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Author Topic: Darkest Dungeon II. Emotionally traumatize some adventurers. Wagon Life.  (Read 222033 times)

ChairmanPoo

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Hound & Corpse!
« Reply #600 on: September 29, 2015, 07:35:39 am »

occultist is pretty sucky as of late, because as far as it's healing skill is concerned, higher skill levels further increase the chance of bleed. And outside it's healing skill the occultist's usefulness is pretty situational.
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Boltgun

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Hound & Corpse!
« Reply #601 on: September 29, 2015, 08:42:41 am »

occultist is pretty sucky as of late, because as far as it's healing skill is concerned, higher skill levels further increase the chance of bleed. And outside it's healing skill the occultist's usefulness is pretty situational.

I found stacking debuffs helpful if the combat drags for too long.
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TempAcc

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Hound & Corpse!
« Reply #602 on: September 29, 2015, 09:26:31 am »

Occultist is ok in boss fights if you can stack debuffs on the boss, and he's also good changing enemy positioning, its just there are other, more useful characters able to debuff and move enemies around. There's just never really a reason to use him over any other character, support or not. He's supposed to be that one character with an RNG up his ass that is supposed to be really good when the RGN favors you... Except even when he succeeds, its not really useful enough to consider him an option over, say, a vestal, a plague doctor or even a jester.
« Last Edit: September 29, 2015, 09:28:48 am by TempAcc »
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nenjin

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Hound & Corpse!
« Reply #603 on: September 29, 2015, 10:25:56 am »

Oh I dunno. When you get a crit max heal and a guy goes from the edge of death to full life, he pays his way.
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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Hound & Corpse!
« Reply #604 on: September 29, 2015, 10:30:27 am »

Yeah I'm still finding occultist pretty useful. The crit change to healing helped him the most considering he is tied for the highest crit chance in the game. The increased bleed change really is just to balance out with hero's increasing bleed resistances. I also generally pair him with teams that have good bleed cures/resistances anyway. His marking utility is as useful as always. Finally, I find I've been using debuffs a lot more in this version than in any previous ones. In prior versions I always ran with high damage bursty parties but in this one slow n' steady tanky parties seem a lot more viable.

*Edit*

Speaking of the Occultist, the cove got released today! It seems to be the first of eldritch-heavy areas in the game. Now the occultist might actually have something to put his damage bonuses to use on.
« Last Edit: September 29, 2015, 02:34:08 pm by Sindain »
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EnigmaticHat

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Hound & Corpse!
« Reply #605 on: September 29, 2015, 03:19:53 pm »

Did they ever fix the fact that upgrading occultist's heal made it worse?
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Cthulhu

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Hound & Corpse!
« Reply #606 on: September 29, 2015, 04:42:16 pm »

Of course it gets released while I"m stuck in class for another four hours.
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nenjin

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. The Cove!
« Reply #607 on: September 29, 2015, 05:38:04 pm »

Obligatory Steam patch notes:

Spoiler (click to show/hide)

Some much needed sanity checks on certain mechanics (ripostes, crit stress heals on corpses, etc...) Better trinkets. Left over adventure gear buy back. Looking forward to trying this at some point. Just not right now.
« Last Edit: September 29, 2015, 06:12:39 pm by nenjin »
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When we are no longer able to change a situation, we are challenged to change ourselves.
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Majestic7

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. The Cove!
« Reply #608 on: September 29, 2015, 11:59:34 pm »

Tried exploring the Cove a bit. Most different change - fishmen shamans boost their allies. There is as well a nifty mechanic where a grunt gets assigned as a bodyguard for the spellcaster, taking the damage for all personal attacks aimed at the shaman instead.
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Cthulhu

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. The Cove!
« Reply #609 on: October 01, 2015, 11:02:24 am »

Cove can be pretty tough.  The new mechanics might not be perfectly balanced for use by monsters yet but there's ways to overcome them.  Obviously kill the shamans asap.  AOE effects can get around guard and obviously if he's already got more bleed/blight than his current health then guarding won't save him.
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Cthulhu

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. The Cove!
« Reply #610 on: October 02, 2015, 05:06:01 pm »

Feels weird to edit a post from yesterday.

Turns out the three-graverobber setup is awesome.  Aside from being able to spam stuns and high damage attacks, shadow fade also massively increases dodge.  They can pretty much tank after one or two shadow fades.

Having played Cove some more, I think it's way overtuned right now.  Everything does ridiculous damage, expect 9-12 damage on non-crits in level 1 dungeons pretty much every shot.  Heals are also huge.

Also protip:  If you get surprised and it puts your guys in bullshit positions, just retreat and try again.  You will never recover your positioning without losing most of your health and stress in the process, especially if your guys are immobile.  A leper in the back may as well not even be on your team, he's worthless and the fight'll be over by the time he gets back.
« Last Edit: October 02, 2015, 09:36:20 pm by Cthulhu »
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pisskop

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. The Cove!
« Reply #611 on: October 03, 2015, 06:33:38 am »

oh hey, finally the new dungeon.  am excite.

Liking the Man at arms thus far.  Fits right in to my front line with his shield bash stun attack.  Couple it with the holy lance and Im cooking with fire.  I like the diversification of the game, with its new specific status/resistences, but my old prefered team is less capable of adapting.  Now more than ever certain builds work in certain situations.

So Im seeing decent results with a crusader, man at arms, bounty hunter, and other support.  I put down a boos with the above and the arbiraster chick.  Im not sure how much I like her but she fits into the general theme of bounty hunter, so kudos.

Def liking a stun team, with a plague doctor and the above three.  The crusader has to run a bit of overtme healing and destressing, but they work right up till lvl3.  Dont know theyll fare against intermediate level critters, though.


But, oddly enough,  havent even seen a jester, leper, or gravedgger yet.  And only like 2 bounty hunters.
« Last Edit: October 03, 2015, 08:56:39 am by pisskop »
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Sindain

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. The Cove!
« Reply #612 on: October 03, 2015, 09:29:05 am »

*Snip*

Yeah cove definitely seems to be a fair bit tougher than the other dungeons atm, and I don't mind that. I think some variety in the difficulty of the dungeons is a good thing.

I think the mages are fairly balanced. Their heals and buffs are strong but they're fragile and their strength seems to be an appropriate punishment for letting them live. The main reason the cove feels tougher to me are those basic swordy enemies. Pelgiate Groupers I think? Most other things in the cove can be countered using appropriate tactics, but those guys are tough, fast, can fight from any position, can attack any position, hit like trucks, and cause 3 bloody points of bleed per hit.

On a related note, I've now fought both cove bosses.

Spoiler (click to show/hide)
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Cthulhu

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. The Cove!
« Reply #613 on: October 03, 2015, 03:00:07 pm »

I like how the cove feels different from the others, like you actually have to consider your party composition and prepare uniquely for it, but the numbers just feel too high right now.  The bleeds especially are insane, the very common four-grouper party will shred your frontline in a couple turns and there's not much you can do about it.

The Siren was easy, she only managed to do her thing once, a turn before we killed her.

Cove actually reminds me of the game when it first came out.  Unforgiving to an excessive degree, high risk low reward.  Most of the doodads I don't bother touching, not worth getting fifty bleed for five rounds.
« Last Edit: October 03, 2015, 03:06:26 pm by Cthulhu »
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ChairmanPoo

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. The Cove!
« Reply #614 on: October 03, 2015, 03:23:38 pm »

I think that the exploding drowned thing is too harsh.
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