I didn't have another appropriately leveled Abom for the quest, prefer Leper in more specialized Leper focused parties so it was between Crusader and Hellion for me. Hellion can hit the backline from the front without messing with Abom's positioning and acts faster.
Kickstarter reward character.
What little we know about her is that she is female, has a "silk road" aesthetic (so she might be Asian or another middle easterner like Occultist,) that she carries a firearm of some sort (I've heard it'll be a blunderbus), and that "she doesn't fit in with the other heroes, and taking her to dungeons is like an escort mission" so it can be assumed she is a weak combatant.
I always took it as him charging with his comrades, and using the green flag as point of reference as to where to advance. But after getting blasted he looks back and sees that his side also bares the green flag.
Pretty much team killing
I thought the Kickstarter reward character was another special character that Kickstarter people would vote on and Merchant was always planned.
I might be misremembering though
The amount of bullshit I pull off on this game is amazing. First time with bosses
Keeps putting my Helion in the pot, 5 times in a row. My crusader cant reach her, kill her with PD and vestal attacking.
Holy lance, holy lance, holy lance, holy lance...
Didnt bring marks, take 18 turns to kill it, 2 of those the bloody matchstick guy dodging my attacks and making me rage
1st form 4 hearts, 2nd form 3 hearts. My Highwayman pulls off 5 crits on double grapeshot
The little fucker keeps stunning my frontlines, so I kill it. Managed to win with my Crusader left alive only.
Kill him with PD and graverobber before I realise I could break the debris in front of him. Had my crusader just healing others like an idiot.
Steals my helion twice, she keeps stunning my front rows. Survive with 3 death doors.
Takes me 3 turns to realise the big guy is healing while my dude is in chains. Win with 3 consecutive crits from Leper
His flag is most likely red. Notice how the enemy soldier the MaA killed wears green like the flag? Also, you can tell it's the same flag (instead of his own team's) because you can see the wheel next to it in all shorts of the flag.
You can see that he is the only survivor, and this is probably the first time in his long carrier that he has suffered such staggering losses to his forces. I'm guessing he quit the army out of shame, and came to the hamlet looking to redeem himself, hoping he can succeed with his comrades where he failed with his soldiers.
I think Merchant was always planned, but the kickstarter people could vote on certain things about her.
Other design choices for her would have been a Gypsy aesthetic, some other thing I can't remember, and the Silk Road theme that the voters picked.
Coming back to this, no, pitch black runs do not really affect the chance of positive quirks at the end of a dungeon. Also, I'm starting to think that instead of navigating in pitch black through a dungeon without torches, going around in low light with torches is a better idea, mainly because pitch black is too one sided for the enemy, even having a bit of light helps you to not get critted by everyone, and putting out the torch before room curios is the safest way to go around, since having a bit of light still gives you the chance to scout, which pitch black takes away. I've restarted around 10 runs testing things out.
Maybe whoever makes the next thread should include the info in the OP, that question seems to get asked pretty often.
>when the final boss eats all your meticulously trained heroes and your hard earned trinkets.
>and your hard earned trinkets.
Oh FUGGGGGGGGGG I just realised, since I won't be able to retreat and it might be even a ticket into one direction I will lose my shit, shit...SHIIIIIIIIIIIIIIT.
Oh yeah, also, it is actually possible to get deeds in the tutorial, you just need to put off the torch and get lucky with the tent and the room fight.
Would be shame if she will bring you generic more trinkets and baubles paid for in party slot and being otherwise usless, I can understand that people will gladly bring her along to reduce the grind, but I hope she will be a mix between more gold and buffing allies/doing something useful.
New Class: Necromancer.
They can raise people from your Graveyard, but all Holy/Religious classes won't adventure with them, and they're half the strength of before. They gain no stress, but degrade slowly to dust.
One of his stressed lines is something like "eyes down, private!" I think he may have done some dark shit at some point, despite the comic showing him to be the only survivor of some battle
>No one is better than Arbalest at the role of killing monsters from the back row
holy shit this delusion
HM is better en every way when he use the dog treat plus he has better utility
>her heal is good
i don't know what to say
you seem to think that because she can do a little of everything she is good when she is jsut a wast of a slot where other classes can do everthing she does but better
But if you wanna keep your shitty line up go for it
There needs to be a system where certain quirks are tied to specific locations. I like positive quirks as much as anyone, but getting Ruins Explorer after a mission in the Cove is rather silly
well doing both of those things causes a large amount of stress so you either have to bail out before you get within heart attack range or man up and complete the mission
it's a gamble
And will do less damage than the Arbalist
>HM is better en every way
Except for each one I listed.
>i don't know what to say
You haven't said anything because you don't have a leg to stand on.
When should I face my first boss? I'm like 9 or 10 weeks in and just lost my first member, a Hellion. Are Resolve level 2 members enough for that Necromancer dungeon? Still don't have the blacksmith armor upgrade though, why are deeds so hard to come by?
>Arbalist do more dmg then PD
>HM has no dmg
i will give you his camp skill are not that good other then for strees
>I have a leg to stand on.
Im just telling you that there are way better options for back row.
But if you wanna be an autistic kid and defend your favorit toy that much go ahead
Well armor upgrades are the most important upgrades so I'd work on that. But the Apprentice Necromancer is easy. He just summons skellies and stresses you mostly. Control the sword skellies and have a party that can hit him at the back and you'll be fine
>Heroines lost here are bred, bred and bred again, damned to birth inhuman piglets over and over until they lose their mind and become as much an animal as their new masters.
>Heroines lost here are bred, bred and bred again, damned to birth inhuman piglets over and over until they lose their mind and become as much an animal as their new masters.
I hope they add a skill that only effects females to warrens
don't use Breathru or Bleed Out, both aren't worth it.
Barbaric YAWP! though, that shit is crazy good. There's no other skills that stun the two front rows, and the chance is very high. It shouldn't be spammed, but when you can't kill both frontliners in the same turn and it's the Hellion's turn, you can YAWP! to basically give everyone else in the team a chance to slap them for free. And you're only trading 20% DMG for a few rounds to do it.
"January 19th, 2016"
"1st of January, 2016"
I agree that 19/1/2016 makes more sense, but it's not confusing for no reason. That being said, to avoid ambiguity, I always write dates in the 2016-01-19 format.
>Well at least the battlefield is full of corpses now
>I am sure they can't summon them if there is no place
>giant ectoplasm summons small ectoplasm
>kill giant ectoplasm
>small ectoplasm makes giant ectoplasm
There is an editing contest if anyone is interested. The winner gets some steam cash, and a key to redeem the game (I guess for pirates who was like a legit copy of the game.) I already got the game, so I'll probably just give my key away if I get anything.
I was thinking of adding the various heroes unique dialogue for when they're afflicted, virtuous, camping, etc. What other updates to the wiki would you guys like to see?
>First time champion dungeon
>Short cove run
>Vessel PD HM and Hellion
>Most team have atleast 2 fishmen that hit insanely
>Can barely keep up the heals, specially when my Iron swan opening move keeps missing
>Survive by abusing death door's and team heal
>Realise that I upgraded my skills but not armor/weapon
>Also was using eldritch +damage rings instead of a sun cloak or something
Tips for champion level runs? Shit's crazy.
Also a good way to make tons of dosh instead of dark apprentice runs with suicide squads? I got the map from shambler if it helps.
>upgrading armor is more important than weapons.
>higher speed, so you act faster
>higher damage, so you can kill enemies faster
>avoid hits entirely instead of tanking them
Unless you have a support class like PD or Vestal, weapons are always better.
Whoops, forgot to include the link.
Yes, Vestals and PDs shouldn't get weapons until you've maxed out their armor and you have nothing better to spend your money one. Front line fighters should get 2 or 3 levels in the weapons then you max out their armor then you max out their weapons.
Without wanting to break it down in to numbers, the dodge and health provided by the armor is far better. "Lel more damage = kill faster" looks good on paper but in reality just about everything takes two to three attacks to kill regardless of weapon's level, so you're going to be tanking a few hits no matter what. What's important is not dying by getting combo'd down or needing to retreat from the mission because you don't have enough health and can't survive the fight to heal.
I have ~40 hours in the game and beat every single champion boss without losing a single hero, so I think I know what I'm talking about
>I have ~40 hours in the game and beat every single champion boss without losing a single hero, so I think I know what I'm talking about
>Alright, my A team for this playthrough just had 3 members reach level 3.
>Time for the first medium dungeon, since the 4th member will level up with it.
>Let's stock up well...
>Alright, first fight.
>Two stress attacks on the 4th member that make her become fearful.
>Everyone misses their attack on the first turn.
>She's now marked so everyone targets her.
>Death's Door instantly.
>Also bleeding out.
>Pull out of dungeon.
G-Guess I'll just put her on another group for one expedition once she's recovered.
My 3 are
Gravedigger or Vestalt, Highwayman, Crusader, Leper
Occultist, Houndmaster, Abomination, Bounty Hunter
Vestalt, Hellion, Highwayman, Jester
Also play with corpses on, they're annoying at first but you learn to clear and form better strats around keeping enemies in their ranks.
How do you play without a plague doctor in any of those? Despite being the 2nd strongest behind the abomination you should at least run a C team to cure diseases without needing to waste time and money in the hamlet
>start new file because things went to shit in a hurry.
>Reynauld steals all four treasures in the hallway.
Sounds like my experience thus far
>get the usual suspects up to resolve level 2
>feeling breddy gud and think I can take on the Necromancer Apprentice
>buy everyone lvl 1 weapons and armor, can't afford to upgrade blacksmith to 2 yet
>load up on food, torches, and a couple holy waters
>venture into dungeon and starts off okay
>first fight not bad, actually get a couple shovels as reward
>moving along, thankful for shovels cuz I run into 2 barricades
>run into third barricade, oh well, get stressed
>fight immediately follows and goblet guys make it rain like we won the super bowl
>shit, we'really stressed the fuck out but closing in on the boss
>make camp and heal and stress relief
>THEY'RE UPON US
>fight destroys any semblance of rest party just gained
>scouts and see next room is the boss
>crusader fearful, vestal fearful, highwayman hopeless, and PG close to affliction
>fuck it I'll give it a shot, I've had luck with deaths door in the past
>first round of boss REND THE FLESH
>PG affliction, everyone else passes turn from fears
>summons skeleton, smacks another party member DEATHS DOOR
>ugh, this isn't going well
>BUMP IN THE NIGHT REND THE FLESH BUMP IN THE NIGHT
>heart attack, dead
>heart attack, dead
This fucking game is brutal as fuck
Ambushes when camping are pure bullshit. Locked at 0 torch without the option to retreat and shuffles your party. I play long champion missions and never camp because it's so bullshit.
Do you ever get stuff like ghouls are swinetaurs when you camp? I usually just get mobs that are easy enough to deal with as a shuffle team.
If you want to cheese it, you can shuffle your team before camping, that way if you get ambushed, the resulting shuffle might put your heroes back into their position.
I wish it showed the net profit though.
Never been huge about them. Maybe I'll replace Vestalt with a PD for Vapors Or work them in elsewhere, Abom really just stresses that party out anyway and OCC + BH/HM is something to behold.
>Do you ever get stuff like ghouls are swinetaurs when you camp?
Just got a ghoul + random old witch thing. Right in the middle of a well deserved rest after the faggot Collector. Party got surprise shuffled all over the place. The ghoul first move was howl.
Nice game rng babies.
How can you lose men in a game where you can just retreat? Unless it's a suicide squad you must have to be a braindead nigger and propably german as well to fuck up this badly and don't start with muh crits meme because you can disable the standard one
Because you're not going to get anything meaningful done in this game if you constantly retreat every time you have a character go crazy, hit deaths door, or get ambushed by a bad enemy comp.
>take Dismas out on first expedition to Warrens over MaA because he has good disease resist
>deck him out with dodge trinkets
>vomit on Dismas
>THE RUNS: -20 DODGE -10% HP
>what will be new in final release on 19 jan beside last dungeon? Should i wait or download latest build right now?
They're going to add:
>multiple language subtitles
>maybe some more tweeks to the heroes and enemies
>maybe bug fixes, probably that trinket/provision exploit
They said they might make subtitles in Japanese if there was enough interest in those markets.
>yfw westaboo Darkest Dungeon hentai
If you go to a dungeon, at the provision menu where you buy food and stuff, you can put firewood and shovels and stuff into the trinket section, allowing you to stockpile firewood.
I think you can also sell your trinkets for full price at the provisions menu, allowing you to make a lot of cash.
>tfw been using Reynauld in almost every run in my newest playthrough and he's only stolen shit two times.
I genuinely do not use vestals. I've always preferred occultist due to the big massive fuck off heals and because the trinkets I put on him make the bleed basically never happen. It would probably be a problem only being able to heal one person if most of my team didn't also have self heals.
Vestal might seem more reliable but she also has shit dam and a shit crit rate, occultist has both and with the right team I usually finish dungeons on full hp with maybe 20 stress on each of my guys
It's easier to manage stress with medium length quests because of the ability to camp and drop stress across the board.
If you need to upgrade a stress relief facility then upgrade the abbey and ignore upgrading the tavern.
It's much easier to earn busts than it is to earn portraits and you'll want to focus your portraits on upgrading the guild instead.
>re-play the game for like the 5th time ( around the 16th round) because all of the talk on /v/
>doing normal, a bit small on gold but no prob
>run a suicide squad in the weald
>cytokinesis makes a massive slime
>start taking in it down with the frontline
>my backline is killing the small slimes since they can't attack the front
>just before the giant slime dies, it makes a tiny one
>the tiny one makes another giant one
>this repeats again, leaving my leper at deaths door
No matter the time or patches, some things never change
The shield bash and uppercut should serve you well.
>be aginst onstable flesh
>it transforms into 4 maws of life
How do I lower the levels of the dungeons? I think the level is too high for newcomer heroes and almost impossible to level them, I've heard it's tied with the level of all the heroes you've recruited but I'm not sure
Red Hook confirmed which hero is getting an origin comic next, it's
>the literally who cares class
i-it's not like we wanted to see the jester, GR, or BH anyway
Why does everyone hate the Arbalest so much? She's never done anything particularly awful to me in my run.
I think it would have been better if her outfit looked like this.
They're probably going to save the more popular heroes, like Plague Doctor and Crusader, for last.