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Author Topic: Darkest Dungeon II. Emotionally traumatize some adventurers. Wagon Life.  (Read 222197 times)

nenjin

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The little flag on the map screen. I know, took me forever to find it too.
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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

Mattk50

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this looks like a lot of fun but im a bit wary of early access lately. Is it worth the 20$ as it stands right now?
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dennislp3

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I think so...it has about 40ish hours of content as it stands
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nenjin

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this looks like a lot of fun but im a bit wary of early access lately. Is it worth the 20$ as it stands right now?

In terms of content, I haven't gotten far enough to say. I've read 40 hours (of what is essentially dungeon grind) from some players. The quality of that content though, is quite high.

That said I'd maybe recommend waiting until a) there's more balance changes or b) they implement their difficulty modes. I may have kind of poisoned the well of my enjoyment by jumping in this early and getting frustrated with what is otherwise an amazingly executed game.
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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

Drakale

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I would really like characters to interact with one another, developing affinities and rivalries. Would make party match up more interesting.

I also hope they will tone down the critical hit multiplier a bit across the board. Adds a lot of randomness to an already unforgiving game.

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DemonOfWrath

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Yeah, my only real thoughts regarding balance (haven't gotten to use Occultist or Bounty Hunter yet though) so far is crits need to be toned down, either in rate or the amount of sanity damage they cause, and I think the Plague Doctor feels a bit without purpose, except the ability which repositions an enemy which is great. I feel like the targets on his single target ability and AoE (the blight one, not the stun one) should be reversed. Generally the stuff at the rear you want dead immediately, while the stuff at the front is low-damage and tough so you want to leave them for last, so the PDs weak AoE+dot on the back two spots feels useless to me (that dot might go off once? before I brutally murder whatever it's on) and I just think it'd make more sense if it hit the front, while his stronger single target stuff hit the rear. Otherwise it feels like every class has a rather clear role that feels pretty good, albeit each has a few skills I wouldn't ever bother to use.
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BishopX

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The plague doctor also has some really nice camping abilities... I think we're discounting how some classes work. They're only "okay" in combat but they shine when you camp. But since early game has so little camping....
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Elfeater

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I feel like the fusiliers still need a nerf, in accuracy if anything.
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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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True, I'm still pretty early in the game so there's little camping, but I'd argue that being better in combat alleviates the need to camp in the first place.
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nenjin

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True, I'm still pretty early in the game so there's little camping, but I'd argue that being better in combat alleviates the need to camp in the first place.

There are some pretty sick buffs you can give yourself during camping too. I don't know if they last the mission or until next camp or what though.
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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

Sindain

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True, I'm still pretty early in the game so there's little camping, but I'd argue that being better in combat alleviates the need to camp in the first place.

There are some pretty sick buffs you can give yourself during camping too. I don't know if they last the mission or until next camp or what though.

They're all until next camp, which unless you're on a long mission means until the end of the mission.
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"just once I'd like to learn a lesson without something exploding."

Rakonas

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The two things I'd like is some analogue to stress in enemies and being able to actually see their potential moves after gaining enough familiarity with each enemy. I know from experience what the moves of a cultist acolyte are and how they're limited, but it'd be nice to actually see them in the interface once I've fought them enough. I liked how in X-Com you could rarely make the aliens lose their shit like humans did, and I think it might be able to work in this.
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Elfeater

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Occultist Double Bounty tank seems to be an excellent combo, the mark and then the crits. Holy shit.
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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

Majestic7

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Hmm, I don't really mind the RNG sometimes bending me over the barrel and doing sweet, unsolicited love to my bunghole. That happens in roguelikes in general, which DD portrays to be be. The bad part is in how difficult it is to recover from the said sweet lovin'.

I get it that if you push your party ahead despite everyone being crazy or at low hp, then getting wiped is part of the risk management thingy. However, sometimes you get totally screwed by crits or some other roll of the dice while playing somewhat carefully, leading into a wipe. Getting back on your feet after that can be very difficult. Fleeing is so hard and sometimes you have several guys with have-to-be-removed -traits. For example, a combinaton of godfearing and witness makes the character unable to recover any stress at all. You *have* to get rid of one to keep using the guy. It makes me think your guys should recover some stress for free if simply left home, but at a slow rate. The only must for paying for stress recovery should be insanity.

What comes to balance, I still think the plague doctor is pretty good with the enemy displacement, stun bombs and the bleeding dagger strike. Not awesome, but pretty good. Being able to stun two rear enemies can sometimes be a lifesaver. Plus I like variety, so I always hire one of each class to my crew and try to use them all.

I certainly agree more interactions between the characters inside and outside dungeoneering would be fun, especially if it happened due to class and quirk combinations. So, for example, characters who are satanists could get into summoning a demon with hilarious consequences or godfearer and witness could get into a religious debate. (Ending in stress, removing the quirk from one of the characters or just wasted time etc.)

Edit: I think the boss fights, by the way, are strangely balanced. First the assumed difficulty level doesn't seem to really indicate the difficulty. The apprentice necromancer was a breeze; he just stayed stunlocked while my guys beat him like LAPD on Rodney King. The hag, on the other hand, did a total party wipe on the same characters. I got stuck wasting all my actions releasing people from the pot, pretty much. This was partially a tactical blunder on my part, but the impossible-to-resist put in to the pot felt a bit unfair.

Considering how all characters are mortal all the time, I wish defeating a boss would give you something special. Either special quirk to the victorious characters or a permanent boon to your hamlet or something. The mechanical effects don't really matter; I'd just like a reward for the trouble.
« Last Edit: February 05, 2015, 02:06:42 am by Majestic7 »
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TempAcc

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I'm currently doing well after several restarts by cheesing the game a bit and getting several heroes that can stun and just continously stunning the last monster alive and using healing abilities as it is stunned. They should probably nerf that strategy in some way though, even though it evens the odds a bit.
In my opinion, the only underwhelming classes I've found is the jester/bard and the grave robber. The grave robber just does eh damage and seems unable to do anything interesting against the enemy. Several of her abilities also change her placement on your team, which can screw up other characters. The jester/bard class is ok, having some nice abilities that cause bleeding and a stress healing ability, but otherwise he's pretty underwhelming in every aspect, being the second worst character, only behind the grave robber in that aspect.

I found the plague doctor to be pretty useful. The blight can afflict almost any monster and the stun grenade is damn useful too.

Anyways, stuns seem to be  the way to go in this game so far. Preventing damage is always better then healing damage. And with 3 characters that can stun, my success rate has improved dramatically. The bounty hunter is the best class that you dont start with, for me at least. He has tons of utility, has a stun, can do lots of damage against marked/stunned enemies and he's pretty great at dealing with pesky enemies that do lots of nasty things from the back row, such as fusiliers, since he can pull them to the front and knock front liners into the back row, where they're mostly useless.

My current A team consists of a new paladin I hired, a merc, superdismas the highwayman and a vestal thats going to need some treatment for her tetanus. Seriously though, I might consider getting a second merc instead of dismas, mercs are damn useful.
« Last Edit: February 05, 2015, 08:34:18 am by TempAcc »
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On normal internet forums, threads devolve from content into trolling. On Bay12, it's the other way around.
There is no God but TempAcc, and He is His own Prophet.
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