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Author Topic: Darkest Dungeon II. Emotionally traumatize some adventurers. Wagon Life.  (Read 222221 times)

nenjin

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #300 on: February 01, 2015, 09:45:52 pm »

Well I was on a pretty good roll until I a) gambled on a Leper guaranteed to have a freak out early in the mission, and b) got totally reamed by spiders in the Weald. Almost the whole party was crippled in one horrible fight. Masochist is pretty bad, btw. Anything that involves dealing or taking damage, they'll pipe up and make the one dealing or taking suffer stress damage. AND they sometimes hurt themselves on their turn. AND they actively refuse heals. And then my fucking kickass Dismass who I'd sent to Sanitorium to heal a cough came back with "Known Cheat" cured instead. Nice. Didn't realize a fact was a psychological problem you can cure. With pretty much all of my Lvl 1 guys at half stress already, and falling down below 10k, I'm promptly flushing this game save down the drain. Especially when I learned you can run out of missions with a certain difficulty offering. That's why I was in the Weald in the first place, is there were no more apprentice Ruins missions.

I figure you need at least....7 to 8k per mission to help your party recover and be able to afford the stuff that nets you more gold when you provision for your next mission. It would be really, really nice if they let you keep your left over provisions.
« Last Edit: February 01, 2015, 09:53:34 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Sindain

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #301 on: February 01, 2015, 09:58:25 pm »

Especially when I learned you can run out of missions with a certain difficulty offering. That's why I was in the Weald in the first place, is there were no more apprentice Ruins missions.

You don't really "run out" per say, it just only generates a certain number of missions per week and it has a higher chance of generating tougher missions as you clear the area, but it still can generate apprentice missions.
But yeah, spiders can kinda suck.
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Knirisk

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #302 on: February 02, 2015, 12:37:31 am »

Well I was on a pretty good roll until I a) gambled on a Leper guaranteed to have a freak out early in the mission, and b) got totally reamed by spiders in the Weald. Almost the whole party was crippled in one horrible fight. Masochist is pretty bad, btw. Anything that involves dealing or taking damage, they'll pipe up and make the one dealing or taking suffer stress damage. AND they sometimes hurt themselves on their turn. AND they actively refuse heals. And then my fucking kickass Dismass who I'd sent to Sanitorium to heal a cough came back with "Known Cheat" cured instead. Nice. Didn't realize a fact was a psychological problem you can cure. With pretty much all of my Lvl 1 guys at half stress already, and falling down below 10k, I'm promptly flushing this game save down the drain. Especially when I learned you can run out of missions with a certain difficulty offering. That's why I was in the Weald in the first place, is there were no more apprentice Ruins missions.

I figure you need at least....7 to 8k per mission to help your party recover and be able to afford the stuff that nets you more gold when you provision for your next mission. It would be really, really nice if they let you keep your left over provisions.

In the sanatorium, you can choose which affliction you want to get rid of, and all afflictions can be cured, as far as I've found. Also, is it just me, or is every Dismas a fucking badass? I've restarted my campaign once, but both times so far, I've had one minor stress spiral occur early on in the game. Both times, Reynauld failed his affliction roll and went mad while Dismas came out ahead a second later with Stalwart.

Later, I found a ring that gave +15 accuracy for ranged weapons. I put it on Dismas and now his grape shot almost never misses. Consistent AOE damage like that tends to be fairly helpful, especially in the Weald with its maggots, rabid dogs, and spiders.

Yeah, I finally found a help file which clearly states that provisions are completely discarded without any repayment upon end of an expedition. It sucks. And also encourages me to not stock more than a cheap, standard set of provisions for adventuring.
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nenjin

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #303 on: February 02, 2015, 12:45:05 am »

I definitely picked the cough. No idea why it chose Known Cheater.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
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Zangi

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #304 on: February 02, 2015, 12:49:43 am »

Yea, apparently I took off Reynauld's God Fearing in place of something else...

Also, Red Hook took some feedback on death blow resistance, nerfed it by roughly 20%.

EDIT: Currently, main party is Vestal, Grave Robber, Highwayman and Reynauld...  They plowed the Hag with minimal stress. 
Went in decked out and with the saving grace of predictable boss location... down the longest corridor.
« Last Edit: February 02, 2015, 01:36:23 am by Zangi »
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Knirisk

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #305 on: February 02, 2015, 02:32:00 am »

Whoop whoop. I get that the Apprentice Necromancer is probably the easiest boss to face as of right now, but man, that fucking felt good. Being more or less a bit of a newbie, I had no clue where he was and my scouts failed at some pretty vital moments, so I ended up exploring almost all of the dungeon beforehand. Thank God for the firewood. I could safely say that beating the Necromancer without any deaths hinged on that one bit of firewood. It also hinged on one of Dismas' camping abilities. That whole ear-to-the-ground ability where it gives you a better chance of surprising enemies? In combination with more than 75% torchlight the entire way to the boss, the skill let me surprise almost three or four groups before the boss, cutting down my losses significantly before I even reached the boss. Even then, both my Occultist and my Doctor went to Death's Door before my Crusader finished him off with a holy-shit-lucky 28 crit.

For how annoying the game can get under the RNG, that felt really fucking good.
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TempAcc

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #306 on: February 02, 2015, 11:52:40 am »

I'm trying this today. I like what I'm hearing of it so far. Will post traumatic intra and extra-dungeon experiences later :v.
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Zangi

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #307 on: February 02, 2015, 12:16:47 pm »

"I want to be a better person."

Gets me everytime when they say that... as they are locked up behind a rusty iron door...
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Mephansteras

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #308 on: February 02, 2015, 12:38:15 pm »

What are people's views on the various classes so far?

Right now my take on them in no particular order.

Crusader: Solid fighter, although mine tend to get stressed out and break easily.
Hellion: One of the better melee classes. Good abilities and one of the more reliable classes. (Unless they get masochist and basically stab themselves to death. Grr.)
Bounty Hunter: Another really good class. Has some of the best kill skills and generally suffers the least from being out of position.
Grave Robber: Some of my best adventurers. I've found that they tend to be good at dodging and are really accurate, making them one of my more reliable fighters. Suck if stuck back in the 4th position, though, since they can't attack the front enemy from there and can get left with nothing to do.
Leper: Seems really good. Only had one so far, and he died in a party wipe. Looking forward to trying the class more when a spot opens up.
Jester: Likes dying. A lot. The stress reduction song is ok, but I'd rather have healing if I'm taking a support character.
Vestal: Very useful class, that little bit of healing really adds up over the course of a dungeon and I seriously notice the lack when I don't have one.
Plague Doctor: Moderately useful. I've ended up with quite a few of them due to the RNG throwing them at me. Not the best, but they can pull some solid work, especially with the blinding ability to stun archers.
Highwayman: Very good class and works pretty well from most positions. Mine seem to suffer from accuracy problems, though.
Occultist: Seems kinda meh so far. Nice Pull/Push abilities, and the Heal/Bleed ability can be handy, but they seem like they're best as a second support, which leaves the party low on damage.
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SharpKris

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #309 on: February 02, 2015, 12:53:20 pm »

Anyone know what'll be the price of the game when it goes early access on steam?
is the game worth buying in its current form?
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Zangi

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #310 on: February 02, 2015, 01:19:53 pm »

So far, I've only done apprentice missions.

Spoiler: Class Review (click to show/hide)

Typically, I try to set enemies up for an AOE wipe if my guys are not strong enough to wipe em out in one go... but then, there is merit in smashing em down 1 at a time as quickly as possible, in order to take as few hits as possible.
I havn't really subscribed to the stun thing, except for the plague doctor/vestal in very limited situations, cause of resists and limited range.
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nenjin

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #311 on: February 02, 2015, 04:29:59 pm »

The Occultist has biggest heal in the game from what I can tell. Have healed up to 9 with it before. He's great when paired with the Vestal, who can cover for his bleeds. Not so much a fan of Occultist/Plague Doctor. Failing to remove a bleed he causes can put you in a bad place with a little help from the RNG.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Biowraith

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #312 on: February 02, 2015, 04:30:29 pm »

Only done apprentice missions here too, although I've defeated the Apprentice Necromancer (as others have said, it wasn't too hard).  I can run those with pretty consistent success now though.

Generally I take 8 torches and 8 food, unless it's a medium mission with camping in which case I take 10 torches and 12 food.  I try to keep light levels in the top bracket at all times - I'm occasionally tempted to let it drop down for the supposedly better loot, but it takes so little for things to spiral out of control that the extra risk doesn't seem worth it.  I haven't been bothering with the other items, though the penalty of clearing an obstacle by hand does make the shovel tempting.  I guess I should try the looting enhancement items a bit too next time I play, since other than a couple keys I've mostly ignored them.

Spoiler: My take on the classes (click to show/hide)

I'm enjoying the game so far, haven't really found it frustrating the way some have, although I wouldn't say no to stress management that was more meaningful than "keep torch levels high and hope you don't get any bad luck" (or at least, "hope the bad luck comes later on in the run").  I've been trying to give all classes an equal shake, but tentatively I'd say my favourite party is Vestal-Occultist-Bounty Hunter-Leper
« Last Edit: February 02, 2015, 04:32:19 pm by Biowraith »
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nenjin

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #313 on: February 02, 2015, 04:55:01 pm »

I'm starting to think those loot cleanser items are really helpful in making sure you break even in a run or turn a profit, if you don't plan to finish it. Provisioning is not cheap at all once you start loading up for medium dungeons and start bringing loot cleansers.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

ChairmanPoo

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #314 on: February 02, 2015, 05:53:04 pm »

I'm finding a lot of bugged items, eg, items that are highwayman only and give a bonus to blight and stun skills, when he doesn't have any. Or items that are ONLY harmful.

I've also figured out how stress works and my characters break down much less often. And thus get bad traits much less frequently. Thus saving me sanitarium money.

PD: I dont want to know why my characters sometimes get syphilis from touching corpses.
« Last Edit: February 02, 2015, 05:55:03 pm by ChairmanPoo »
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