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Author Topic: Darkest Dungeon II. Emotionally traumatize some adventurers. Wagon Life.  (Read 222166 times)

Sindain

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I've found graverobbers to be most useful when using lunge in combination with shadow fade or w/e that stun ability is called. Lunge has high accuracy, decent damage, and really good crit mod and shadow fade can be used to get back into position for a new lunge while also stunning people.
Obviously to use this build you need a somewhat position flexible team. I would usually run with a helion in my 2nd rank when running with my graverobber.
Graverobbers also can get absurd levels of dodge, between shadow fade and toxin trickery they can get around 100 dodge at the higher levels which makes them rather good in the front line as a dodge tank.

Jesters are all right. Good crit mod and with their bleed abilities they can kinda work like a helion but with slightly lower base damage.
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"just once I'd like to learn a lesson without something exploding."

DemonOfWrath

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I really like the Jester. He does pretty high consistent damage (with a lot of crits happening) that can reach back pretty far, and he's also surprisingly resilient because he has a really good dodge score.
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BishopX

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I really like the Jester. He does pretty high consistent damage (with a lot of crits happening) that can reach back pretty far, and he's also surprisingly resilient because he has a really good dodge score.

Crits are really important, not because of the damage increase, but because of the stress heal...
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DemonOfWrath

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Of course, but dead stuff is always a nice bonus too. I'm a rather firm believer that the easiest way to avoid getting whittled down in this game (stress or hp) is to just murder the dangerous stuff really quickly. :P
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dennislp3

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on occasion I will sort of cheese it by killing the meanest stuff and leaving one weak enemy I can out heal (stress heals and HP heals if I have a jester and a Vestal)
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ventuswings

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I've actually seen that done a lot, and have seen "heal cheese" brought up a lot as a matter of concern. One passive way to counter it could be to have torchlight wane very quickly after passing certain amount of time in the non-boss battles (characters could say "there is no one to tend the flame!" etc.)
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nenjin

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on occasion I will sort of cheese it by killing the meanest stuff and leaving one weak enemy I can out heal (stress heals and HP heals if I have a jester and a Vestal)

This is a big topic on their forums. Most agree it's cheese but a smaller proportion vocally want to see it go.

If you can't dedicate a stun to it (like let's say your Crusader or Vestal has other stuff you really want them doing like HP or Stress heals) it's not actually that smart of a move. You can debuff their accuracy or w/e, but basically 1 crit rolls back half of your work just in that fight. I had a 9 round fight I was milking and the bastard snuck two crits in on me. When I sat back and thought about it, the HPs are relatively easy to recover...you just have to watch out for that 5 to ???? crit window. Stress on the other hand.....takes a lot more effort to bring down without camping, and is much more fragile to maintain. Sometimes you just get lucky runs where you score enough crits per fight you stay at a relatively manageable level. And then you get those fights were it's two enemy crits a fight, and you're screwed before the end of the second fight.

Crits are the great equalizer in this game...and from my reading on their forums, once you cross a certain threshold of resolve/armor/weapon damage, the game's difficulty actually takes a nose dive. I think a lot of difficulty hinges on just that one mechanic. Well, that and their RNG. I'd love a little dev talk about it, because it feels so weighted to the extremes.

Also, game would be a lot harder if torches burned down during combat. I thought it did, it's just they deplete so fast walking around I mistook one for the other at the beginning. Maybe if they nerfed walking torch burn a little, and added combat torch burn, it would shake things up a little. That would be an incentive not to drag out fights, make scout missions a little more fair. On the other hand, I've done +5 Torch ability spam too, so I dunno how well it could fight that off.
« Last Edit: February 05, 2015, 08:49:54 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.
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

Cthulhu

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Even outside of cheesing dazzling light is so good it's worth using every turn you're not healing.  When I use dazzling light I never have to worry about the torch.
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Shoes...

BishopX

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Thoughs on the Warrens? I'm finding the diseases quite debilitating, since they cost a sanitarium slot and a thousand gold to cure...
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Sindain

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Thoughs on the Warrens? I'm finding the diseases quite debilitating, since they cost a sanitarium slot and a thousand gold to cure...

Murder the vomit bastards quickly. All diseases from intractable can be avoided by using medicine on the intractable.
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"just once I'd like to learn a lesson without something exploding."

Retropunch

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I love this game. Fantastic art and sound, and the gameplay is brutal.
I really would suggest that they tone down the difficulty on the tutorial - I know it sounds like something a true Rogueliker would never say, but it just seemed a bit depressing to have some really difficult fights and lose a guy straight away. I mean, I get it wants to showcase that it's not going to be easy, but it still feels a bit too soon.

I'd also like a little bit more info on everything - I felt like they expected you to have kept up with game developments along the way, as there was a lot that I didn't really understand.

That all just makes me sound rubbish at games - I swear I'm not!
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

nenjin

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No, those are pretty much my feels. Less not knowing what's going on, but definitely how hard you get f'd in the tutorial and can be f'd in the opening missions of the game. Games that are persistent like this have to be careful not to let you dig a hole too quickly, and DD is a little too eager to splat you quickly by trying to be so unforgiving. There's cool, and then there's playable. That said, I'm starting to get a little more comfortable with how you roll in DD. Just needed to get a couple decent runs in so I could make some headway.
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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

DemonOfWrath

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I'm genuinely surprised people found the tutorial hard, but I definitely think the first proper mission should be a bit easier (and be a bit clearer on the mission goal actually). It took me three tries to actually get a file running well. First go I had no clue what I was doing in the missions and ran away like 3 times ending up with like 8 stressed out guys and realised it'd be too hard to keep going. Second go, first mission about 2 rooms in had a fight where my guys all missed like 2 rounds in a row and ate 2 big AoE crits and I just went nope. Third go I actually had the hang of it and started finishing missions and all is good and I'm at about week 15 having killed 2 bosses and only had maybe a handful of really scary moments (only lost one guy near the start).

Once you get the hang of the game and of how seriously you need to handle stress and stuff (I keep it down well but a guy freaking out is really annoying but not too bad, all four going nuts is actually alright since it basically makes stress irrelevant for the rest of the run) the difficulty drops a fair bit.

More clarity as a whole would also be nice for sure, I'd like to at least know how the dodge and protection stats actually work rather than guessing.
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dennislp3

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I never found it "hard". I just found it a bit too at the mercy of the RNG for a tutorial. I have gone through it before without a scratch and I have also had party wipes doing it.
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DemonOfWrath

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Holy RNG, I just made an attempt at the second necromancer boss. I killed him, but my plan was my Crusader and Leper mow the skeletons down (while taking advantage of the Leper's AoE swing to help chip at the Necro and help balance out misses) while the Plague Doctor blights the big guy to death and the Vestal just heals. I swear in 19 rounds my Leper missed half his attacks despite having a 75% chance to hit, which meant three times the skeletons got out of control for a few rounds. It was painful, and the last 5-6 rounds was just the Vestal keeping everyone barely alive (ie healing them off of death's door), although the Leper took probably 5 hits at death's door and somehow didn't die. No casualties somehow, so I guess the RNG balances out?

Although the RNG did suck thinking about it the game is supposed to be tense and by god were buttcheeks clenched. It felt pretty damn awesome in the aftermath of it.

Also that mission is a good example of how stress isn't that big a deal, as my party went nuts very early on because of a stupid amount of crits. Two went abusive, two selfish, and aside from the Crusader passing two turns in a row at the end it really didn't matter, just made everything take three times as long because one or two ALWAYS had something to say after every... single... move.
« Last Edit: February 06, 2015, 05:36:57 am by DemonOfWrath »
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