In the basic difficulty there is no penalty for sending waves of disposable mooks into easy dungeons then killing retiring them. Also you can cutoff a lot of the annoying things like corpses and enemies calling in reinforcements. For a first run it makes things much easier and flattens out the learning wall a little bit.
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Nerf heros buff enemies. The last patch I read doubled stacking stun resist made a lot of abilities limited use and reduced the amount of stress healing everything could do. Reduced virtue chance. Increased penalties for stalling. Now you can only stalk against three guys without penalty.
I just. It’s still a challenging game even without all that but it is fun to turn the corner and be able to beat the game.
I started playing this again and decided to read a guide to get a little more insight into making successful groups. If what this guy says is true, then I'm really turned off of the game right now. I'm unfortunately one of those people that feels the need to optimize, and so finding out something like my Crusader being sub-optimal in every circumstance to the Leper really takes the wind out of my sales.
Wait, really? That's kind of hilarious- I stopped using Lepers completely after my last playthrough, because mine hit like a truck, but absolutely *never* when they really, really needed to
Oh yeah, Murphy's law is hard coded into the game imo. But that being said +Acc trinkets and buffs do much more for the Leper teams than for the Crusader. And while you could make the argument that you could also use trinkets & buffs to increase the Crusader's damage, they're much more efficient on the Leper. So on average he does more damage and also you can raise that average damage much more efficiently.
I started playing this again and decided to read a guide to get a little more insight into making successful groups. If what this guy says is true, then I'm really turned off of the game right now. I'm unfortunately one of those people that feels the need to optimize, and so finding out something like my Crusader being sub-optimal in every circumstance to the Leper really takes the wind out of my sales.
The second anyone has the ability to shuffle the Leper into the back two rows, he's immediately more of a liability than a party member
I mean, that's not an ideal situation for most heroes, but he has *absolutely* nothing to do about it. Between more missed turns in the back row and more missed shots (at least the clutch shots, the ones that actually matter) than any other class, at least in my experience, it's the one hero I currently have nothing to do with. My Hamlet shuns them with great prejudice
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
The sustain on them used to be amazing before they nerfed it. In certain missions they were amazing.
Granted, I'm no leprosy-ologist, but that seems like a potentially bad idea for all parties involved.
I am not usually one to do this but leperdopterist was right there.
Gamertag: KL Retribution
PSN:Furlion
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Bought this some time back and just loaded it up on a whim. Seems pretty solid, but am I wrong in thinking this looks really really grindy?
I've only got five hours into and I feel like I've got a completely solid grasp of the game mechanics, and unlocking all the hamlet upgrades and leveling up characters seems like massive overkill in getting the player to grind things out. Am I wrong in this?
Don't get me wrong, I'm not ripping on the game, it just seems like the sort of thing that will take a couple of dozen hours of gameplay that's too repetitive for me to enjoy for that long.
Yes, the basic mode takes forever and ever to win. There's the Radiant "easy" mode (which isn't much easier, just less grindy) which still takes like 60 hours if you are new to the game. And every time your high level party gets wiped it just adds to the duration of the game. I loved the basic idea and the early game but I never got anywhere with the last dungeon.
I have been putting some more time into this myself and yeah you are looking at a serious time investment. I am at week 92 on the base difficulty and it still takes 30 to 45 minutes to clear a long dungeon. But it is not like there is any mechanical skill involved so you can put the game down for a few weeks or a month or two and come back just as good as before.
How do people do runs with no Vestal or Occultist? I have yet to try it because it seems like a disaster waiting to happen and why risk it. I also usually bring a jester which means I have 2/4 members of my party locked in every time. It works, I rarely lose people, but it seems like other people have success with other setups as well.
I have been putting some more time into this myself and yeah you are looking at a serious time investment. I am at week 92 on the base difficulty and it still takes 30 to 45 minutes to clear a long dungeon. But it is not like there is any mechanical skill involved so you can put the game down for a few weeks or a month or two and come back just as good as before.
How do people do runs with no Vestal or Occultist? I have yet to try it because it seems like a disaster waiting to happen and why risk it. I also usually bring a jester which means I have 2/4 members of my party locked in every time. It works, I rarely lose people, but it seems like other people have success with other setups as well.
Even on higher difficulty dungeons you can get away with no healer for short runs, with the right comp. But the medium and long ones the RNG has more chances to fuck you over so you'll probably want a healer to mitigate that somewhat. You can run without one and rely on luck and camps to get by, but there isn't really much by way of reward for the risk.
I have to admit that was and still is one of my biggest complaints, the length of involvement. I think if I really put the effort in and optimized it could be streamlined significantly but it involves more dedication than I can put forth right now.
Supposedly that Lord of the undead game is supposed to take the DD model and improve it in that regard however I'll believe it when I see it
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
First, I think medium is actually easier than short because of the huge bonuses and healing that camping can give you.
As far as healerless, you used to be able to get really good sustain on several characters but the developers nerfed this in a patch along with stuns and stalling because their design calls for you to be dying early and often.
First, I think medium is actually easier than short because of the huge bonuses and healing that camping can give you.
As far as healerless, you used to be able to get really good sustain on several characters but the developers nerfed this in a patch along with stuns and stalling because their design calls for you to be dying early and often.
Thankfully that patch has not yet hit consoles, although it does mean I am still locked out of a Vestal /abomination combo. Lots of very strange decisions in those recent patches. I think seeing people show how easy you can make the game with the right setup must have embarrassed the devs or something.
Gamertag: KL Retribution
PSN:Furlion
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FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
I think seeing people show how easy you can make the game with the right setup must have embarrassed the devs or something.
Yes, this has been the case since DD was in Beta. All it takes is a couple of Youtube videos to lead the devs to make massive changes in difficulty.
I'll occasionally go in without proper healers- I'm rocking an Arbalest with bandages and a Plague Doctor for my current Medium Ruins expedition. Granted, it's by the skin of their teeth, every battle is a puzzle box to jam in as many heals as possible before killing everyone, and the front row is calorie cramming in between most battles, but it's definitely doable with enough proper offense
I think seeing people show how easy you can make the game with the right setup must have embarrassed the devs or something.
Yes, this has been the case since DD was in Beta. All it takes is a couple of Youtube videos to lead the devs to make massive changes in difficulty.
I thought in the beta things were so stacked against the player they had to buff everything? I was not participating in it so I only kinda remember and that may be incorrect
They've made some good moves to kill stalling tactics, but I'm on the record as saying they fuck around with things too frequently and too much. I'm at peace with the idea that Darkest Dungeon isn't necessarily a perfectly balanced game (which is impossible). I don't really like coming back to it after a few months to discover that massive changes have been made to the way all my teams work, for about the seventh time.
At a certain point I think you should just go "ok guys, this is the game" and a player should expect that the game will stay relatively similar to the one they bought.
I don't mind their having anti-stall mechanics... I mind more that the mechanic is opaque as hell. Like, you can still stall against certain enemies, but not others, etc.. The various "balancing" mechanics they added were pretty patchwork and it shows.
At a certain point I think you should just go "ok guys, this is the game" and a player should expect that the game will stay relatively similar to the one they bought.
Indeed, there's a point when you have to say that you are going to make changes to balance by adding new things. So like, if the Man at Arms is MASSIVELY op in all the dungeons, then add some new quests which contain monsters which make him scared. Add some background objects that give people buffs but he can't get any use from and so on. Stop changing old stuff, start changing new stuff.
Even changing the item lineup can swing things around.
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Eventually you level out of them
“That challenge is beneath me.”
Oh? This place that led you to drink yourself stupid for a week and left you terrified of the dark and with an obsession with dead things?
That place is too easy, oh. Gotcha.
Whose side are you on man
Give a broken old man-at-arms a freaking break
PSN:Furlion
What'd they do?
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I just. It’s still a challenging game even without all that but it is fun to turn the corner and be able to beat the game.
It’s not true, so don’t worry about it.
I mean, that's not an ideal situation for most heroes, but he has *absolutely* nothing to do about it. Between more missed turns in the back row and more missed shots (at least the clutch shots, the ones that actually matter) than any other class, at least in my experience, it's the one hero I currently have nothing to do with. My Hamlet shuns them with great prejudice
I booted it up the other day, read the patch notes, then uninstalled it
They should've started working on a new game rather than continuing to change their current one
Granted, I'm no leprosy-ologist, but that seems like a potentially bad idea for all parties involved.
I am not usually one to do this but leperdopterist was right there.
PSN:Furlion
I've only got five hours into and I feel like I've got a completely solid grasp of the game mechanics, and unlocking all the hamlet upgrades and leveling up characters seems like massive overkill in getting the player to grind things out. Am I wrong in this?
Don't get me wrong, I'm not ripping on the game, it just seems like the sort of thing that will take a couple of dozen hours of gameplay that's too repetitive for me to enjoy for that long.
How do people do runs with no Vestal or Occultist? I have yet to try it because it seems like a disaster waiting to happen and why risk it. I also usually bring a jester which means I have 2/4 members of my party locked in every time. It works, I rarely lose people, but it seems like other people have success with other setups as well.
PSN:Furlion
WoWtcg and general gaming podcast
WoWtcg and gaming website
Even on higher difficulty dungeons you can get away with no healer for short runs, with the right comp. But the medium and long ones the RNG has more chances to fuck you over so you'll probably want a healer to mitigate that somewhat. You can run without one and rely on luck and camps to get by, but there isn't really much by way of reward for the risk.
Supposedly that Lord of the undead game is supposed to take the DD model and improve it in that regard however I'll believe it when I see it
WoWtcg and general gaming podcast
WoWtcg and gaming website
As far as healerless, you used to be able to get really good sustain on several characters but the developers nerfed this in a patch along with stuns and stalling because their design calls for you to be dying early and often.
Thankfully that patch has not yet hit consoles, although it does mean I am still locked out of a Vestal /abomination combo. Lots of very strange decisions in those recent patches. I think seeing people show how easy you can make the game with the right setup must have embarrassed the devs or something.
PSN:Furlion
Yes, this has been the case since DD was in Beta. All it takes is a couple of Youtube videos to lead the devs to make massive changes in difficulty.
I thought in the beta things were so stacked against the player they had to buff everything? I was not participating in it so I only kinda remember and that may be incorrect
WoWtcg and general gaming podcast
WoWtcg and gaming website
Indeed, there's a point when you have to say that you are going to make changes to balance by adding new things. So like, if the Man at Arms is MASSIVELY op in all the dungeons, then add some new quests which contain monsters which make him scared. Add some background objects that give people buffs but he can't get any use from and so on. Stop changing old stuff, start changing new stuff.
Even changing the item lineup can swing things around.