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Author Topic: Darkest Dungeon II. Emotionally traumatize some adventurers. Wagon Life.  (Read 222246 times)

Elfeater

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I think that even if it has issues now, by the time final release comes out it will be fixed.
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Sindain

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so do we like this game or

I like it, I think its quite showing that its in EA but I'm pretty sure it will be a very strong game by the time it comes out.

I'm still experimenting with different options for the damage component of my stun-stacking team.  If hte leper becomes more consistent at higher levels that's great, it's his main problem.

Well accuracy is one of the main things that gets increased when you level up skills sooo....
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nenjin

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Read what I wrote or don't.
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Cthulhu

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Just beat the Swine King.  Lost three people including Reynauld but we got him.

That's what I came into the game expecting and what I think the devs should be going for as a gameplay philosophy.  We fought hard, it was horrific and terrible, we suffered great losses, but we won.

That's the key thing.  Winning at great cost is awesome.  Losing is fun but only the first time. 
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UristMcDwarf

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #289 on: February 01, 2015, 11:59:52 am »

God, I can't wait. I wanna play this so bad.
Question: Flavour-Wise, what's the Leper like? Is he literally just a guy with leprosy?
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Dostoevsky

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #290 on: February 01, 2015, 12:55:02 pm »

God, I can't wait. I wanna play this so bad.
Question: Flavour-Wise, what's the Leper like? Is he literally just a guy with leprosy?

You mean in terms of looks? A quick google search for "Darkest Dungeon leper" shows a bevy of images; if you've seen the movie "Kingdom of Heaven," the leper seems to be designed off of more battle-ready version of King Baldwin (also a leper).

In terms of character, it's basically "here's a fellow who has suffered just about everything the world has to offer-- so he's a tough badass with a big sword."

Edit: Figured I should give a larger version of this, seeing as the game provides nice lore/character chunks at each of the training stations. Here are the leper's:

Guild (trains combat skills): "A ruined man, a warrior, and a poet. The Leper is most effective when given a turn to focus himself before raising his massive blade. When he swings, it is all or nothing - crushing blows and massive damage or the empty whistling of a glancing blow. He is entirely self-sufficient, drawing strength from his life of trauma, and able to channel it into heals, protection, or unrelenting fury."

Blacksmith (upgrades gear): "Heavy and restricting, the Leper's bronzed cuirass can absorb all manner of punishing blow. His massive sword is slow to swing, but delivers crushing damage to anyone caught in its unstoppable arc."

Survivalist (trains camping skills): "A loner and an outcast, the Leper will tend to shun the others in his group, preferring instead to mend his own dying body at the expense of the horror such undertakings bring forth. In order to reduce his stress, the Leper can remove his mask, but such a thing is sure to unsettle his companions."

The narrator also has a speech for each character when you pick one up from the stage coach, but that is verbal only (and so more difficult to transcribe here).
« Last Edit: February 01, 2015, 01:54:27 pm by Dostoevsky »
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Cthulhu

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #291 on: February 01, 2015, 01:56:30 pm »

The leper's in-game dialogue and the like paints a picture of somebody who knows his time is short and wants to make the most of it.
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Knirisk

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #292 on: February 01, 2015, 04:10:57 pm »

So, I'm not particularly far into the game. Mostly it's because I've been waffling about without defeating the Apprentice Necromancer. So far, I figure I've discovered a few things:

- I'm not sure how great the rewards are from letting the torch go down, but to be honest, I keep torchlight at pretty much maximum all the time. Since I haven't spent that long of a time playing, I don't know how much it's helping, but seriously, the higher chance of surprising enemies seems worth it to me. Fights where the enemies start out surprised go so much smoother I usually end up bringing 8 torches along on scouting mission and 6 on the skirmish missions. So far, anyway. I might let torchlight get lower if it's increased by camping.

- I always bring a shovel. Always. I think it'd be worth it to bring 2 when exploring the Weald, since I seem to consistently encounter walls there. Walls are just too expensive in terms of stress, health, and torchlight. Not too much of a discovery, but so useful that I feel it bears mentioning.

- Bringing guaranteed success (Are they guaranteed success?) items might be worth it, I think. I just went through a skirmish in the Weald, encountering an old, rotten tree trunk. Using a medicinal herb at that moment gave me 12 food, so I definitely came out ahead, even if I was doing fairly well in the skirmish so far. I've also had decent luck with keys when exploring the ruins. I imagine you can use the holy water on altars to purify them. Maybe you can also use a torch on experiment tables/bookcases? You have the option, but I don't remember an event that seems like it would necessitate a torch. Maybe like two medicinal herbs/one key when exploring the Weald, and two keys/one medicinal herb when exploring the ruins might be a decent experiment.

- There's one skill that, for me, makes Vestal totally worth it: Dazzling Light. Fair chance to stun, +5 torch? Hell yes. Vestal + Occultist means that, if you get the right set of enemies, you can basically heal your whole team (minus bleed damage) and recuperate your entire bar of torchlight by chain-stunning an enemy will high health, low stun-resist. It doesn't really help with the stress, though, but if you added a Crusader who can relieve stress, you could probably get a fair amount done there, too. I'm still in the beginning of the game, so I really don't believe that this strategy will hold up later on in the game where enemies will probably have a lot more stun resist, but it's fairly useful so far. It helps to have a backup stun, though.

- Actually, stuns in general are fucking useful. Removing enemies from play, even for a turn is so amazingly handy for damage control. Sure, you can still get fucked over by the occasional AOE crit, but you'd get fucked over by that even without stunning one of the enemies. The only downside to stuns is that they have essentially two rolls to fail, that being the dodge vs. accuracy chance and the enemies' resist chances. Still, they're handy enough that I'd consider taking a Doctor just for that double back-row stun. Blights, bleeds, and push/pulls are fairly useful, too, but not so much as stuns. I haven't really had good experiences with more specific debuffs like the -20 dodge debuffs. Buffs seem to be okay, but minus dodge debuffs don't seem to do anything so far, even to enemies whose defenses focus around dodge. Plus, there's the irony that the enemy can just dodge your dodge debuff. Fuck that nonsense.
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BishopX

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #293 on: February 01, 2015, 04:27:44 pm »



- I always bring a shovel. Always. I think it'd be worth it to bring 2 when exploring the Weald, since I seem to consistently encounter walls there. Walls are just too expensive in terms of stress, health, and torchlight. Not too much of a discovery, but so useful that I feel it bears mentioning.

- Bringing guaranteed success (Are they guaranteed success?) items might be worth it, I think. I just went through a skirmish in the Weald, encountering an old, rotten tree trunk. Using a medicinal herb at that moment gave me 12 food, so I definitely came out ahead, even if I was doing fairly well in the skirmish so far. I've also had decent luck with keys when exploring the ruins. I imagine you can use the holy water on altars to purify them. Maybe you can also use a torch on experiment tables/bookcases? You have the option, but I don't remember an event that seems like it would necessitate a torch. Maybe like two medicinal herbs/one key when exploring the Weald, and two keys/one medicinal herb when exploring the ruins might be a decent experiment.

- There's one skill that, for me, makes Vestal totally worth it: Dazzling Light. Fair chance to stun, +5 torch? Hell yes. Vestal + Occultist means that, if you get the right set of enemies, you can basically heal your whole team (minus bleed damage) and recuperate your entire bar of torchlight by chain-stunning an enemy will high health, low stun-resist. It doesn't really help with the stress, though, but if you added a Crusader who can relieve stress, you could probably get a fair amount done there, too. I'm still in the beginning of the game, so I really don't believe that this strategy will hold up later on in the game where enemies will probably have a lot more stun resist, but it's fairly useful so far. It helps to have a backup stun, though.
[/i]

So it seems like I bring a lot more crap than you guys. My standard short-ruins kit is three keys, 3 holy water 8 or 12 torches, twelve food and two shovels.

I've had very good luck with holy water on the urns. Typically I get 1000-1500 gp worth of stuff out of one urn. Keys seem more hit or miss to me, but often convert into heirlooms, so it's all good.

I usually bring 4 shovels to the welad, since they help digging up bodies...

I'll also note though that I seem to have good luck hit every curio I find, rather than ignoring them like others in this thread. The loot from them is what's sustaining my treatments, more so than the quest rewards.
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Cthulhu

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #294 on: February 01, 2015, 04:42:28 pm »

Guaranteed success items aren't quite guaranteed success which has been annoying me.  If a chest is locked then yes, you can use a key to guarantee success.  If it's unlocked then you just have to roll the dice which is stupid.  I don't even touch unlocked chests
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Knirisk

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #295 on: February 01, 2015, 05:59:54 pm »

So it seems like I bring a lot more crap than you guys. My standard short-ruins kit is three keys, 3 holy water 8 or 12 torches, twelve food and two shovels.

I've had very good luck with holy water on the urns. Typically I get 1000-1500 gp worth of stuff out of one urn. Keys seem more hit or miss to me, but often convert into heirlooms, so it's all good.

I usually bring 4 shovels to the welad, since they help digging up bodies...

I'll also note though that I seem to have good luck hit every curio I find, rather than ignoring them like others in this thread. The loot from them is what's sustaining my treatments, more so than the quest rewards.

To be fair, I'm still slowly working through Short Apprentice missions, so I haven't had too much need for more than one/two shovels. I bring a bit more food than you, though. The reason why I don't take a lot of supplies with me, though, is because I don't know if you get them or an equivalent amount of gold back after you're done with the expedition. It'd be nice if you did, but I missed if there was something that said that you do.

I've had fairly decent luck with curios as well, and I generally bring back around 2000-3000 gold profit. Although, if you're making that much off of the urns, it might be worth taking a few holy waters along, especially since they cost less than the keys.
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Sindain

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #296 on: February 01, 2015, 06:10:51 pm »

My rule of thumb food wise is 8 for short missions, 14 for medium, and 24 for longs. For torches ive been doing about 3/6/9 dependent on mission length. I generally only take 2 or 3 shovels if im going to the ruins but I take all the shovels if im going anywhere else (5+). I haven't bothered much with keys and such so far, but maybe I should check em out.

On another note, with my most recent mission, I've officially downed all the veteran level bosses. One party formation has definitely become my favorite and that is Occultist/Bounty Hunter/Helion/Crusader. Crusader for general smite/slaying/tanking, Helion because If it Bleeds is awesome, Bounty Hunter for the pulls and double damage on marked targets, and Occultist for the heals and marking shit for my Bounty Hunter.
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ChairmanPoo

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #297 on: February 01, 2015, 06:33:24 pm »

Disaster struck and I lost all my best heroes :(
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Cthulhu

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #298 on: February 01, 2015, 07:36:16 pm »

The gold issue does seem to clear up over time.  I've gotten to the point where I'm not really worried about money, it'd take several horrible runs in a row to put me anywhere near the famine days of the early game.

If it bleeds is indeed awesome.  I might give that setup a try some time, my stun-stacking team's main problem is that it's a long, slow buildup and if things go wrong we can find ourselves not doing enough damage to keep up.
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Zangi

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Enter, fools.
« Reply #299 on: February 01, 2015, 08:53:45 pm »

They've been pumping out quite a number of undocumented updates.
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