its nowhere as bad as people say
definitely a huge step down but if you enjoyed DD1 i cant see you actually hating DD2 beyond bandwagonning or retrospect
DD1 was honestly already super consistent at high light due to the enemies being generally not very offensive
that was the best thing about DD1
torchless is how you're supposed to play the game
>zero rewards in practice >most of the time just results in extra stalling rather than real challenge >rng difficulty rarely creates interesting scenarios if you play effectively, at most it just instamurders you on rare occasions
yeah no thanks
Black Reliquary unironically handles low light way better
Game is way less grindy than the first one. No need for useless level up during hours cause your main team got buttfucked in the darkest dungeon.
My main complain comes from the shitty mechanic from some bosses which got zero explanation, so you are expected to rip once or twice before figuring it. Only real artificial longevity i saw so far
a reliance ''main team" >not leveling up a ton of characters at once >not being able to create many highly effective comps
thats kind of your problem
though you make a fair complaint when it comes to crimson court, due to typically having the need of multiple runs, multiple invitations, and very restrictive team building due to requiring massive heal + massive stress heal (which for 90% of people means jestal)
>Black Reliquary unironically handles low light way better
It's not the only thing that BR does better. The only thing BR is missing compared to vanilla DD1 is having its own steamworkshop and thus many mods not working due to the massive differences.
>Jacket that makes you heal whenever you resist bleed, the most common DoT, and gives you 50% resist to boot
Combine it with the "heal 20% on bleed/blight/burn resist" and your tank will never fucking die and you won't have to lift a finger
>Just completed the first area of act 2 and did quite well, everyone is high HP and mostly stress-free >rewarded with 4 negative quirks upon arrival to the inn
Cool. Guess I should just be better at getting lucky, huh?
Yeah I heard its good on the surface but is more about grinding than skill, which sounds unbearable. Like they made it "harder" in all the worst ways so its just time consuming
Game is way less grindy than the first one. No need for useless level up during hours cause your main team got buttfucked in the darkest dungeon.
My main complain comes from the shitty mechanic from some bosses which got zero explanation, so you are expected to rip once or twice before figuring it. Only real artificial longevity i saw so far
Hyper-offence is the way to go for most encounters, while still maintaining the ability to taunt/defend and manage stress
Bosses have mechanics, but even if you do them to the best of your ability they still shit out damage or have obscene generation of dodge/blind/weak tokens. Lots of encounters are straight up a toss-up because crits, unlucky blinds or dodges change the outcome of a fight entirely. Stress has to be managed at all times since positive relationships are stupid op if they hit the right things while negatives are almost run ending
The healing changes make it so that you can't really be safe in a fight, if someone is half health they can easily be crit to deaths door
DD2 did 1 step forward 2 steps back. Cleaned up the combat which is pretty ok and then made literally everything else worse. The contrarian hi/v/emind are usually wrong but they're right about this. It's a stinker.
Ever since I modded DD1 to be less grindy it got a lot more enjoyable
I can enjoy difficulty in an RPG but losses that can set you back hours just ruins the experience for me
It depends on the act boss. There are some act bosses, like obsession, where more max HP can fuck you over hard because that fight is a damage rush that you are more likely to lose with every additional turn in which you're not killing the boss.
The nodes should be what defines where you go, not worrying about these stupid ass bloat mechanics like wheel health and armor and fucking loathing patches and shit.
The game would be more fun if it didn't waste your time with a 20 second ride down a road to the next node.
Except it adds to the whole point of being prepared. Not to mention maintaining your wheels and armor gives benefits both in and out of combat. If they weren't in the game, you'd bitch there's nothing to do or a lack of depth. There's no winning with people like you.
It's tedium. No one is going to avoid going to a node they want because they're out of wheel health or armor, maybe they'll avoid loathing if they know they can't handle the boss with extra health but it's typically really hard to max out loathing without even paying attention to it. I've done it like 3 times total?
1 week ago
Anonymous
>No one is going to avoid going to a node they want because they're out of wheel health or armor
They'll probably avoid it in certain circumstances, like their team being in low health or having low light (since shamblers can still appear in repair battles.)
1 week ago
Anonymous
>shamblers can still appear in repair battles
1 week ago
Anonymous
I literally lost a run because I had to go through an obstacle with no wheels right after fighting the harvest child because the fight was against the antiquarian
Except it adds to the whole point of being prepared. Not to mention maintaining your wheels and armor gives benefits both in and out of combat. If they weren't in the game, you'd bitch there's nothing to do or a lack of depth. There's no winning with people like you.
Slay The Spire wouldn't become better if there were thirty second travels between each node, and all that DD2 does to break those up is adding in WORTHLESS road combats that will give you 2 stress and waste five minutes of your life at best.
The Wheels/Armor is fine once you get 3/3 but since the game starts you at 2/2 it shows you how uninteresting the mechanic is overall. It's annoying when the game underprepares you and it's completely ignorable once you get the upgrade.
1 week ago
Anonymous
>The Wheels/Armor is fine once you get 3/3 but since the game starts you at 2/2
What the fuck difference does this make?
1 week ago
Anonymous
The map's seem designed around you hitting three hazards being semi randomly towards tires and armor. At 2 each you very easily get fucked over by random ? turning into the damage type you can't deal with. At 3 it feels like a non mechanic or a punishment if you really want the 50 relic trinket but only have 56 to spare.
1 week ago
Anonymous
Yeah, no. Maybe if you've only played act 1 where the region maps are tiny with almost no branching paths.
1 week ago
Anonymous
If it works for you it works for you anon.
Just future advice, when down to two anons talking add more to your post to actually keep the conversation going.
1 week ago
Anonymous
Odd way of giving up, but okay.
1 week ago
Anonymous
Honestly yeah the thing about the travel is pretty grating. Same reason everyone should get the faster walking mod in DD1.
A lot of the novelties of DD2 overstay their welcome.
Did people bitch this hard about traps in Darkest Dungeon one? It's pretty much the same thing:
Walking down hallway = Riding down road
Ambushes in hallways = Ambushes on roads
Traps in hallways = Hazards in roads.
If they added crusader, what would you want his hero shrine stories to be like to be like? I had something in mind:
Chapter 1: Local farmer hears about the army recruiting people to fight some well connected cultists.
Chapter 2: Reynauld has a fight against the cultists, set in a treasure room. During the battle, Reynauld gets distracted from time to time from the garden gnomeels and gold strewn about, but manages to defeat the cultists.
Chapter 3: Taken over by greed, Reynauld starts harassing local lords and rich merchants, accusing anybody with something he wants of consorting with demons as an excuse to get at their gold.
Chapter 4: Other crusaders are sent to put a stop to Reynauld and bring him in. Battle you can't win.
Chapter 5: Even though Reynauld had stolen, he brought down a legitimate cultist threat so his superiors cover up/absolve him of his crimes and discharge him. He's unable to face his family knowing that he has sinned, and leaves to seek redemption and atonement instead.
I figured a greedy nature would be a good tie in to Reynauld always starting off with kleptomaniac, and it'd be a good inverse of Vestal's story where instead of the hero's superiors being cruel and corrupt, they were the voices of reason bringing stopping a hero who had strayed off the righteous path.
Part of the focus of Reynauld's comic (and CC set) is that he was consumed by war, and now combat is all he knows. "I will forget them. Regret is sin."
I don't think tying his kleptomaniac quirk into the lore would be a bad thing, it's just that there's more to his character than just money and making it just about greed is just shallow.
He really doesn't have much left, since MAA stole half his moves. We're more or less guaranteed to get another fire hero, since every other dot type has at least 2 heroes using it as their preferred source of damage and crusader is the only real option, unless they make another cringe OC.
Rather an OC character. Having Crusader just have fire on some of his abilities is boring. There's more interesting things they could do with a fire based character.
Intimidate spam is very good because of the vulnerability token. Since intimidate has full rank coverage you can enable damage dealers pretty hard. Even against bosses. Think about it, you're not just generating taunt and weakening the boss, which makes them significantly less likely to fuck up your team with AoE attacks, but you will also effectively contribute to the damage of your team by doing that. So if you have a highwayman in your team, or an occultist, then that vulnerability token will very often turn their attack into a kill. It's exactly because leper is a tank and has the responsibility to taunt anyway, that his vulnerability token application is so potent. Like you wouldn't want your occultist to waste a turn casting a vulnerability curse to enable himself, you'd rather do damage 2 turns in a row.
Yawp and revelry. Enemies will be targeting you but will do less damage because you'll have block tokens while they'll have weaken tokens. The trinket that turns block token into super block tokens is good for her.
Then they should have called it darkest road not darkest dungeon
The dungeon is at the end of the game, same as the first one. Some of the "dungeons" of the first game aren't even inside a building! Lairs and the end bosses should have had your heroes doing good old fashioned walking though a building of baddies though.
Speaking of, why did they add 3 DoTs that are pretty much literally the same shit just with different symbols?
Mixing up damage types, same reason they distinguish between ranged damage and melee damage.
>same reason they distinguish between ranged damage and melee damage.
No because that has an actual gameplay difference. The DoTs are literally the same shit, just with different flavor and characters being resistant to different versions which typically doesn't even matter if u build your characters right or avoid regions with resistance to the DoT you favor.
>It doesn't matter if you do X, Y, and Z.
The whole point is to encourage you to do X, Y, and Z. If the enemy is resistant to melee, use ranged, if it's resistant to ranged, use melee. Same for the DoTs. Some characters will excel in some places, but be hindered by high resistance to their "element" in others.
It's like pokemon, don't bring your fire pokemon to the fire gym.
>If the enemy is resistant to melee, use ranged, if it's resistant to ranged, use melee.
Ranged abilities usually have...more range
Melee attacks have shorter range but higher base damage tho I don't really care if an attack says melee or ranged, what matters is the actual effects of the skills. DoTs themselves don't have any extra effects (not talking about skills that give DoTs but the effects of the DoTs themselves).
It might technically be lackluster but it works if you're going for full DoT teams. PD, Flag, HWM, and Hellion going all in on trying to apply as much DoT as possible with PD/Flag having big payoffs for it.
I suppose doing 0 damage but bleed dot and winded isn't the worst thing ever. obviously I'd still prefer a hellion that can just annihilate an enemy's full HP round 1
fuck yeah. it's better than the HP bag one IMO >no back 1 from Howling End or Jester's blinding attack >jester can solo for 2 super dodges just because
kino
One tip, there is an inn item called Restorative Herbs which can counteract the heal reduction. You can stack it on the tank that has the focus which will allow you to get more turns of heal out of them before the heal reduction makes it impossible to heal them. You should start collecting as many as you can from region 1 with as many slots as you can spare.
>taking dismas and his kbro out to grind in dd1 >medium dungeon lvl 3 but just room battles so it shouldn’t be a big deal >encounter a full party of spiders >enemies dodge all fucking attacks in the first round >spider fag marks dismas and his friends crit him to death’s door with poison >full on panic >Vestal heals dismas, but grave robber and Reynauld miss their fucking attacks again >spiders proceed to maul Dismas to death
Jesus fucking Christ I’m close to resetting my run again
>beat act 3 >know because of Ganker that the big wall has been beaten >lose all interest
anyone else? I started trying to do deathless runs after act3 and now I'm just burnt out. I did play for 45 hours tho so I got my moneys worth for sure
This is what the Nexus Mods page is gonna look like in 6 months sorted by most downloads >Remove stagecoach travel >Permanent Bounty Hunter >Crusader Hero >Faster stage coach travel >Keep character progress between runs
I liked it better than the first game, to be honest
First one you had to grind forever to get your heroes max level, just for them to die in some retarded way, and then you had to start it all over again
And I like how you get more control over the fight, rather than having to deal with RNG
My only complaint is that my favorite characters are gone and I barely even get the chance to use the bounty hunter
??? Happens to me, though. I don't have any memories from the people I beat ch 1, 2 or 3. I stopped paying attention to memories after I immediately got to ch2 because I made a conscious decision to choose nobody from the previous party because I wanted to try something different and after they died my memories page was empty at the Altar of Hope
Unlocking a memory isn't the same as slotting it. Any character that completed an act needs to slot at least one memory for them to not be rerolled.
1 week ago
Anonymous
After slotting it would I lose that permanently if they die in subsequent runs?
1 week ago
Anonymous
Yes. But you would lose it anyway if you're not slotting it at all. There is zero point to not doing it unless you're some min maxxing autist that wants perfect memories and the memory you want to slot into the first slot isn't available.
Again, just to note, you don't need to slot any of the other memories. So a character can have all 5 memories unlocked with only 1 memory slotted and they will stay that way until they get killed on a run or you abandon a run before you reach an inn while they're in your party.
1 week ago
Anonymous
Oh well that's too fucking late for me now. I was pretty strapped for candles back on those chapters but now that all heroes are maxed out all I have left is the items board and pets
1 week ago
Anonymous
I mean if you still got stuff to unlock then there is still reason to use that feature. The memory altar can be upgraded as well if you haven't done that yet.
1 week ago
Anonymous
>he memory altar can be upgraded as well
I really haven't. It's sitting at unlock 1 because I just don't really care for it. But the alternative being Wanderer replacements it might as well be a "end run early" if I intended to actually beat the boss. Well fuck when I beat ch4 I'll probably slot some bros idk
1 week ago
Anonymous
Dude, it's useful not just because of the memory effects but because you can keep heroes with the quirks you like instead of rolling the dice on shit that might be complete trash.
now everybody pretends that they've never hated it solely because it was an Epic timed exclusive and it's actually underraterino and they're gonna support the devs buy buying it for 75% off on Argie Steam
>>Ganker claims it's shit >>it's actually great
I personally didn't like it due to the wagon system. It was a major turn-off for me. I am fine with the 3d models, just sad that it'll limit the modding community.
At least they removed most of the RNG in combat
that was the best thing about DD1
torchless is how you're supposed to play the game
>50% chance to miss tokens
its nowhere as bad as people say
definitely a huge step down but if you enjoyed DD1 i cant see you actually hating DD2 beyond bandwagonning or retrospect
DD1 was honestly already super consistent at high light due to the enemies being generally not very offensive
>zero rewards in practice
>most of the time just results in extra stalling rather than real challenge
>rng difficulty rarely creates interesting scenarios if you play effectively, at most it just instamurders you on rare occasions
yeah no thanks
Black Reliquary unironically handles low light way better
a reliance ''main team"
>not leveling up a ton of characters at once
>not being able to create many highly effective comps
thats kind of your problem
though you make a fair complaint when it comes to crimson court, due to typically having the need of multiple runs, multiple invitations, and very restrictive team building due to requiring massive heal + massive stress heal (which for 90% of people means jestal)
>Black Reliquary unironically handles low light way better
It's not the only thing that BR does better. The only thing BR is missing compared to vanilla DD1 is having its own steamworkshop and thus many mods not working due to the massive differences.
You kidding? The RNG's way worse in DD2.
>every other mechanic is a coinflip
about that...
Not buying your game, sorry.
>darkest dungeon
>no dungeons
Which area has the best trinkets and why is it the sprawl?
Free turn start Dodge and Crit for Jester!
these items are so boring and uninspired
Shroud.
>Jacket that makes you heal whenever you resist bleed, the most common DoT, and gives you 50% resist to boot
Combine it with the "heal 20% on bleed/blight/burn resist" and your tank will never fucking die and you won't have to lift a finger
i think it's great too, but I also thought that DD1 was shit
>Just completed the first area of act 2 and did quite well, everyone is high HP and mostly stress-free
>rewarded with 4 negative quirks upon arrival to the inn
Cool. Guess I should just be better at getting lucky, huh?
Yeah I heard its good on the surface but is more about grinding than skill, which sounds unbearable. Like they made it "harder" in all the worst ways so its just time consuming
Game is way less grindy than the first one. No need for useless level up during hours cause your main team got buttfucked in the darkest dungeon.
My main complain comes from the shitty mechanic from some bosses which got zero explanation, so you are expected to rip once or twice before figuring it. Only real artificial longevity i saw so far
>but is more about grinding than skill
You clearly didn't play the first game or didn't play it for long.
The entirety of DD1 is a grind after you finish the apprentice level content.
Hyper-offence is the way to go for most encounters, while still maintaining the ability to taunt/defend and manage stress
Bosses have mechanics, but even if you do them to the best of your ability they still shit out damage or have obscene generation of dodge/blind/weak tokens. Lots of encounters are straight up a toss-up because crits, unlucky blinds or dodges change the outcome of a fight entirely. Stress has to be managed at all times since positive relationships are stupid op if they hit the right things while negatives are almost run ending
The healing changes make it so that you can't really be safe in a fight, if someone is half health they can easily be crit to deaths door
This man understands that adversity and existence are one and the same.
I won't play until they unmummify my boy
Many such cases.
DD2 did 1 step forward 2 steps back. Cleaned up the combat which is pretty ok and then made literally everything else worse. The contrarian hi/v/emind are usually wrong but they're right about this. It's a stinker.
This is true but for some reason I still love it. It's like I'm addicted to the characters I just love them.
Just two more months until the game will hopefully be fixed
>unusually high Death Blow resistance
I think he's a Monty Python reference.
I miss the crusader
me too bro
>Monty Python reference.
good catch. antlers as well
>you know what dd1 lacked? fag romance
into the trash it goes you retards
>Put the fucking 66 crit if blind trinket on leper
Holy shit, I finally get this game
is it pozzed?
No.
Ever since I modded DD1 to be less grindy it got a lot more enjoyable
I can enjoy difficulty in an RPG but losses that can set you back hours just ruins the experience for me
Is loathing a consequential mechanic?
i mainly don't give a fuck but its till pisses me off that there are puddles every fucking where on the map
only on the final boss
It depends on the act boss. There are some act bosses, like obsession, where more max HP can fuck you over hard because that fight is a damage rush that you are more likely to lose with every additional turn in which you're not killing the boss.
It's just bloat for bloats sake.
The nodes should be what defines where you go, not worrying about these stupid ass bloat mechanics like wheel health and armor and fucking loathing patches and shit.
Is there a single thing you gays won't bitch about? There isn't a single thing wrong with wheels/armor or loathing.
It's bloat. It adds nothing of real value and is just one more thing that adds tedium and attempts to make the game "le harder".
This. Game would be so much funnier if it was a straight empty road
The game would be more fun if it didn't waste your time with a 20 second ride down a road to the next node.
It's tedium. No one is going to avoid going to a node they want because they're out of wheel health or armor, maybe they'll avoid loathing if they know they can't handle the boss with extra health but it's typically really hard to max out loathing without even paying attention to it. I've done it like 3 times total?
>No one is going to avoid going to a node they want because they're out of wheel health or armor
They'll probably avoid it in certain circumstances, like their team being in low health or having low light (since shamblers can still appear in repair battles.)
>shamblers can still appear in repair battles
I literally lost a run because I had to go through an obstacle with no wheels right after fighting the harvest child because the fight was against the antiquarian
What the fuck is that other anon talking about
Except it adds to the whole point of being prepared. Not to mention maintaining your wheels and armor gives benefits both in and out of combat. If they weren't in the game, you'd bitch there's nothing to do or a lack of depth. There's no winning with people like you.
Slay The Spire wouldn't become better if there were thirty second travels between each node, and all that DD2 does to break those up is adding in WORTHLESS road combats that will give you 2 stress and waste five minutes of your life at best.
The Wheels/Armor is fine once you get 3/3 but since the game starts you at 2/2 it shows you how uninteresting the mechanic is overall. It's annoying when the game underprepares you and it's completely ignorable once you get the upgrade.
>The Wheels/Armor is fine once you get 3/3 but since the game starts you at 2/2
What the fuck difference does this make?
The map's seem designed around you hitting three hazards being semi randomly towards tires and armor. At 2 each you very easily get fucked over by random ? turning into the damage type you can't deal with. At 3 it feels like a non mechanic or a punishment if you really want the 50 relic trinket but only have 56 to spare.
Yeah, no. Maybe if you've only played act 1 where the region maps are tiny with almost no branching paths.
If it works for you it works for you anon.
Just future advice, when down to two anons talking add more to your post to actually keep the conversation going.
Odd way of giving up, but okay.
Honestly yeah the thing about the travel is pretty grating. Same reason everyone should get the faster walking mod in DD1.
A lot of the novelties of DD2 overstay their welcome.
>paying taxes? Is there a single thing you gays won't bitch about?
Such a retarded comparison doesn't warrant a (you).
Did people bitch this hard about traps in Darkest Dungeon one? It's pretty much the same thing:
Walking down hallway = Riding down road
Ambushes in hallways = Ambushes on roads
Traps in hallways = Hazards in roads.
No, it's totally different because DD1 = old, therefore good and DD2 = new, therefore bad.
Then they should have called it darkest road not darkest dungeon
shillmoron still obsessed with the idea that anyone that has criticisms of DD2 is some 10000 hour playtime DD1 fanboy
NO CRUSADER CHVD NO BUY
If they added crusader, what would you want his hero shrine stories to be like to be like? I had something in mind:
Chapter 1: Local farmer hears about the army recruiting people to fight some well connected cultists.
Chapter 2: Reynauld has a fight against the cultists, set in a treasure room. During the battle, Reynauld gets distracted from time to time from the garden gnomeels and gold strewn about, but manages to defeat the cultists.
Chapter 3: Taken over by greed, Reynauld starts harassing local lords and rich merchants, accusing anybody with something he wants of consorting with demons as an excuse to get at their gold.
Chapter 4: Other crusaders are sent to put a stop to Reynauld and bring him in. Battle you can't win.
Chapter 5: Even though Reynauld had stolen, he brought down a legitimate cultist threat so his superiors cover up/absolve him of his crimes and discharge him. He's unable to face his family knowing that he has sinned, and leaves to seek redemption and atonement instead.
I figured a greedy nature would be a good tie in to Reynauld always starting off with kleptomaniac, and it'd be a good inverse of Vestal's story where instead of the hero's superiors being cruel and corrupt, they were the voices of reason bringing stopping a hero who had strayed off the righteous path.
Part of the focus of Reynauld's comic (and CC set) is that he was consumed by war, and now combat is all he knows. "I will forget them. Regret is sin."
I don't think tying his kleptomaniac quirk into the lore would be a bad thing, it's just that there's more to his character than just money and making it just about greed is just shallow.
If they added Crusader, what would he even do?
I didn't play DD1 but looking at his skills and character design, where does he even fit in DD2?
he doesnt, MaA is basically crusader now.
He'd likely be the next fire DoT hero
He really doesn't have much left, since MAA stole half his moves. We're more or less guaranteed to get another fire hero, since every other dot type has at least 2 heroes using it as their preferred source of damage and crusader is the only real option, unless they make another cringe OC.
Rather an OC character. Having Crusader just have fire on some of his abilities is boring. There's more interesting things they could do with a fire based character.
how the fuck do you get carcass hellion to work? am i missing something or is it just shit?
Anon...
why is monarch so high? only thing he has going for him when he's not fighting cosmic is intimidate spam
Intimidate spam is very good because of the vulnerability token. Since intimidate has full rank coverage you can enable damage dealers pretty hard. Even against bosses. Think about it, you're not just generating taunt and weakening the boss, which makes them significantly less likely to fuck up your team with AoE attacks, but you will also effectively contribute to the damage of your team by doing that. So if you have a highwayman in your team, or an occultist, then that vulnerability token will very often turn their attack into a kill. It's exactly because leper is a tank and has the responsibility to taunt anyway, that his vulnerability token application is so potent. Like you wouldn't want your occultist to waste a turn casting a vulnerability curse to enable himself, you'd rather do damage 2 turns in a row.
Just seems like an attempt at making her a tank without really changing her skills that much and giving her a chance of free block every turn.
Dunno why you would do that over playing MAA unless you're going for an all bleed build and need a tank?
Yawp and revelry. Enemies will be targeting you but will do less damage because you'll have block tokens while they'll have weaken tokens. The trinket that turns block token into super block tokens is good for her.
The dungeon is at the end of the game, same as the first one. Some of the "dungeons" of the first game aren't even inside a building! Lairs and the end bosses should have had your heroes doing good old fashioned walking though a building of baddies though.
Mixing up damage types, same reason they distinguish between ranged damage and melee damage.
>same reason they distinguish between ranged damage and melee damage.
No because that has an actual gameplay difference. The DoTs are literally the same shit, just with different flavor and characters being resistant to different versions which typically doesn't even matter if u build your characters right or avoid regions with resistance to the DoT you favor.
>It doesnt matter if you do X or Y
Then it does matter
>It doesn't matter if you do X, Y, and Z.
The whole point is to encourage you to do X, Y, and Z. If the enemy is resistant to melee, use ranged, if it's resistant to ranged, use melee. Same for the DoTs. Some characters will excel in some places, but be hindered by high resistance to their "element" in others.
It's like pokemon, don't bring your fire pokemon to the fire gym.
>If the enemy is resistant to melee, use ranged, if it's resistant to ranged, use melee.
Ranged abilities usually have...more range
Melee attacks have shorter range but higher base damage tho I don't really care if an attack says melee or ranged, what matters is the actual effects of the skills. DoTs themselves don't have any extra effects (not talking about skills that give DoTs but the effects of the DoTs themselves).
there's no point in even running it besides as a challenge or joke.
>she can become a below average tank with terrible damage
amazing balance
It might technically be lackluster but it works if you're going for full DoT teams. PD, Flag, HWM, and Hellion going all in on trying to apply as much DoT as possible with PD/Flag having big payoffs for it.
I suppose doing 0 damage but bleed dot and winded isn't the worst thing ever. obviously I'd still prefer a hellion that can just annihilate an enemy's full HP round 1
DoT's are pretty strong in this game and having carcass be a "passive" tank is great for that.
Speaking of, why did they add 3 DoTs that are pretty much literally the same shit just with different symbols?
It is amazing how much the general's trophy trivializes some bosses
>Get the general trophy
>200% corpse damage and can't be moved
>Get the corpse eater pet
>Literally hit a enemy corpse and its a full heal
fuck yeah. it's better than the HP bag one IMO
>no back 1 from Howling End or Jester's blinding attack
>jester can solo for 2 super dodges just because
kino
Game needs more spider enemy types.
I am too small brained to handle the eye. Fuck this guy.
One tip, there is an inn item called Restorative Herbs which can counteract the heal reduction. You can stack it on the tank that has the focus which will allow you to get more turns of heal out of them before the heal reduction makes it impossible to heal them. You should start collecting as many as you can from region 1 with as many slots as you can spare.
>taking dismas and his kbro out to grind in dd1
>medium dungeon lvl 3 but just room battles so it shouldn’t be a big deal
>encounter a full party of spiders
>enemies dodge all fucking attacks in the first round
>spider fag marks dismas and his friends crit him to death’s door with poison
>full on panic
>Vestal heals dismas, but grave robber and Reynauld miss their fucking attacks again
>spiders proceed to maul Dismas to death
Jesus fucking Christ I’m close to resetting my run again
stop using grapeshot/flashing daggers/arrest warrant
>beat act 3
>know because of Ganker that the big wall has been beaten
>lose all interest
anyone else? I started trying to do deathless runs after act3 and now I'm just burnt out. I did play for 45 hours tho so I got my moneys worth for sure
its fine but feels like there is so many missing pieces
runs are too long and feel like a slog to play
have to grind candles and shrines for hours to unlock basic stuff
Game's structural changes suck ass.
This is what the Nexus Mods page is gonna look like in 6 months sorted by most downloads
>Remove stagecoach travel
>Permanent Bounty Hunter
>Crusader Hero
>Faster stage coach travel
>Keep character progress between runs
Screencap this post
I liked it better than the first game, to be honest
First one you had to grind forever to get your heroes max level, just for them to die in some retarded way, and then you had to start it all over again
And I like how you get more control over the fight, rather than having to deal with RNG
My only complaint is that my favorite characters are gone and I barely even get the chance to use the bounty hunter
>lose hero
>new random one is ALWAYS a wanderer
only if they don't have memories I think
Memories are gone after a completely unrelated party wipes, though
lmao no. That's complete nonsense.
??? Happens to me, though. I don't have any memories from the people I beat ch 1, 2 or 3. I stopped paying attention to memories after I immediately got to ch2 because I made a conscious decision to choose nobody from the previous party because I wanted to try something different and after they died my memories page was empty at the Altar of Hope
Unlocking a memory isn't the same as slotting it. Any character that completed an act needs to slot at least one memory for them to not be rerolled.
After slotting it would I lose that permanently if they die in subsequent runs?
Yes. But you would lose it anyway if you're not slotting it at all. There is zero point to not doing it unless you're some min maxxing autist that wants perfect memories and the memory you want to slot into the first slot isn't available.
Again, just to note, you don't need to slot any of the other memories. So a character can have all 5 memories unlocked with only 1 memory slotted and they will stay that way until they get killed on a run or you abandon a run before you reach an inn while they're in your party.
Oh well that's too fucking late for me now. I was pretty strapped for candles back on those chapters but now that all heroes are maxed out all I have left is the items board and pets
I mean if you still got stuff to unlock then there is still reason to use that feature. The memory altar can be upgraded as well if you haven't done that yet.
>he memory altar can be upgraded as well
I really haven't. It's sitting at unlock 1 because I just don't really care for it. But the alternative being Wanderer replacements it might as well be a "end run early" if I intended to actually beat the boss. Well fuck when I beat ch4 I'll probably slot some bros idk
Dude, it's useful not just because of the memory effects but because you can keep heroes with the quirks you like instead of rolling the dice on shit that might be complete trash.
eyup. it's gamer time
Handsome motherfucker.
why is flagellant a skele now?
Flogged himself a bit too hard
He flagged too hard and is pretty much as close as he can be to undead
it is his final form
How do I realistically deal with the gaze boss. Is it just Taunt spam?
stack all the markers on 1 person
>Is it just Taunt spam?
Ha ha ha you fool. Taunt does nothing
Like anon said
and you better bring MaA or you are honestly fucked
now everybody pretends that they've never hated it solely because it was an Epic timed exclusive and it's actually underraterino and they're gonna support the devs buy buying it for 75% off on Argie Steam
>gay OP claims it's great
>it's actually shit
I can't remember the last time a sequel was THIS much of a downgrade
>DD1 is one of my favorite games
>I absolutely hate rogue-lites
It's over...
>unique quirk plague doctor gang bang to lower stress for everyone
Nice.
those 2 religious cucks arent banging anything
MaA's portrait got that chad energy.
>Kill General and first Mountain boss on my second embark no problem
>Absolutely get my ass destroyed every run since then
RNG is dumb
I don't understand what you're supposed to do with the general and the vine thing
Hit the vine with literally anything, doesn't even have to deal damage.
you can yell at the vine really hard to get it to stop
then it's just a dps race like every other fight
This shit needs a more intuitive UI
cooldown is gone. but yeah there's a much better way to show that shit
Should say Cooldown: 0 or something at least, some of these skills took me a few seconds staring at them to figure out what they were changing.
>>Ganker claims it's shit
>>it's actually great
I personally didn't like it due to the wagon system. It was a major turn-off for me. I am fine with the 3d models, just sad that it'll limit the modding community.