Not sure why they saw the need to add provision limits; if I want to buy 16 stacks of food, why not let me? That's a huge amount of money to blow and seems like a dumb idea, so who cares? Hopefully the limits aren't tooooo restrictive. I like a lot of the other stuff on paper, though. The new Heart Attacks, Death's Door debuffs, and enemy reinforcements sound totally reasonable and thematic.
As for the Man-At-Arms, it's a class I don't like, and his Riposte acting the way it did was one of the only reasons I ever took one along in a party (and even then it was pretty rare). I don't see the need for it to be nerfed.
The provision limits seemed pretty high. Like I think you can buy up to 18 stacks of food.
While it's good to know they're not using provision limits to force players to send out ill-prepared parties, I still don't really see the point of adding them. Like, why would anyone want to buy that much food? Oh well. It's apparently something that won't affect me, so I guess it's nothing to worry about.
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NEO|PhyteThey follow the stars, bound together.Strands in a braid till the end.Registered Userregular
I'm fairly fond of the MAA because his basic attack hits to row 3, plus he has a forward 1 move that also happens to stun.
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
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AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
that and its not like you can just gorge on food as temporary health. you can only eat like 4 snacks per person (they got full for a while) and it only got 1hp for your trouble
Hunger is one of the few things that I really think needs to be reworked
Let's put more effort into systems designed to force you to attack even when it's not a good idea and otherwise force you to play the way the devs wish you would instead!
Hunger is one of the few things that I really think needs to be reworked
Let's put more effort into systems designed to force you to attack even when it's not a good idea and otherwise force you to play the way the devs wish you would instead!
Really not loving the now super-impatient heroes.
I wonder if that's easily modded away. Most things (skills, items, monster stats) can be changed with just editing the files with Notepad but not sure if this can. They did say they want feedback on the new system so there's always a chance they change it.
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AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Hunger is one of the few things that I really think needs to be reworked
Let's put more effort into systems designed to force you to attack even when it's not a good idea and otherwise force you to play the way the devs wish you would instead!
Really not loving the now super-impatient heroes.
I wonder if that's easily modded away. Most things (skills, items, monster stats) can be changed with just editing the files with Notepad but not sure if this can. They did say they want feedback on the new system so there's always a chance they change it.
More aggressive penaties / standards for dawdling would be ok, but in the runs I tried tonight it seemed to be using a fairly butt-headed "if more than 2 people don't attack, immediately have some stress" system. An Arbalest died largely because saving her would've flipped people out in one especially-unpleasant turn of events.
I feel fairly sure your heroes shouldn't be getting impatient when you're trying to keep them off Death's Door.
The provision limits seemed pretty high. Like I think you can buy up to 18 stacks of food.
While it's good to know they're not using provision limits to force players to send out ill-prepared parties, I still don't really see the point of adding them. Like, why would anyone want to buy that much food? Oh well. It's apparently something that won't affect me, so I guess it's nothing to worry about.
Oh yeah, I agree, it's a completely pointless change.
Played with the Abomination a bit more. His human form abilities are quite strong actually, with one being a stun with decent damage and the other being an AoE blight that hits the second and third slots. Currently I like keeping him in human form unless I need to put out some damage. Though I am a little iffy on the party limitations he enforces.
I'd be bothered by it less if they ever introduced a second class that was a viable healer
It's really about the totally appalling scaling on Vestal / Doc. With Occultist and Arbalest and Crusader there are other things you can / should be doing but the enemies' damage pretty well outpaces your mitigation somewhere around Champion, Veteran if you're not working with a bunch of defensive trinkets.
I'd be bothered by it less if they ever introduced a second class that was a viable healer
It's really about the totally appalling scaling on Vestal / Doc. With Occultist and Arbalest and Crusader there are other things you can / should be doing but the enemies' damage pretty well outpaces your mitigation somewhere around Champion, Veteran if you're not working with a bunch of defensive trinkets.
You aren't supposed to keep up with enemy damage in any case, you are supposed to mitigate the effects of crits and enemy piling on one of your heroes so the hp attrition is spread evenly on the whole party. It is very clear that the dungeon runs are supposed to be slow descents into near-death, near-madness state and hoping that you can snatch victory from the jaws of defeat before your hp bars are empty and stress bars are full. And healing works for that just fine, even at the highest level.
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AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
I'd be bothered by it less if they ever introduced a second class that was a viable healer
It's really about the totally appalling scaling on Vestal / Doc. With Occultist and Arbalest and Crusader there are other things you can / should be doing but the enemies' damage pretty well outpaces your mitigation somewhere around Champion, Veteran if you're not working with a bunch of defensive trinkets.
You aren't supposed to keep up with enemy damage in any case, you are supposed to mitigate the effects of crits and enemy piling on one of your heroes so the hp attrition is spread evenly on the whole party. It is very clear that the dungeon runs are supposed to be slow descents into near-death, near-madness state and hoping that you can snatch victory from the jaws of defeat before your hp bars are empty and stress bars are full. And healing works for that just fine, even at the highest level.
I'm not expecting parity, just to heal more than 3 to the whole party with Vestal in one skill use. When they're regularly getting hit for double digits, "not ever 1 anymore" isn't enough of an increase, imo.
After keeping an eye on this game since they first announced it ages ago, I finally broke down during the last sale and bought it. Was intending to hold out until the final release, but I figured I could mess around with it a bit before then and not burn myself out.
They certainly captured the feel of going on stressful, gruelling dungeon crawls very well. This game is damn hard. DAMN hard. However, I'm learning a lot of things I didn't know at first, and changing my tactics. RNG kicks my ass occasionally, but overall it's not too bad. I retreated from my last excursion after things started to look bleak, and they thankfully let you keep all the loot you've collected. Stress is a major concern for me at the moment, and I'm still learning the best ways to control it, and where to put characters in the hamlet to help them reduce their stress more efficiently.
Any tips for a fresh player? I upgrade the stagecoach first, and plan to focus a lot of attention on the blacksmith to improve equipment before anything else.
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AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
You'll want to pay about equal attention to Guild upgrades, in my experience. Other than that, scan back a couple pages for the most-recent round of newbie tips.
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The JudgeThe Terwilliger CurvesRegistered Userregular
The "Consider The Town Your Most Important Character" advice from this thread has served me well.
Last pint: Turmoil CDA / Barley Brown's - Untappd: TheJudge_PDX
The best way to deal with stress in the early game is to fire the poor souls after a dungeon crawl and hire a new band of suckers.
3DS Friend Code:
Armchair: 4098-3704-2012
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BethrynUnhappiness is MandatoryRegistered Userregular
Wow, the bleed attack the big crabs do in the Cove is pretty annoying. 8 damage minimum, and 16 more if you don't have some form of bleed removal. Plague Doctors required?
...and of course, as always, Kill Hitler.
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AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Wow, the bleed attack the big crabs do in the Cove is pretty annoying. 8 damage minimum, and 16 more if you don't have some form of bleed removal. Plague Doctors required?
Or bandage it, since the on-hit component is pretty minor.
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BethrynUnhappiness is MandatoryRegistered Userregular
Yeah but there's a limit on how many bandages you can bring, and it makes the run a lot more costly.
I'm generally looking at designing parties specifically for zones now, it seems to be working pretty nicely in other areas.
Decided, despite the typical contrary advice, to start over. Fact is I didn't feel confident in what I had for available front liners and just got annoyed, so I started a second save file. So far, things have gone largely more smooth in Dunwich Estate than they did in Arkham Estate. The Crusader they started me with has actually started to turn into something with the addition of Slugger to his quirks. He's now getting about 20% bonus DMG as long as I keep my light up. So he'll be pretty good for now until the bad shit piles on, or he dies.
I frigging LOVE the Houndmaster. Pairing him with an Arbalest allows for some major spikes in damage. I just ran a Crusader - Hound - Arbalest - Vestal group and it worked well. I'd like to get the Blackjack on the HM, and the heal on the Arbal, but overall they dealt with things pretty well. Adding a Bounty Hunter and Leper to the group. Neither have amazing traits, but they'll make decent fodder for now.
The game is pretty unforgiving, but it's fun when you succeed, and I can already feel myself learning as I play. Good stuff.
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AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Blackjack is only ok, especially in that party, but Houndmaster's all-around money.
It was my own fault. My party was pretty low on health, with only a Vestal providing healing. My first foray into a medium dungeon, and I pushed it too far. I got greedy, and the Houndmaster paid the price. No RNG bullshit, just a gamble on my part that didn't pay off.
Also...the Leper can soak a ridiculous amount of damage. I haven't gotten a MAA in the wagon yet, but a couple of Lepers that have shown themselves as a useful alternative to the Crusader.
I'd like to take the Abomination out, but I'm concerned I haven't gotten a good enough handle on managing stress yet.
Trying this again with the abo patch, still feels kind of lame. It's just a grind to upgrade village, get good relics and epic teams. Since it's not possible to lose there doesn't seem to be much point to it.
Abomination seems neat anyway. Not a fan of the dot, but the stun is really good and you can just stay in human form spamming stuns and heals until you either need the damage or get knocked to first position. Also base speed 7.. yeah.
The more I think back on this game, the more I think it's just not for me. I loved xcom and I enjoy the strategy, but I loathe horror games. This game doesn't have scares, but what it has is suffering, attrition and loss. Even though I am usually progressing the game makes me feel as though I'm constantly going backwards, losing health, gaining stress, watching my heroes die... and since I'm too chicken to delve into the higher level dungeons even getting a character to level 3 feels like a loss, since that removes them from the pool I'm scouring the low level dungeons with. Finishing a dungeon doesn't feel like a triumph as much as it feels like surviving an ordeal, which seems intentional.
Simply put, the game stresses me out. Constently feeling like I'm on the edge of losing the mission is exhausting, and I'm not good enough to figure out the most efficient groups and skill loadouts.
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As for the Man-At-Arms, it's a class I don't like, and his Riposte acting the way it did was one of the only reasons I ever took one along in a party (and even then it was pretty rare). I don't see the need for it to be nerfed.
While it's good to know they're not using provision limits to force players to send out ill-prepared parties, I still don't really see the point of adding them. Like, why would anyone want to buy that much food? Oh well. It's apparently something that won't affect me, so I guess it's nothing to worry about.
Warframe/Steam: NFyt
Bolster and Bellow are also pretty helpful, and I suspect I need to start running Command if I want to clear some of the Champion-difficulty stuff.
Yeah, the MAA Forward 1 stun + Crusader Lance combo that someone here mentioned became a mainstay of one of my groups.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
A general hunger indicator would be nice
Hunger doesn't work like that though
Not in a way in which there is like, a hunger meter which empties or fills or what have you
So that would also require reworking how hunger functions
Let's put more effort into systems designed to force you to attack even when it's not a good idea and otherwise force you to play the way the devs wish you would instead!
Really not loving the now super-impatient heroes.
I wonder if that's easily modded away. Most things (skills, items, monster stats) can be changed with just editing the files with Notepad but not sure if this can. They did say they want feedback on the new system so there's always a chance they change it.
More aggressive penaties / standards for dawdling would be ok, but in the runs I tried tonight it seemed to be using a fairly butt-headed "if more than 2 people don't attack, immediately have some stress" system. An Arbalest died largely because saving her would've flipped people out in one especially-unpleasant turn of events.
I feel fairly sure your heroes shouldn't be getting impatient when you're trying to keep them off Death's Door.
Oh yeah, I agree, it's a completely pointless change.
Played with the Abomination a bit more. His human form abilities are quite strong actually, with one being a stun with decent damage and the other being an AoE blight that hits the second and third slots. Currently I like keeping him in human form unless I need to put out some damage. Though I am a little iffy on the party limitations he enforces.
It's really about the totally appalling scaling on Vestal / Doc. With Occultist and Arbalest and Crusader there are other things you can / should be doing but the enemies' damage pretty well outpaces your mitigation somewhere around Champion, Veteran if you're not working with a bunch of defensive trinkets.
You aren't supposed to keep up with enemy damage in any case, you are supposed to mitigate the effects of crits and enemy piling on one of your heroes so the hp attrition is spread evenly on the whole party. It is very clear that the dungeon runs are supposed to be slow descents into near-death, near-madness state and hoping that you can snatch victory from the jaws of defeat before your hp bars are empty and stress bars are full. And healing works for that just fine, even at the highest level.
I'm not expecting parity, just to heal more than 3 to the whole party with Vestal in one skill use. When they're regularly getting hit for double digits, "not ever 1 anymore" isn't enough of an increase, imo.
They certainly captured the feel of going on stressful, gruelling dungeon crawls very well. This game is damn hard. DAMN hard. However, I'm learning a lot of things I didn't know at first, and changing my tactics. RNG kicks my ass occasionally, but overall it's not too bad. I retreated from my last excursion after things started to look bleak, and they thankfully let you keep all the loot you've collected. Stress is a major concern for me at the moment, and I'm still learning the best ways to control it, and where to put characters in the hamlet to help them reduce their stress more efficiently.
Any tips for a fresh player? I upgrade the stagecoach first, and plan to focus a lot of attention on the blacksmith to improve equipment before anything else.
Armchair: 4098-3704-2012
Or bandage it, since the on-hit component is pretty minor.
I'm generally looking at designing parties specifically for zones now, it seems to be working pretty nicely in other areas.
I frigging LOVE the Houndmaster. Pairing him with an Arbalest allows for some major spikes in damage. I just ran a Crusader - Hound - Arbalest - Vestal group and it worked well. I'd like to get the Blackjack on the HM, and the heal on the Arbal, but overall they dealt with things pretty well. Adding a Bounty Hunter and Leper to the group. Neither have amazing traits, but they'll make decent fodder for now.
The game is pretty unforgiving, but it's fun when you succeed, and I can already feel myself learning as I play. Good stuff.
And this summarizes darkest dungeon.
Also...the Leper can soak a ridiculous amount of damage. I haven't gotten a MAA in the wagon yet, but a couple of Lepers that have shown themselves as a useful alternative to the Crusader.
I'd like to take the Abomination out, but I'm concerned I haven't gotten a good enough handle on managing stress yet.
Abomination seems neat anyway. Not a fan of the dot, but the stun is really good and you can just stay in human form spamming stuns and heals until you either need the damage or get knocked to first position. Also base speed 7.. yeah.
"Restrain me not, I'm here on my own volition!"
My sentiments exactly. Darkest Dungeon is not a game where you should get attached to any of your troops (like in XCOM).
Just hire some more and send them off to the meat grinder. You have to think about the long game.
Simply put, the game stresses me out. Constently feeling like I'm on the edge of losing the mission is exhausting, and I'm not good enough to figure out the most efficient groups and skill loadouts.