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Author Topic: Darkest Dungeon II. Emotionally traumatize some adventurers. Wagon Life.  (Read 221875 times)

LordPorkins

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Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. Darkest relea
« Reply #960 on: February 05, 2016, 11:26:12 am »

I think it was installed.... With the cove? Maybe? I dunno. Anyway, i have tried an all dodge oarty, with the exception of my leper..... He got hit 2 times the whole run. everyone else dodged a combined total of like 4 times. Also, my houndmaster got abusive and started yelling at the leper specifically. Im guessing he was just like "WTF MAN!?! DO YOUR JOB!" I have no idea. Apparently having your dong falls off make you a ninja
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Zangi

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I kinda want to try a team of four Grave Robbers stacked with Dodge boosting trinkets to see how well that would fare.
RNGesus downvotes this idea.
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Mephansteras

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I kinda want to try a team of four Grave Robbers stacked with Dodge boosting trinkets to see how well that would fare.
RNGesus downvotes this idea.

I never said it was a good idea, I just said I want to try it. :P
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gimli

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F*ck. I was forced to flee from the collector fight, because 3 chars in my party had like 10% HP left. I almost won, but he resisted 2 stuns in a row and re-summoned his minions...talk about bad luck.  :o
« Last Edit: February 05, 2016, 12:35:35 pm by gimli »
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Spehss _

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F*ck. I was forced to flee from the collector fight, because 3 chars in my party had like 10% HP left. I almost won, but he resisted 2 stuns in a row and re-summoned his minions...talk about bad luck.  :o
Better to have to retreat with 3 guys at 10% hp than to have to retreat with 3 guys dead.
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nenjin

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Yeah, got a Collector last night too. Went 6 rooms with zero fights in the Warrens Lvl 0, with Lvl 0 and 1 characters when he pops. He and the Collected focus fire down my Plague Doctor, Collector goes down the next turn. Then 5 turns later, the Man-At-Arms almost dead, we finally kill off the rest of the Collected.

And for my troubles, I get some stupid Trapehdron or whatever.
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Bauglir

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I kinda want to try a team of four Grave Robbers stacked with Dodge boosting trinkets to see how well that would fare.
RNGesus downvotes this idea.

I never said it was a good idea, I just said I want to try it. :P
Dodge abuse can definitely be effective. I tried it with Man-at-Arms and got extremely good results. Pretty much only lost to frequent party-shuffling, which fucked all my contingencies for dealing with people actually getting hit. Seems to fall off in the Darkest Dungeon itself, though - enemy hit rates seem jacked to a ridiculous degree. 90+ Dodge did avoid a moderate number of hits, but hit rate was still a good deal higher than the 10% minimum.
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Cthulhu

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I'd say if you get the collector you should retreat first turn unless you're absolutely sure you can beat him.

The graverobber shuffle is pretty sweet, though I think 3 is more than enough to do it.  As I mentioned before, houndmaster's dodge can get ridiculous at high ranks and since he can guard that effectively makes half your team invulnerable to most basic attacks.
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Sirus

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Does the Collector stick around after you retreat, forcing you to either find another route or give up the quest?
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gimli

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Does the Collector stick around after you retreat, forcing you to either find another route or give up the quest?

It's a random encounter, so yeah...he is gone.
Also...what happens when I am short of gold? "Tavern: Vane lost 500 gold after becoming tipsy and buying a round for the house." Oh and one more event happend on the same week: My occultist -who is a gambler- managed to get the "bad gambler" quirk.  ::)

Seriously? This game is trying to annoy me.  :D
« Last Edit: February 05, 2016, 02:30:33 pm by gimli »
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ChairmanPoo

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So I'm the only whose game slowed down :-[

PD: welp, seems auto-fixed after updating the drivers  ???
« Last Edit: February 05, 2016, 04:03:45 pm by ChairmanPoo »
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Bauglir

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Glad that problem is solved.

Also, apparently there are special trinkets you get for beating the Champion level bosses. They weren't in the Early Access version, so if I want them I'd need to start over. And some are quite nice. Too bad I'll never see them! Because fuck that.
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In the days when Sussman was a novice, Minsky once came to him as he sat hacking at the PDP-6.
“What are you doing?”, asked Minsky. “I am training a randomly wired neural net to play Tic-Tac-Toe” Sussman replied. “Why is the net wired randomly?”, asked Minsky. “I do not want it to have any preconceptions of how to play”, Sussman said.
Minsky then shut his eyes. “Why do you close your eyes?”, Sussman asked his teacher.
“So that the room will be empty.”
At that moment, Sussman was enlightened.

Spehss _

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I would think stacking protection would be a better defensive tactic than stacking dodge. Or better yet, both protection and dodge.
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Jopax

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But if you're gonna do that you'll be sacrificing one or two sources of potential damage/cc which is way too much imho. Having one dedicated support is ok, but I think two is way too big of a hit on your damage output which is a must if you want to survive. Because killing them before they can hit you is better than dodging or absorbing their hits.
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Spehss _

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But if you're gonna do that you'll be sacrificing one or two sources of potential damage/cc which is way too much imho. Having one dedicated support is ok, but I think two is way too big of a hit on your damage output which is a must if you want to survive. Because killing them before they can hit you is better than dodging or absorbing their hits.
?

I was talking about trinket loadouts. A single trinket giving protection to a character with already good dodge chance seems better than just adding more dodge.



So anyway, do heroes lose experience over time? I had a couple of crusaders at level 4 who have dropped down to the high 3s. They've been inactive for a few weeks while I was taking other groups out on missions.
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