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Y'all crazy. I bring Antiquarian, x, Highwayman, Man at Arms.
X is usually a jester or occultist.. HWM and MAA are both counterattaking, their dodge and stats buffed all to hell by the antiquarian and jester. Antiquarian "ducks" so she never takes damage and the MAA punches anyone who tries to touch her. She heals and blights in a pinch.
Y'all crazy. I bring Antiquarian, x, Highwayman, Man at Arms.
X is usually a jester or occultist.. HWM and MAA are both counterattaking, their dodge and stats buffed all to hell by the antiquarian and jester. Antiquarian "ducks" so she never takes damage and the MAA punches anyone who tries to touch her. She heals and blights in a pinch.
Enemy turns are LOL.
Yeah, breaking the turn economy trivializes turn based combat.
After another couple of tries, the new expansion is a huge dud
Can you elaborate on why? I haven't picked up this expansion yet and currently am playing battle chasers. There they have something seemingly similar in the arena area and it has been fun. However in that game I haven't completed the main story mode so I have higher priorities. What about the DD expansion isn't appealing?
I wasn't even sure it was a good idea to send this particular team (low to mid level Man an Arms, Crusader, Occultist, Antiquarian) on a medium run to the Ruins, and they're coming back like they just spent a day at the spa and found and armful of heirlooms and 34,000 gold while they were in there
After another couple of tries, the new expansion is a huge dud
Can you elaborate on why? I haven't picked up this expansion yet and currently am playing battle chasers. There they have something seemingly similar in the arena area and it has been fun. However in that game I haven't completed the main story mode so I have higher priorities. What about the DD expansion isn't appealing?
It's slight and kind of crappy. It really is just an endless mode, against new enemies who aren't particularly interesting or fun to fight. There's not much in the way of new lore, it's end game content only and there doesn't seem to be much of a reason to play it. It doesn't impact the rest of the game at all, and missions on the farmstead don't even tick over a week of game time. It's just... weak. The farmstead itself isn't even particularly well designed: the boss is bleed resistant which means that any bleed teams are going to get shit on. There's a pretty limited possibility space for team compositions, as far as I can tell.
After another couple of tries, the new expansion is a huge dud
Can you elaborate on why? I haven't picked up this expansion yet and currently am playing battle chasers. There they have something seemingly similar in the arena area and it has been fun. However in that game I haven't completed the main story mode so I have higher priorities. What about the DD expansion isn't appealing?
It's slight and kind of crappy. It really is just an endless mode, against new enemies who aren't particularly interesting or fun to fight. There's not much in the way of new lore, it's end game content only and there doesn't seem to be much of a reason to play it. It doesn't impact the rest of the game at all, and missions on the farmstead don't even tick over a week of game time. It's just... weak. The farmstead itself isn't even particularly well designed: the boss is bleed resistant which means that any bleed teams are going to get shit on. There's a pretty limited possibility space for team compositions, as far as I can tell.
That is completely fair, however most of your complaints appear to be answered "with working as designed". it seems geared towards those who are either done with the game because they played it a million times or those who are done with the game because they don't have interest in replaying the existing scenarios. I firmly believe that I will fall into the latter Camp once I have completed the Crimson court DLC. That being said it is concerning that the boss is bleed resistant and how that will shrink the number of potential teams. for me the only reason I am waiting to pick it up is because I know I won't actually get to play it for a million years
Golden YakBurnished BovineThe sunny beaches of CanadaRegistered Userregular
It was strange that the first Farmstead boss is bleed resistant, considering he is a Husk-type and none of the other Husks are bleed resistant. My Jester was super useful for damage as well as stress heal.
While I did enjoy running through the gauntlet to take down the 2nd and final Farmstead boss a couple of times, that's pretty much the extent of my interest in the Endless Harvest mode. It would take a looot of farming to get the rest of the Crystal trinkets, and while there are some that make going through the Husks of the Endless mission faster, that's not going to make things any more interesting. The Husk enemies aren't nearly as terrifying or formidable to fight as the Bloodsucker types, probably so you're able to chew through waves of them faster, but as a result combat really isn't as exciting. And once you find a powerful team you don't really want to experiment, but again as a result combat becomes very samey. The idea of the Shard Mercenaries as basically a cheap supply of Level 6 heroes to experiment with but who only go on specific missions is a cool concept too, but again once you have a team that works you don't have a reason to use them (and they take some of your shards anyway).
The new world boss was really cool, the actual Farmstead bosses were cool too, and the whole idea of pushing through a wave of enemies to get currency to get trinkets to push further is sort've the whole game in a compressed form. But this didn't have nearly the lifespan of fun as the Crimson Court did with its mega-dungeons and world-affecting campaign.
I'd almost prefer the whole 'Wave' style as a possible type of mission you can find in the other regions - for example, a 'Wave' mission in the cove would be 6-10 waves of Cove-related enemies and then one of the Cove bosses as a final challenge. I'd love the option to refight bosses. You can actually run across some if you push far enough in the Endless Harvest mission, but they are totally random.
It was still well worth it to me for the fun I did get out of it (it's like 6 bucks) - cool new bosses, awesome music, and I really love the art in this game, and the Farmstead has a lot of great art. There's a cool series of events in the Farmstead that appear in weird order due to the time-shifting, but together the images of the areas you fight in show your progression as you approach the heart of the time distortion:
Given the complaints about the new dlc seem kinda consistent, I wonder right they will tweak the numbers for it.moving forward. Are ethose sort of running changes things they have done before?
I have to say it seems like some of these patch notes may have been done with the new dlc in mind, which seems kind of crap. Like making overall design changes just to benefit or balance a single, optional, extra cost piece of your game is an asshole move. I may be wrong though and the changes may be more then that.
Gamertag: KL Retribution
PSN:Furlion
0
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
As I understand it. They want you to be losing guys on missions. They want Stygian runs to be hard to win not having people do them with level three hero’s on week fifteen.
I think that balancing your game based on edge cases, speed runners and elite players is a bad way to do things. I also think that the nerfs to the Jester annihilated a character who was already low-tier and situational, and that in many cases making abilities "limited use" is pretty lazy.
+19
FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
I think that balancing your game based on edge cases, speed runners and elite players is a bad way to do things. I also think that the nerfs to the Jester annihilated a character who was already low-tier and situational, and that in many cases making abilities "limited use" is pretty lazy.
I think the limited use thing could be an interesting concept, but most of then are buffs anyway, and I'd rather a slightly stronger hero with a more varied moveset. For the Jester in particular, though, he is so constrained by his other stuff that it is difficult for me to see utility out of him.
Also yeah, I'd rather they just keep adding crazybdifficulties or whatever than screw with my normal difficulty set of people
I think that balancing your game based on edge cases, speed runners and elite players is a bad way to do things. I also think that the nerfs to the Jester annihilated a character who was already low-tier and situational, and that in many cases making abilities "limited use" is pretty lazy.
It does seem that the Red Hook team has this odd 'elite' following of players who are vocal and enthusiastic about the game and are constantly playing and replaying it, but Red Hook is treating that following as representative of players as a whole and re-balancing to make it ever more crushingly difficult. Whenever I read a patch note Darkest Dungeon just seems more and more inaccessible to new or less 'dedicated' players.
Speedruns and exploits are also some of my favorite things to check out for games. It's fascinating to see the clever workarounds people come up with, and I think it's a shame that the team tries to stamp those out whenever they get wind of them.
I was working on a speed run of this but had to take a break. The update hits and destroys the strategies that run was using. My enthusiasm to play went along with that.
DD feels like a game that I am only drawn back to because of the increasing challenge. I kind of equate it to co-op in StarCraft 2. I had for a very long time shelved it because it was horrifically boring due to lack of challenge. In general I have trouble replaying single player games. I dunno this route doesn't sound bad to me.
Golden YakBurnished BovineThe sunny beaches of CanadaRegistered Userregular
I've actually reached a point where I pretty much have everything in my campaign. All the trinkets, a max-level version of each hero, all the districts, etc. At this point, I have everything I need to make an unbeatable team for every mission. The recent updates have got me thinking of starting a new campaign and working my way through everything from scratch, including the DLC stuff.
I'm working on my trinket collection and then I guess I'll do the Darkest Dungeon again. I started a new game on Switch but holy shit is it a chore playing with no upgrades once you're used to them.
0
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
I started playing this again with a few class mods and crimson court turned off because it was kind of overwhelming last time I played.
I like this game quite a bit but boy I never feel like I have enough money or busts/portraits. There is a mod that increases the inventory size but that feels a little like cheating since inventory space seems like a pretty intentional design choice. But I’m starting to get to the point where I’m going into intermediate dungeons but I can’t afford to upgrade my blacksmith/guild enough to meet my high level characters’ needs. So I need to figure out a way to start saving money. I think I need to aggressively dismiss bad adventurers and sell pointless trinkets more.
Anyway, I’m having a bit more fun with the game this time around. I really like grave robbers, highwaymen, and hellions. They have a lot of nice attacks with placement synergy and they all hit like trucks.
I started playing this again with a few class mods and crimson court turned off because it was kind of overwhelming last time I played.
I like this game quite a bit but boy I never feel like I have enough money or busts/portraits. There is a mod that increases the inventory size but that feels a little like cheating since inventory space seems like a pretty intentional design choice. But I’m starting to get to the point where I’m going into intermediate dungeons but I can’t afford to upgrade my blacksmith/guild enough to meet my high level characters’ needs. So I need to figure out a way to start saving money. I think I need to aggressively dismiss bad adventurers and sell pointless trinkets more.
Anyway, I’m having a bit more fun with the game this time around. I really like grave robbers, highwaymen, and hellions. They have a lot of nice attacks with placement synergy and they all hit like trucks.
You don't even need a Mod, you can just go into your Inventory file and edit the maximum stack size of gold and artifacts, which I have shamelessly done since the default stack sizes are too small for what the game requires of you.
I started playing this again with a few class mods and crimson court turned off because it was kind of overwhelming last time I played.
I like this game quite a bit but boy I never feel like I have enough money or busts/portraits. There is a mod that increases the inventory size but that feels a little like cheating since inventory space seems like a pretty intentional design choice. But I’m starting to get to the point where I’m going into intermediate dungeons but I can’t afford to upgrade my blacksmith/guild enough to meet my high level characters’ needs. So I need to figure out a way to start saving money. I think I need to aggressively dismiss bad adventurers and sell pointless trinkets more.
Anyway, I’m having a bit more fun with the game this time around. I really like grave robbers, highwaymen, and hellions. They have a lot of nice attacks with placement synergy and they all hit like trucks.
You don't even need a Mod, you can just go into your Inventory file and edit the maximum stack size of gold and artifacts, which I have shamelessly done since the default stack sizes are too small for what the game requires of you.
Interesting. I'll have to play with that at some point. I believe the stack size is intentional and forces you to make choices about what to bring back to town vs. what to keep to survive in the dungeon, etc. That being said, that type of gameplay isn't my favorite, and it'd be interesting to try with that tension removed to see whether it makes things more enjoyable or whether it just makes things less challenging. I didn't know that was even something that could be changed.
0
FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
If we're lucky, I have instructions handy about how to edit the Inventory file.
Here we go. Note that patches will usually reset your inventory limits to their default values, so you will need to redo this whenever an official patch comes out:
Close Darkest Dungeon.
Alternatively, if you want a more "moderate" cheat, you can go to the following folder:
You will find statistics for .base_stack_limit for a variety of inventory items, like gold, gems, etc.
Simply increase the stack limits for gold and gems to whatever you like- e.g. 10,000 for gold, 20 for gems.
The effect of this is to greatly increase the profitability of any mission you play, as you can carry more and throw out less. This is especially helpful in long dungeons, where you normally have to pick and choose what you keep or discard. Take it all with you!
Some may prefer this to simply cheating in a bunch of gold at once, but it does take more work.
C:\Program Files (x86)\Steam\steamapps\common\DarkestDungeon\campaign\quest
Open quest.json with text editor.
About 85% of the way down, you'll see something like this
==
"item_table": [ [], [ [], [ { "type": "gold", "id": "", "amount": 3000 == Change 3000 to 90000000 (or whatever). If you want you can change all the amounts. Save. == Each dungeon has a payout related to the length and difficulty of the quest, changing that number changes the gold payout. Once you start up Darkest Dungeon again, everything's the same, only doing a quest for whatever gold amount you edited will instead give you 90000000 gold (or whatever you made it) Note - each time you change 3000 to 90 million or whatever, or 4500 to 90 million or whatever, that only affects *one* quest length/difficulty. When you're done you can change it back. Or not. Whatever. But I think maybe having a bazillion gold will crash your game permanently, so maybe cap out at 20 million or something then change back, and change it back again whenever you want a chunk of gold.
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
I tend to go with a torches a few keys a few shovels, a few items dependent on the area and clear the area without opening loot boxes. Once the area is clear, logs used, curios needing items opened, I sweep back and pack away all the loot since I know I can toss the tools. Works pretty well depending on how many collectors/shamblers show up. Go back with near full inventory of loot.
The small item caps are annoying, but thematically I like that you have to weigh heirlooms and riches against provisions and sanity.
Right. I think most of the time inventory management in games is an annoyance to be circumvented at any cost.
Here it feels like a purposeful choice meant to bolster the themes of the game. It’s pretty tempting to go edit an .ini file to carry stacks of 20k gold but that kinda goes against the spirit of the game IME.
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
edited July 2018
Ok the grave robber is a fucking super star. I’m convinced she can do basically anything. She can throw knives that do a billion damage, stab things in the face for a billion damage. Can’t take stress damage if everything is dead!
Swine Prince and Necromancer down. Definitely getting into a good groove with things, should have 6 or 7 level 3 characters soon, starting to figure out how to prioritize resources I need.
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
For smooth transitions between quest levels 1>3>5 farm the materials to get the upgrades for guild and blacksmith to be level appropriate. It makes so much of a difference!
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
It’s very strange to me that I kinda bounced off this game for a long while and randomly decided to give it another go and I’m loving it.
For the life of me I can’t figure out why I didn’t love the game. The turn based combat is right up my alley and the art is gorgeous.
I think I stayed away because I usually don’t care for lovecraft-inspired content. I’ve never liked his work and cosmic horror is just not a thing I usually care for.
That said, I do LOVE Bloodborne, and I think DD also really leans into the pulp-y tone and does it well.
Posts
X is usually a jester or occultist.. HWM and MAA are both counterattaking, their dodge and stats buffed all to hell by the antiquarian and jester. Antiquarian "ducks" so she never takes damage and the MAA punches anyone who tries to touch her. She heals and blights in a pinch.
Enemy turns are LOL.
Twitch: akThera
Steam: Thera
Yeah, breaking the turn economy trivializes turn based combat.
Can you elaborate on why? I haven't picked up this expansion yet and currently am playing battle chasers. There they have something seemingly similar in the arena area and it has been fun. However in that game I haven't completed the main story mode so I have higher priorities. What about the DD expansion isn't appealing?
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It's slight and kind of crappy. It really is just an endless mode, against new enemies who aren't particularly interesting or fun to fight. There's not much in the way of new lore, it's end game content only and there doesn't seem to be much of a reason to play it. It doesn't impact the rest of the game at all, and missions on the farmstead don't even tick over a week of game time. It's just... weak. The farmstead itself isn't even particularly well designed: the boss is bleed resistant which means that any bleed teams are going to get shit on. There's a pretty limited possibility space for team compositions, as far as I can tell.
I left it off at first so I could get used to the base game, so it's either now or continue to save it for a fresh run.
That is completely fair, however most of your complaints appear to be answered "with working as designed". it seems geared towards those who are either done with the game because they played it a million times or those who are done with the game because they don't have interest in replaying the existing scenarios. I firmly believe that I will fall into the latter Camp once I have completed the Crimson court DLC. That being said it is concerning that the boss is bleed resistant and how that will shrink the number of potential teams. for me the only reason I am waiting to pick it up is because I know I won't actually get to play it for a million years
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While I did enjoy running through the gauntlet to take down the 2nd and final Farmstead boss a couple of times, that's pretty much the extent of my interest in the Endless Harvest mode. It would take a looot of farming to get the rest of the Crystal trinkets, and while there are some that make going through the Husks of the Endless mission faster, that's not going to make things any more interesting. The Husk enemies aren't nearly as terrifying or formidable to fight as the Bloodsucker types, probably so you're able to chew through waves of them faster, but as a result combat really isn't as exciting. And once you find a powerful team you don't really want to experiment, but again as a result combat becomes very samey. The idea of the Shard Mercenaries as basically a cheap supply of Level 6 heroes to experiment with but who only go on specific missions is a cool concept too, but again once you have a team that works you don't have a reason to use them (and they take some of your shards anyway).
The new world boss was really cool, the actual Farmstead bosses were cool too, and the whole idea of pushing through a wave of enemies to get currency to get trinkets to push further is sort've the whole game in a compressed form. But this didn't have nearly the lifespan of fun as the Crimson Court did with its mega-dungeons and world-affecting campaign.
I'd almost prefer the whole 'Wave' style as a possible type of mission you can find in the other regions - for example, a 'Wave' mission in the cove would be 6-10 waves of Cove-related enemies and then one of the Cove bosses as a final challenge. I'd love the option to refight bosses. You can actually run across some if you push far enough in the Endless Harvest mission, but they are totally random.
It was still well worth it to me for the fun I did get out of it (it's like 6 bucks) - cool new bosses, awesome music, and I really love the art in this game, and the Farmstead has a lot of great art. There's a cool series of events in the Farmstead that appear in weird order due to the time-shifting, but together the images of the areas you fight in show your progression as you approach the heart of the time distortion:
Spoilered for images/boss:
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Well, they have a bunch of mechanics that rhey didn't even consider when they started (battle buffing, limited use abilities, etc)
The one that's least recognizable to me is the Hellion.
PSN:Furlion
I think the limited use thing could be an interesting concept, but most of then are buffs anyway, and I'd rather a slightly stronger hero with a more varied moveset. For the Jester in particular, though, he is so constrained by his other stuff that it is difficult for me to see utility out of him.
Also yeah, I'd rather they just keep adding crazybdifficulties or whatever than screw with my normal difficulty set of people
So I guess I can let the survivors retire? Seems right.
It does seem that the Red Hook team has this odd 'elite' following of players who are vocal and enthusiastic about the game and are constantly playing and replaying it, but Red Hook is treating that following as representative of players as a whole and re-balancing to make it ever more crushingly difficult. Whenever I read a patch note Darkest Dungeon just seems more and more inaccessible to new or less 'dedicated' players.
Speedruns and exploits are also some of my favorite things to check out for games. It's fascinating to see the clever workarounds people come up with, and I think it's a shame that the team tries to stamp those out whenever they get wind of them.
WoWtcg and general gaming podcast
WoWtcg and gaming website
I like this game quite a bit but boy I never feel like I have enough money or busts/portraits. There is a mod that increases the inventory size but that feels a little like cheating since inventory space seems like a pretty intentional design choice. But I’m starting to get to the point where I’m going into intermediate dungeons but I can’t afford to upgrade my blacksmith/guild enough to meet my high level characters’ needs. So I need to figure out a way to start saving money. I think I need to aggressively dismiss bad adventurers and sell pointless trinkets more.
Anyway, I’m having a bit more fun with the game this time around. I really like grave robbers, highwaymen, and hellions. They have a lot of nice attacks with placement synergy and they all hit like trucks.
WoWtcg and general gaming podcast
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You don't even need a Mod, you can just go into your Inventory file and edit the maximum stack size of gold and artifacts, which I have shamelessly done since the default stack sizes are too small for what the game requires of you.
Interesting. I'll have to play with that at some point. I believe the stack size is intentional and forces you to make choices about what to bring back to town vs. what to keep to survive in the dungeon, etc. That being said, that type of gameplay isn't my favorite, and it'd be interesting to try with that tension removed to see whether it makes things more enjoyable or whether it just makes things less challenging. I didn't know that was even something that could be changed.
Here we go. Note that patches will usually reset your inventory limits to their default values, so you will need to redo this whenever an official patch comes out:
Close Darkest Dungeon.
Alternatively, if you want a more "moderate" cheat, you can go to the following folder:
C:\Program Files (x86)\Steam\steamapps\common\DarkestDungeon\inventory
Use Notepad or Wordpad to open inventory.darkest
You will find statistics for .base_stack_limit for a variety of inventory items, like gold, gems, etc.
Simply increase the stack limits for gold and gems to whatever you like- e.g. 10,000 for gold, 20 for gems.
The effect of this is to greatly increase the profitability of any mission you play, as you can carry more and throw out less. This is especially helpful in long dungeons, where you normally have to pick and choose what you keep or discard. Take it all with you!
Some may prefer this to simply cheating in a bunch of gold at once, but it does take more work.
C:\Program Files (x86)\Steam\steamapps\common\DarkestDungeon\campaign\quest
Open quest.json with text editor.
About 85% of the way down, you'll see something like this
==
"item_table": [ [], [ [], [ { "type": "gold", "id": "", "amount": 3000 == Change 3000 to 90000000 (or whatever). If you want you can change all the amounts. Save. == Each dungeon has a payout related to the length and difficulty of the quest, changing that number changes the gold payout. Once you start up Darkest Dungeon again, everything's the same, only doing a quest for whatever gold amount you edited will instead give you 90000000 gold (or whatever you made it) Note - each time you change 3000 to 90 million or whatever, or 4500 to 90 million or whatever, that only affects *one* quest length/difficulty. When you're done you can change it back. Or not. Whatever. But I think maybe having a bazillion gold will crash your game permanently, so maybe cap out at 20 million or something then change back, and change it back again whenever you want a chunk of gold.
Right. I think most of the time inventory management in games is an annoyance to be circumvented at any cost.
Here it feels like a purposeful choice meant to bolster the themes of the game. It’s pretty tempting to go edit an .ini file to carry stacks of 20k gold but that kinda goes against the spirit of the game IME.
Swine Prince and Necromancer down. Definitely getting into a good groove with things, should have 6 or 7 level 3 characters soon, starting to figure out how to prioritize resources I need.
For the life of me I can’t figure out why I didn’t love the game. The turn based combat is right up my alley and the art is gorgeous.
I think I stayed away because I usually don’t care for lovecraft-inspired content. I’ve never liked his work and cosmic horror is just not a thing I usually care for.
That said, I do LOVE Bloodborne, and I think DD also really leans into the pulp-y tone and does it well.
My initial thought is that it would have that come with a gigantic map of the estate
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