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Author Topic: Darkest Dungeon II. Emotionally traumatize some adventurers. Wagon Life.  (Read 222209 times)

ChairmanPoo

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I have to say that the narrator does act a delicious dramatic flair to the game. I think my favorite narrator battle comment yet is the one that pops up sometimes when your heroes go starwalt, and goes like "There are many who break in the face of chaos. But not this one, not today"
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Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

Sindain

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Also apparently people have already beaten the available content at 42 hours. The mind boggles. Maybe if I'd stuck out some runs I'd be farther along but I struggle to see how it would have been possible. I think there's just a threshold you pass with this game where bad runs don't hurt you as much. Getting to that threshold is the hard part.

I beat the available content yesterday. Haven't bothered to grind all my people up to 6th level because that seems pointless, but I did beat all champion level bosses.
Really, once you get adjusted to veteran level missions its pretty easy after that. You'll get tons o gold and with max level weapons and abilities crit chances are really high so stress starts to become a non issue (as you'll be recovering ~20 stress a battle just through crits).
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Zangi

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I wonder if changes to the affliction system are too late...
Either way, I'm probably gonna throw a suggestion out along these lines:

« Last Edit: February 04, 2015, 01:20:15 pm by Zangi »
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FMA/FMA:B Recommendation

ChairmanPoo

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I'd like changes in the healing system myself. Something mimicking the one in the Shadowrun videogame would be nice, with healers being able to heal (at any time) up to a limit (in shadowrun they could only heal the last inflicted wound), and needing kits for the rest.


I suspect we'll get healing kits sometime into the development process&, and I hope we get some tackling of the issue as well. As it is it's a bit unsatisfying ,  the healing mechanic. Combat-only healing is a bit arbitrary. I'd rather have it work both in and out of combat but have some other sort of limit that was more interesting (eg: I believe someone suggested in this thread having occultist healing stress people?).
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Mephansteras

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Yeah, I don't like in-battle healing either. Although if you could get rid of bleed/blight effects out of combat they'd need to buff the items that do that. Maybe give them a stress reduction as well?

I think the best way to handle the issue is to let you heal out of combat but have wounds reduce both current hp and max hp for the adventure. That way you'd still be ground down by frequent/brutal combat, but it wouldn't feel as arbitrary. And you could have the camp healing effects restore max hp to make them useful again.
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Zangi

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A trade off in my opinion is that healing outside of combat will cause stress.  For the Occult's heal and the Leper's self heal, they stress everyone else.  For the others, they stress themselves.  The light fades too... as it takes time.

Of course, once stress is maxed, they can't heal anymore.  (Occult and Leper starts stressing themselves if everyone else is maxed.)  As for stress relieving skills if available, stresses the user too.
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All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

Cthulhu

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Out-of-combat is gamey yeah but it would completely obviate the camping system we have.
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TwilightWalker

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Apparently we're not the only ones that like Darkest Dungeon. It's in the third spot for viewers on Twitch. Who would've thought?
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BishopX

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1.  It's random.  Periodically they'll get hungry.

2.  You can only camp in longer quests.  You'll automatically receive firewood when you can camp and you just right click it.

3.  Later on you'll unlock the guildhouse, where you can upgrade abilities; the blacksmith, where you can upgrade gear; and the survivalist, who upgrades camping skills.

Major point on the blacksmith. You can upgrade the arms and armor of a character the first time when they hot level ONE. Here's can have gear equal to their level +1. It's less than 1k for a fairly large boost in stats, and makes it makes a big difference.

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Elfeater

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The amrour I think is the best choice off the bat. It makes your guys a ton more survivable, and the camping healing is much much better.
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Majestic7

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Is there any reason to use the Jester? Haven't recruited one, had one to pop up available but the skills seemed pretty useless. So far I'm rolling with Vestal/Occultist, Plague Doctor for crowd control (yay for stun grenades), two tanks. When doctors are too insane I replace the slot with a Grave Robber, but she seems quite...average.

Speaking of bugs - I wonder if it is a feature or a bug that sometimes you get, say, a drunk and then have him turn absolutist, leaving no way to remove stress without a trip to the sanitarium.

It would be nice if winning bosses gave you unique rewards, such as unique items or unique heroes. These unique heroes could be of classes otherwise unavailable. Something like Martyr - regenerates constantly and heals others by taking their damage to himself, when someone dies he dies instead, Vampyr - fights the better the darker it is, stresses everyone else and sucks their blood while camping, Gunslinger - back row gunpowder-based damage dealer, Mad Scientist - experiments give unpredictable results and boost friends, but drive them insane. The gist of it the unique classes being all stronger than basic classes, but coming with a serious handicap inbuilt.



 
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SharpKris

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IMHO the game needs much less RNG
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rumpel

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Oh, I really like the game. Followed the game roughly since it appeared on Kickstarter... 20 currency is a bit much, but was an insta-buy though. :3
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Elfeater

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The game doesn't really have *that* much RNG. It is in a way like BloodBowl, risk management.
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I for one support our child snatching overlords.
there is a difference between droping red numbers representing magma on Es representing elves, and finding it hot when a girl moans like a retarded seal

DemonOfWrath

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After 6-7 hours play the only time I've really been annoyed at the RNG has been a fight where the enemies scored about 5 crits in about 2 rounds. The damage wasn't too bad, but it was near the start of a medium run and instantly wrecked the sanity of the whole party, which made the rest of said run rather annoying.
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