Do you still have to sit through a fight for fifteen minutes to heal your team? That was a major beef. I would rather the party just automatically heal and rebalance battles accordingly. Come to think of it, the use of healing and food in general is my biggest gripe with the game. You're just walking through the dungeon and your party decides its Starve O Clock.
But make no mistake, this game is still excellent.
They've made changes such that drawing out a fight via stuns to spam healing is very difficult to do now and not worth the effort.
IMO battles being all about slow attrition are critical to the game's atmosphere. Starting every fight at full health would totally ruin it and thus the whole game.
On the other hand, the "you are starving" events are invisible traps on the map so there's no rhyme or reason to them. You can eat 4 food with everybody, then take one step and get a starvation event. Not a big fan of them but I just bring enough food to be able to ignore them.
+1
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
IMO battles being all about slow attrition are critical to the game's atmosphere. Starting every fight at full health would totally ruin it and thus the whole game.
On the other hand, the "you are starving" events are invisible traps on the map so there's no rhyme or reason to them. You can eat 4 food with everybody, then take one step and get a starvation event. Not a big fan of them but I just bring enough food to be able to ignore them.
Especially lately, given how cheap it is, I find myself bringing a relatively large amount of food and using the excess to buffer hp onto people.
I keep getting recommendations for this game; it's these little bits that make me want to wait until they are completely done with the release version.
I also kinda want to get it on PS4, since I haven't played a thing on there since DA:I.
I keep getting recommendations for this game; it's these little bits that make me want to wait until they are completely done with the release version.
I also kinda want to get it on PS4, since I haven't played a thing on there since DA:I.
In the same boat as you. It sounds cool but the balancing is so critical in games like this. There's a very thin line between being challenging and cheap. The last thing I want to happen is for me to play some early builds that still have critical flaws giving me a bad impression of the game.
+1
FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
edited June 2015
This game was originally on my MUST BUY list but has been dropping further with every change they make. It very much sounds like the developers are taking away player agency in favor of arbitrary decisions forced upon you by the game design. You WILL starve here, you WILL panic there, there is only one very narrow course to winning the game and it's up to you as the player to stumble upon it.
I really wish the developers could make the easier missions easier, and the harder missions harder.
This most recent build is stupidly difficult at the starter levels. I know the devs wanted to punish people from grinding the rank 1 missions to upgrade the town, but if that's the way the players want to play, I think they should be able to. Just give exponentially more valuable loot/rewards to the harder missions to balance them.
MWO: Adamski
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
If you're on the fence at all, I'd wait
I've pretty much stopped playing it myself because I'd rather wait until they do more balancing, add more classes, and add the remaining dungeons in
I really wish the developers could make the easier missions easier, and the harder missions harder.
This most recent build is stupidly difficult at the starter levels. I know the devs wanted to punish people from grinding the rank 1 missions to upgrade the town, but if that's the way the players want to play, I think they should be able to. Just give exponentially more valuable loot/rewards to the harder missions to balance them.
Occasionally the "easy," ones are just grueling, but mostly it's the lack of a ramp-up on difficulty that throws me as well. some things that are relatively weak, like pushes and pulls, can wreak utter havoc on the action economy on your end, too.
I think the strangest thing, though, is that compared to skeletons or brigands the swine and the fungus guys aren't nearly as big a deal if you've got decent targeted elimination abilities for the swine or good pure output for the funguses.
This game was originally on my MUST BUY list but has been dropping further with every change they make. It very much sounds like the developers are taking away player agency in favor of arbitrary decisions forced upon you by the game design. You WILL starve here, you WILL panic there, there is only one very narrow course to winning the game and it's up to you as the player to stumble upon it.
Huh? I have no idea what you've been reading, but that doesn't sound like the game I'm playing at all. Sure the min/max crowd have found "the best" setups that are obviously subject to change this being an EA game, but other than that there's all sorts of ways to play the game. Some people use Vestals to heal, others run mark-based teams with an Occultist and some just don't use a healer at all. Bunch of people run in the dark and other bunch do light runs with Sun trinkets and so on. Only part where you don't have much leeway are a few bosses (but not all) where you do need use certain tactics or you'll lose, but that is every game ever pretty much.
Even the tips veterans give to new players are just that, tips. You can ignore a lot of the advice and not all of it is probably critical for your playstyle, whatever that is, but they are good hints on ways to make the game a bit easier for you if you are just starting out. And hopefully when the game gets closer to launch the narrower selection of optimal strategies expands as the devs buff the weak and nerf the strong.
I haven't really figured out what changes based upon torch intensity. Maybe I'm still too early for it to make a difference. I'm on week 9 and all of the dungeons I've been clearing all still say they are easy. Does darkness cause more badguys to spawn? Or more traps? I'm assuming it increases fail chance at disarming traps? And probably also decreases the chance of spotting them?
Also, this game is suuuuuuuper random. I had a game in which I spawned and Eldritch Shambler beast in the tutorial mission. It absolutely wrecked and devoured my party. I just restarted after that since it was just the tutorial.
I haven't really figured out what changes based upon torch intensity. Maybe I'm still too early for it to make a difference. I'm on week 9 and all of the dungeons I've been clearing all still say they are easy. Does darkness cause more badguys to spawn? Or more traps? I'm assuming it increases fail chance at disarming traps? And probably also decreases the chance of spotting them?
Also, this game is suuuuuuuper random. I had a game in which I spawned and Eldritch Shambler beast in the tutorial mission. It absolutely wrecked and devoured my party. I just restarted after that since it was just the tutorial.
If you hover your mouse over the torch at the top middle of your game, it'll show you what light does. Shortly:
Light increases your chance to scout and your chance to surprise monsters.
Darkness increases your stress gains, monster damage and accuracy, your crit percentages, and your loot gains.
There are also trinkets that work better in light or darkness. Generally, playing full light is safer, but there are people who run full darkness dungeons. They use the fact that criticals heal stress to keep their party low on stress and raze the enemy before they get to strike back, and rake in the loot.
The Eldritch Shambler is a mini-boss that was recently added in the game. I think its curio just spawns randomly.
I haven't really figured out what changes based upon torch intensity. Maybe I'm still too early for it to make a difference. I'm on week 9 and all of the dungeons I've been clearing all still say they are easy. Does darkness cause more badguys to spawn? Or more traps? I'm assuming it increases fail chance at disarming traps? And probably also decreases the chance of spotting them?
Also, this game is suuuuuuuper random. I had a game in which I spawned and Eldritch Shambler beast in the tutorial mission. It absolutely wrecked and devoured my party. I just restarted after that since it was just the tutorial.
If you hover your mouse over the torch at the top middle of your game, it'll show you what light does. Shortly:
Light increases your chance to scout and your chance to surprise monsters.
Darkness increases your stress gains, monster damage and accuracy, your crit percentages, and your loot gains.
There are also trinkets that work better in light or darkness. Generally, playing full light is safer, but there are people who run full darkness dungeons. They use the fact that criticals heal stress to keep their party low on stress and raze the enemy before they get to strike back, and rake in the loot.
The Eldritch Shambler is a mini-boss that was recently added in the game. I think its curio just spawns randomly.
I do that almost exclusively(exception being certain bosses).
You basically parade around in short/medium dungeon with high damage/crit classes and just wreck town all day and only keep torches for certain curios like the scroll piles in the Warrens. Don't bother with debuff classes like Jester or Grave Robber or Plague Doctor - protracted battles are not your friend. Ignore Long duration dungeons unless the end trinket is really really good - you will exit the short/medium dungeons filled with loot as it is, Long dungeons will see you throwing away as much as you take home.
The surprise chances are very much lower than the torch indicator seems to imply. I'm hit with surprise attacks more often with the guaranteed surprise from the Shambler than I am in most regular battles. But even if I am, that's why I use Crusaders/Highwaymen/Man-at-Arms' lunge attacks to just reposition myself as I attack. And while Crit healing is useful, what really does the job is just critting something out of existence - dead in one turn > blighting for 6 damage over 3 turns.
Additionally, what a lot of people still haven't picked up on(I didn't realize this until I saw Kripp do it) is that you can now shift-click unwanted trinkets in town to sell them. They're an obscene amount of money - something like 1.2k for commons, scaling up to 3.5k for Very Rare and 7k for Ancestral trinkets. They're better for money than gem stacks at times. This helps a lot for keeping your heroes upgraded.
So far I've only lost one low level hero due to a really shitty combination of crit and of course deciding he wanted to move right after that and die to a blight tick(fucking idiot), but otherwise I'm 30 weeks in on a new game(reset after the new classes were added) and have rarely been in any serious danger.
Next update is coming on 15th of July. No Cove yet and just one new class, though.
But it's Houndmaster! Eee!
Well yeah, curious what sort of skills they will have but I don't really expect them to do anything revolutionary. Probably one more dps class with maybe some bleeds and/or stuns or maybe pulls (Fetch!). I'll be happy to be proven wrong of course, Arbalest and Man-at-Arms were both really good.
IMO battles being all about slow attrition are critical to the game's atmosphere. Starting every fight at full health would totally ruin it and thus the whole game.
On the other hand, the "you are starving" events are invisible traps on the map so there's no rhyme or reason to them. You can eat 4 food with everybody, then take one step and get a starvation event. Not a big fan of them but I just bring enough food to be able to ignore them.
Especially lately, given how cheap it is, I find myself bringing a relatively large amount of food and using the excess to buffer hp onto people.
They fixed this food exploit. Heroes get full after several rations and can't eat for awhile. Though I think you can still eat then camp and eat at that screen.
I do like how they ramped up the difficulty a bit. When they first released this game, once you got over that initial hump of difficulty, the game ceased being challenging at all.
They also balanced it out in some other good ways. For example, heals can crit now.
In either case, I'm sure there will be more balance changes made in the future as well.
It also helps not to get too attached to heroes. Sure you can cure negative issues, but don't be afraid of just dumping heroes that would require too many resources to save. I was always a fan of upping the carriage just to replace initiates that just didn't cut it. And once you have an established set of funding, then you can be nicer to your heroes.
Cobell on
0
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
IMO battles being all about slow attrition are critical to the game's atmosphere. Starting every fight at full health would totally ruin it and thus the whole game.
On the other hand, the "you are starving" events are invisible traps on the map so there's no rhyme or reason to them. You can eat 4 food with everybody, then take one step and get a starvation event. Not a big fan of them but I just bring enough food to be able to ignore them.
Especially lately, given how cheap it is, I find myself bringing a relatively large amount of food and using the excess to buffer hp onto people.
They fixed this food exploit. Heroes get full after several rations and can't eat for awhile. Though I think you can still eat then camp and eat at that screen.
I do like how they ramped up the difficulty a bit. When they first released this game, once you got over that initial hump of difficulty, the game ceased being challenging at all.
They also balanced it out in some other good ways. For example, heals can crit now.
In either case, I'm sure there will be more balance changes made in the future as well.
It also helps not to get too attached to heroes. Sure you can cure negative issues, but don't be afraid of just dumping heroes that would require too many resources to save. I was always a fan of upping the carriage just to replace initiates that just didn't cut it. And once you have an established set of funding, then you can be nicer to your heroes.
Yeah, I'm talking about throwing 3-4 food at the guy who got randomly critted or focus-fired to get them further from Death's Door looping, not an entire stack. It's pretty helpful to have the option!
I haven't played since the game first came out but what the hell have they done to the Hellion? Why would I ever use her if all of her AOE skills massively debuff her? How do they think this is balanced?
In this moment, I am euphoric. Not because of any phony god’s blessing. But because, I am enlightened by my intelligence.
I haven't played since the game first came out but what the hell have they done to the Hellion? Why would I ever use her if all of her AOE skills massively debuff her? How do they think this is balanced?
Her single target dps is still very high and she can hit 4th place from the front with Iron Swan which was pretty good before this patch and now with corpses is even more useful. If you just want to spam AEs, bright Highwaymen instead.
I haven't played since the game first came out but what the hell have they done to the Hellion? Why would I ever use her if all of her AOE skills massively debuff her? How do they think this is balanced?
Her single target dps is still very high and she can hit 4th place from the front with Iron Swan which was pretty good before this patch and now with corpses is even more useful. If you just want to spam AEs, bright Highwaymen instead.
I guess she just has some bad skills. And I hate deliberately bad skills in games.
In this moment, I am euphoric. Not because of any phony god’s blessing. But because, I am enlightened by my intelligence.
I haven't played since the game first came out but what the hell have they done to the Hellion? Why would I ever use her if all of her AOE skills massively debuff her? How do they think this is balanced?
Her single target dps is still very high and she can hit 4th place from the front with Iron Swan which was pretty good before this patch and now with corpses is even more useful. If you just want to spam AEs, bright Highwaymen instead.
I guess she just has some bad skills. And I hate deliberately bad skills in games.
I've heard some people still use Breakthrough though I don't see how/why. YAWP on the other hand is a very high stun chance double stun - before this patch I often used it after there were only two enemies left, now with corpses it's not quite so useful but might still be worth it from time to time. Speaking of corpses I'm not against the mechanic, but I think they look underwhelming, both animation and art. Hope they rework them before game launches.
0
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
I haven't played since the game first came out but what the hell have they done to the Hellion? Why would I ever use her if all of her AOE skills massively debuff her? How do they think this is balanced?
Her single target dps is still very high and she can hit 4th place from the front with Iron Swan which was pretty good before this patch and now with corpses is even more useful. If you just want to spam AEs, bright Highwaymen instead.
I guess she just has some bad skills. And I hate deliberately bad skills in games.
I've heard some people still use Breakthrough though I don't see how/why. YAWP on the other hand is a very high stun chance double stun - before this patch I often used it after there were only two enemies left, now with corpses it's not quite so useful but might still be worth it from time to time. Speaking of corpses I'm not against the mechanic, but I think they look underwhelming, both animation and art. Hope they rework them before game launches.
Breakthrough hits pretty hard the first go-around. It's okay versus hounds, slimes, and spiders.
I hate corpses. They have so much hp, and they really kill my strategic thinking about which enemy to down first. Now I just always kill the dudes in the back first.
Bleeding to death leaving less corpse than being chopped to death isn't intuitive.
Maybe the enemy realizes that they're dying and attempt to stagger away before death, leaving the formation? If you just hack them down, they just drop where they were standing and block you with their body.
I'm strongly in the "corpses make the game better" camp. Prior to it, after killing a single enemy, the Hellion's Iron Swan was useless - ditto for the Plague Doctor's backrow crowd control and DoTs. It brings more value to ranged classes and permits certain heroes to remain useful throughout fights.
I'm actually using Plague Doctors now. It's kind of awesome. But holee-shit, try starting up a new game under the current patch. It is brutally difficult.
'Chance, you are the best kind of whore.' -Henroid
From what I've read, the transitions to lvl 3 and lvl 5 dungeons are even more difficult - starting a new game has always been punishing but you don't really lose much early on when somebody dies or goes mad. For the lvl 3+ game I'm not sure nerfing all the decent trinkets to the ground at the same time they buffed almost all of the enemies was that great idea. If the mid-game is too hard and you get constant deaths there, then you will spend most of your time leveling up new adventurers. Not sure how long that remains fun, especially given how many dungeon runs it takes to get to lvl 5 for example. If the game ends up like that and you will feel like constantly treading water instead of making any headway even after the initial hump then I'm not sure if I'll continue playing.
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
As someone who regularly made use of repositioning moves prior to this change, I'm 100% for dead things not fucking up my repositioning strategy
Corpses make things even dumber for bandit packs, considering you could disable the dagger bandit by repositioning the gunner to the front. With corpses, the dagger bandit just passes the entire fight.
0
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
This change will make the Necromancer in particular a heck of a nasty fight without a fairly versatile targeting scheme.
I suspect we'll see a lot of skills besides the ones that were already tweaked get altered to play around with the corpses.
This popped up on facebook, a very extensive interview with Red Hook people.
I'm very hype for the Guy Davis reference They know where to pick their influences.
Y'know what is Goddamn fucking retarded? When a developer ruins a perfectly good game due to retarded user feedback.
Hey, Red Hook, guess what? I was having plenty of fun in the game before you decided to turn all of the end game content into bullet spongey fucking nonsense with upwards of 50~ PROT and reprogram the AI combat script so that the big monsters - which used to be enjoyable fights - just spam AoE bullshit. There is no fucking strategy to those encounters anymore; Ghouls just howl over and over, centaurs just Pig Spear over and over, and fucking Bone Commanders ground pound over and over, often landing multi-hit crits. It's fucking stupid.
If you're going to put this bullshit in the game because some people are masochists and can't just have fun playing a 10-20 minute dungeon crawl without constant party wipes, make it optional. 'Super hardcore Mode for People With Unlimited Time' or whatever.
I've lost all of my level 6 guys tonight, wearing Sun Cloaks and running constant radiant light, in the warrens. 'Pig Spear!' 'Pig Spear!' 'Pig Spear!' 'Pig Spear!', while dude is sitting in the front row and normally would've only been able to trot back, but screw that, why should this game be tactical m i rite? How the fuck is that enjoyable for anyone?
Also, a big thanks goes out to the asshole who decided that obviously the Grave Robber needs constant nerfs all of the fucking time, until now she's a liability to ever take with you. That's pretty awesome. Thank you for wrecking my favorite character in this single player fucking game! This is truly the experience I always wanted!
Y'know what is Goddamn fucking retarded? When a developer ruins a perfectly good game due to retarded user feedback.
Hey, Red Hook, guess what? I was having plenty of fun in the game before you decided to turn all of the end game content into bullet spongey fucking nonsense with upwards of 50~ PROT and reprogram the AI combat script so that the big monsters - which used to be enjoyable fights - just spam AoE bullshit. There is no fucking strategy to those encounters anymore; Ghouls just howl over and over, centaurs just Pig Spear over and over, and fucking Bone Commanders ground pound over and over, often landing multi-hit crits. It's fucking stupid.
If you're going to put this bullshit in the game because some people are masochists and can't just have fun playing a 10-20 minute dungeon crawl without constant party wipes, make it optional. 'Super hardcore Mode for People With Unlimited Time' or whatever.
I've lost all of my level 6 guys tonight, wearing Sun Cloaks and running constant radiant light, in the warrens. 'Pig Spear!' 'Pig Spear!' 'Pig Spear!' 'Pig Spear!', while dude is sitting in the front row and normally would've only been able to trot back, but screw that, why should this game be tactical m i rite? How the fuck is that enjoyable for anyone?
Also, a big thanks goes out to the asshole who decided that obviously the Grave Robber needs constant nerfs all of the fucking time, until now she's a liability to ever take with you. That's pretty awesome. Thank you for wrecking my favorite character in this single player fucking game! This is truly the experience I always wanted!
I can't quite figure out the DD community.
Am I supposed to hug you or point and laugh?
Posts
They've made changes such that drawing out a fight via stuns to spam healing is very difficult to do now and not worth the effort.
On the other hand, the "you are starving" events are invisible traps on the map so there's no rhyme or reason to them. You can eat 4 food with everybody, then take one step and get a starvation event. Not a big fan of them but I just bring enough food to be able to ignore them.
Especially lately, given how cheap it is, I find myself bringing a relatively large amount of food and using the excess to buffer hp onto people.
I also kinda want to get it on PS4, since I haven't played a thing on there since DA:I.
This most recent build is stupidly difficult at the starter levels. I know the devs wanted to punish people from grinding the rank 1 missions to upgrade the town, but if that's the way the players want to play, I think they should be able to. Just give exponentially more valuable loot/rewards to the harder missions to balance them.
MWO: Adamski
I've pretty much stopped playing it myself because I'd rather wait until they do more balancing, add more classes, and add the remaining dungeons in
Occasionally the "easy," ones are just grueling, but mostly it's the lack of a ramp-up on difficulty that throws me as well. some things that are relatively weak, like pushes and pulls, can wreak utter havoc on the action economy on your end, too.
I think the strangest thing, though, is that compared to skeletons or brigands the swine and the fungus guys aren't nearly as big a deal if you've got decent targeted elimination abilities for the swine or good pure output for the funguses.
Huh? I have no idea what you've been reading, but that doesn't sound like the game I'm playing at all. Sure the min/max crowd have found "the best" setups that are obviously subject to change this being an EA game, but other than that there's all sorts of ways to play the game. Some people use Vestals to heal, others run mark-based teams with an Occultist and some just don't use a healer at all. Bunch of people run in the dark and other bunch do light runs with Sun trinkets and so on. Only part where you don't have much leeway are a few bosses (but not all) where you do need use certain tactics or you'll lose, but that is every game ever pretty much.
Even the tips veterans give to new players are just that, tips. You can ignore a lot of the advice and not all of it is probably critical for your playstyle, whatever that is, but they are good hints on ways to make the game a bit easier for you if you are just starting out. And hopefully when the game gets closer to launch the narrower selection of optimal strategies expands as the devs buff the weak and nerf the strong.
Also, this game is suuuuuuuper random. I had a game in which I spawned and Eldritch Shambler beast in the tutorial mission. It absolutely wrecked and devoured my party. I just restarted after that since it was just the tutorial.
If you hover your mouse over the torch at the top middle of your game, it'll show you what light does. Shortly:
Light increases your chance to scout and your chance to surprise monsters.
Darkness increases your stress gains, monster damage and accuracy, your crit percentages, and your loot gains.
There are also trinkets that work better in light or darkness. Generally, playing full light is safer, but there are people who run full darkness dungeons. They use the fact that criticals heal stress to keep their party low on stress and raze the enemy before they get to strike back, and rake in the loot.
The Eldritch Shambler is a mini-boss that was recently added in the game. I think its curio just spawns randomly.
I do that almost exclusively(exception being certain bosses).
You basically parade around in short/medium dungeon with high damage/crit classes and just wreck town all day and only keep torches for certain curios like the scroll piles in the Warrens. Don't bother with debuff classes like Jester or Grave Robber or Plague Doctor - protracted battles are not your friend. Ignore Long duration dungeons unless the end trinket is really really good - you will exit the short/medium dungeons filled with loot as it is, Long dungeons will see you throwing away as much as you take home.
The surprise chances are very much lower than the torch indicator seems to imply. I'm hit with surprise attacks more often with the guaranteed surprise from the Shambler than I am in most regular battles. But even if I am, that's why I use Crusaders/Highwaymen/Man-at-Arms' lunge attacks to just reposition myself as I attack. And while Crit healing is useful, what really does the job is just critting something out of existence - dead in one turn > blighting for 6 damage over 3 turns.
Additionally, what a lot of people still haven't picked up on(I didn't realize this until I saw Kripp do it) is that you can now shift-click unwanted trinkets in town to sell them. They're an obscene amount of money - something like 1.2k for commons, scaling up to 3.5k for Very Rare and 7k for Ancestral trinkets. They're better for money than gem stacks at times. This helps a lot for keeping your heroes upgraded.
So far I've only lost one low level hero due to a really shitty combination of crit and of course deciding he wanted to move right after that and die to a blight tick(fucking idiot), but otherwise I'm 30 weeks in on a new game(reset after the new classes were added) and have rarely been in any serious danger.
But it's Houndmaster! Eee!
Well yeah, curious what sort of skills they will have but I don't really expect them to do anything revolutionary. Probably one more dps class with maybe some bleeds and/or stuns or maybe pulls (Fetch!). I'll be happy to be proven wrong of course, Arbalest and Man-at-Arms were both really good.
They fixed this food exploit. Heroes get full after several rations and can't eat for awhile. Though I think you can still eat then camp and eat at that screen.
I do like how they ramped up the difficulty a bit. When they first released this game, once you got over that initial hump of difficulty, the game ceased being challenging at all.
They also balanced it out in some other good ways. For example, heals can crit now.
In either case, I'm sure there will be more balance changes made in the future as well.
It also helps not to get too attached to heroes. Sure you can cure negative issues, but don't be afraid of just dumping heroes that would require too many resources to save. I was always a fan of upping the carriage just to replace initiates that just didn't cut it. And once you have an established set of funding, then you can be nicer to your heroes.
Yeah, I'm talking about throwing 3-4 food at the guy who got randomly critted or focus-fired to get them further from Death's Door looping, not an entire stack. It's pretty helpful to have the option!
http://www.redhookgames.com/buildnotes/DarkestDungeon_Corpse_and_Hound_Update_Notes.pdf
They're really putting some thought into this thing. Can't wait to try it out when it hits PS4.
Her single target dps is still very high and she can hit 4th place from the front with Iron Swan which was pretty good before this patch and now with corpses is even more useful. If you just want to spam AEs, bright Highwaymen instead.
I did a few runs hoping to see a Houndmaster, but one didn't show.
The corpse change really does add a bit more thinking to fights. It makes movement skills really handy.
Hearthstone - Webber #1330
3DS: 0920-3235-4071
I guess she just has some bad skills. And I hate deliberately bad skills in games.
I've heard some people still use Breakthrough though I don't see how/why. YAWP on the other hand is a very high stun chance double stun - before this patch I often used it after there were only two enemies left, now with corpses it's not quite so useful but might still be worth it from time to time. Speaking of corpses I'm not against the mechanic, but I think they look underwhelming, both animation and art. Hope they rework them before game launches.
Breakthrough hits pretty hard the first go-around. It's okay versus hounds, slimes, and spiders.
I didn't see that new skill! Loading up a game just to try it out.
Hearthstone - Webber #1330
3DS: 0920-3235-4071
Maybe the enemy realizes that they're dying and attempt to stagger away before death, leaving the formation? If you just hack them down, they just drop where they were standing and block you with their body.
I'm actually using Plague Doctors now. It's kind of awesome. But holee-shit, try starting up a new game under the current patch. It is brutally difficult.
I suspect we'll see a lot of skills besides the ones that were already tweaked get altered to play around with the corpses.
I'm very hype for the Guy Davis reference
Hey, Red Hook, guess what? I was having plenty of fun in the game before you decided to turn all of the end game content into bullet spongey fucking nonsense with upwards of 50~ PROT and reprogram the AI combat script so that the big monsters - which used to be enjoyable fights - just spam AoE bullshit. There is no fucking strategy to those encounters anymore; Ghouls just howl over and over, centaurs just Pig Spear over and over, and fucking Bone Commanders ground pound over and over, often landing multi-hit crits. It's fucking stupid.
If you're going to put this bullshit in the game because some people are masochists and can't just have fun playing a 10-20 minute dungeon crawl without constant party wipes, make it optional. 'Super hardcore Mode for People With Unlimited Time' or whatever.
I've lost all of my level 6 guys tonight, wearing Sun Cloaks and running constant radiant light, in the warrens. 'Pig Spear!' 'Pig Spear!' 'Pig Spear!' 'Pig Spear!', while dude is sitting in the front row and normally would've only been able to trot back, but screw that, why should this game be tactical m i rite? How the fuck is that enjoyable for anyone?
Also, a big thanks goes out to the asshole who decided that obviously the Grave Robber needs constant nerfs all of the fucking time, until now she's a liability to ever take with you. That's pretty awesome. Thank you for wrecking my favorite character in this single player fucking game! This is truly the experience I always wanted!
I can't quite figure out the DD community.
Am I supposed to hug you or point and laugh?