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LowellDND posted:Yup, that did it. Cleared a small and a medium with no deaths. As you play the campaign you'll start seeing medium and long missions pop up. These have more rooms to explore, larger rewards, and start you with 1-2 (depending on length) campfire items. When you camp, you can spend up to 8 food for extra party-wide stress relief/healing (I believe at maximum you heal 25% health on everybody and recover 10 stress, so vastly more efficient than regular food.) You also have 12 "ticks" to spend activating your characters' camp abilities, which range from recovery to long-term buffs with a couple oddball utilities thrown in. Early in the campaign you shouldn't get too focused on any characters; they still may die, and level 3 characters aren't very useful early on since you don't have the upgrades/equipment to handle level 3 missions and can't send them on level 1 missions anymore. Your goals are to build up a stable pool of level 2s, upgrade the town, and explore various dungeon areas to unlock and eventually defeat bosses. Even boss missions are level-locked, so if you don't want to waste extra time grooming low level parties later on it's important to tackle low level vosses early on before you level up your whole roster to 3+.
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# ? Nov 16, 2015 02:06 |
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# ? May 22, 2024 16:59 |
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Gabriel Pope posted:Don't forget plenty of torches (about 12 minimum) Wait, what? 12 minimum for a short run? 8 is plenty.
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# ? Nov 16, 2015 02:11 |
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Wafflecopper posted:Wait, what? 12 minimum for a short run? 8 is plenty. I guess it depends on how keen you are to fully explore the map. If you want to explore every nook and cranny without your light dropping 8 is usually not going to see you through. EDIT: I do 8 myself, but that's because I'm planning on doing any completionist looting in the dark. the holy poopacy fucked around with this message at 02:21 on Nov 16, 2015 |
# ? Nov 16, 2015 02:18 |
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Gabriel Pope posted:I guess it depends on how keen you are to fully explore the map. If you want to explore every nook and cranny without your light dropping 8 is usually not going to see you through. I just did a short run where I took 8, fully explored everything, kept light at radiant the whole time, and finished with 4 left over. Admittedly I found more torch sconces than usual along the way, but I take 8 at most on short runs and it's always been enough to keep light at radiant for a full clear. Maybe if you get really unlucky with finding more along the way and also run into a lot of monsters that reduce light you might run out by the end but that would be really unusual.
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# ? Nov 16, 2015 02:38 |
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Remind yourself that overconfidence is slow and insidious killer.
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# ? Nov 16, 2015 02:43 |
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A little too slow given that I've pretty much beaten the game.
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# ? Nov 16, 2015 02:46 |
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LowellDND posted:Now, how does camping work? Should I focus on any group builds right now, or just getting everyone to level 3? Right now all my town stuff is being spend on the tavern and the wagon. You generally want to use your camp time to apply as many buffs as possible. There are healing skills, but the basic thing is that you generally prevent more damage (both stress and health) by buffing than you recover by healing. As for what's good, well, that largely depends on your play style, but stress resist is basically never wasted since stress directly relates to how long the hero will be out of action after the mission (or how much they'll cost to get them ready). For this reason, some people prefer to camp VERY early (like, first or second room) to stack these buffs on before something bad can happen. The other school of thought is to clear a couple of rooms and camp when the Feast benefit can really help you. Again, personal preference, really. As far as builds, don't worry about it. All heroes except maybe the Jester are decent, just play with them and have fun. As far as town stuff, upgrade the blacksmith and the guild before any stress relief stuff like the tavern or the chapel. The gear and skill upgrades heroes get from these places are hugely important since they're basically the only straight upgrades you get in the game, but they are very expensive both in terms of heirlooms and in terms of gold invested.
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# ? Nov 16, 2015 02:47 |
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Wafflecopper posted:A little too slow given that I've pretty much beaten the game. Death waits... for the slightest lapse in concentration. There needs to be a Darkest Dungeon quote generator like the Martin Luther insult generator.
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# ? Nov 16, 2015 03:10 |
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Wafflecopper posted:I just did a short run where I took 8, fully explored everything, kept light at radiant the whole time, and finished with 4 left over. Admittedly I found more torch sconces than usual along the way, but I take 8 at most on short runs and it's always been enough to keep light at radiant for a full clear. Maybe if you get really unlucky with finding more along the way and also run into a lot of monsters that reduce light you might run out by the end but that would be really unusual. Actually yeah you're right, I was thinking about my "usual" loadout which is actually for medium runs. Mea culpa. It doesn't take that much to run through 8-9 torches, but yeah taking with 8 should do you 90% or more of the time.
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# ? Nov 16, 2015 04:30 |
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I always use camping as an healing and stress relief opportunity first and for buffing second. Having an opportunity to fix up the party if things go bad is too big a boon to pass up.
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# ? Nov 16, 2015 08:57 |
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paradoxGentleman posted:I always use camping as an healing and stress relief opportunity first and for buffing second. Having an opportunity to fix up the party if things go bad is too big a boon to pass up. The issue is that if you buff up early the chances of something going wrong are very very low
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# ? Nov 16, 2015 09:09 |
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Yeah, been a while since I played, but it often felt like camping immediately and cleaning guns among other things was always the best call in Highwaymen's parties. Prevention better than cure and all that, the known cost of a campfire early better than taking a beating before you can buff the party.
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# ? Nov 16, 2015 09:19 |
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The highwaymen always leave town with filthy, filthy guns
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# ? Nov 16, 2015 10:25 |
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camping immediately seems like a waste to me. why not go an encounter or two first THEN camp and regain all the stress/hp/light you lost in the first few fights you may have lost it in?
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# ? Nov 16, 2015 10:28 |
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The argument would be that the buffs you receive from camping will help prevent or at reduce the damage/stress that you would accrue otherwise. Seems to matter way more on red difficulty dungeons than easy or mediums.
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# ? Nov 16, 2015 10:42 |
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Chair In A Basket posted:The argument would be that the buffs you receive from camping will help prevent or at reduce the damage/stress that you would accrue otherwise. Seems to matter way more on red difficulty dungeons than easy or mediums. but you can go one or two fights THEN camp and fully recover all the stress and hitpoints you may have lost in those fights with a feast camp AND buff yourself. I think camping right away in the first room is a waste, especially if you get ambushed.
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# ? Nov 16, 2015 11:25 |
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Kly posted:camping immediately seems like a waste to me. why not go an encounter or two first THEN camp and regain all the stress/hp/light you lost in the first few fights you may have lost it in? Remind yourself that overconfidence is a slow and insidious killer.
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# ? Nov 16, 2015 14:46 |
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Kly posted:camping immediately seems like a waste to me. why not go an encounter or two first THEN camp and regain all the stress/hp/light you lost in the first few fights you may have lost it in? I used to do this, but honestly, there are more than a few situations in which you could realistically get ambushed and have things go horribly wrong by not having the extra offense such that you could theoretically lose a character or incur significant enough losses that you could not recover even by camping. Plus, if you have to spend camping time recovering health or Stress, you're more than likely losing out on combat or Scouting buffs that would save you more health/Stress down the line. Ultimately, it comes down to preference, but I've often found that it's better to camp immediately as a preventative measure than to hold off and save it as a reactive measure.
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# ? Nov 16, 2015 21:08 |
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Time_pants posted:I used to do this, but honestly, there are more than a few situations in which you could realistically get ambushed and have things go horribly wrong by not having the extra offense such that you could theoretically lose a character or incur significant enough losses that you could not recover even by camping. Plus, if you have to spend camping time recovering health or Stress, you're more than likely losing out on combat or Scouting buffs that would save you more health/Stress down the line. Are you Timepants on youtube? I enjoy your Darkest Dungeon videos, if so.
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# ? Nov 16, 2015 21:42 |
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Getting back into the game after a very long hiatus. I became addicted to dark runs before I stopped playing, to the extent that I can no longer handle playing at any light level above Black as Pitch. Stress is so much more a problem now with what seem to be changes to both my own crits and enemy crits; does anyone here know of any good builds/configurations that can still operate and succeed in max darkness?
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# ? Nov 17, 2015 04:37 |
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I've never tried to build a party especially for dark runs, but I guess you'd want to avoid DoT-dependent characters like the witch doctor as they don't benefit so much from the extra crits. You might want to consider bringing at least one stress heal ability and stress resist trinkets/camp buffs. Trinkets and buffs that reduce the chance to be surprised too. Trinkets that give buffs in the dark (Moon Cloak etc) are obviously good. Other than that, anything that works in the light should work just as well in the dark.
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# ? Nov 17, 2015 05:04 |
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Soothing Vapors posted:Are you Timepants on youtube? I enjoy your Darkest Dungeon videos, if so. I am!! Glad you like them! Even though I don't get a lot of views, I love doing the series. Darkest Dungeon is amazingly fun to LP.
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# ? Nov 17, 2015 05:23 |
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Wafflecopper posted:I've never tried to build a party especially for dark runs, but I guess you'd want to avoid DoT-dependent characters like the witch doctor as they don't benefit so much from the extra crits. You might want to consider bringing at least one stress heal ability and stress resist trinkets/camp buffs. Trinkets and buffs that reduce the chance to be surprised too. Trinkets that give buffs in the dark (Moon Cloak etc) are obviously good. Other than that, anything that works in the light should work just as well in the dark. Are the moon trinkets still good? I don't do many all dark runs, and the downside of lower stress resist would seem to be pretty penalizing since heroes take more stress in the dark anyway. I'm sure buffing mitigates some of that but still.
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# ? Nov 17, 2015 21:01 |
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Once you start doing dark runs stress doesn't matter until it hits 100 because any relief will reduce 100
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# ? Nov 18, 2015 18:28 |
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Normal Adult Human posted:Once you start doing dark runs stress doesn't matter until it hits 100 because any relief will reduce 100 Wait, what?
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# ? Nov 19, 2015 11:52 |
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MacheteZombie posted:Are the moon trinkets still good? I don't do many all dark runs, and the downside of lower stress resist would seem to be pretty penalizing since heroes take more stress in the dark anyway. That's a good point, I forgot they got changed. Haven't actually done a dark run since that went in. FourLeaf posted:Wait, what? Also this.
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# ? Nov 20, 2015 01:24 |
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Abomination's supposed to be out today. On my lovely laptop, so I can't check.
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# ? Nov 30, 2015 19:23 |
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patch notes specifically: quote:Experiment with D8 initiative instead of D10 lmao jesus christ
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# ? Nov 30, 2015 19:37 |
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Bogart posted:Abomination's supposed to be out today. On my lovely laptop, so I can't check. quote:STEAM PATCH NOTES TEXT
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# ? Nov 30, 2015 19:38 |
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DOWN JACKET FETISH posted:patch notes
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# ? Nov 30, 2015 19:41 |
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-20 will absolutely guarantee the matchman goes last even if he rolls 10 and the least-speedy-possible character rolls 1 my point was that d10 was remarkably high and it's taken this long to drop it. it's a good change, i think!
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# ? Nov 30, 2015 19:48 |
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That new class sounds really cool and actually has mechanics that suit the game! Props to the designer, that's not common. On the stress no longer instant killing you thing, i'm going to miss the opportunities it brings, namely my guys getting unsettled and dying because of a bad joke.
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# ? Nov 30, 2015 19:48 |
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"Do not count dead heroes trinkets towards ancestors trinkets" What does this mean? I've only ever got one ancestors trinket (+25% Virtue) before, is there a limit to how many you can get/hold?
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# ? Nov 30, 2015 19:58 |
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DOWN JACKET FETISH posted:-20 will absolutely guarantee the matchman goes last even if he rolls 10 and the least-speedy-possible character rolls 1 Makes sense GloomMouse posted:"Do not count dead heroes trinkets towards ancestors trinkets" You can only get one of each ancestor's trinket, so if it counts the ones on corpses you'll never get that trinket again
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# ? Nov 30, 2015 19:59 |
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Soothing Vapors posted:Makes sense Which while hilarious and and sort of works thematically was a bit too much of a gently caress you by the game. Will be interesting to see how the new Mechanics work out.
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# ? Nov 30, 2015 20:21 |
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Camping right away now is very risky. With the changes to Heart Attacks and Deaths Door having a hero hit 200 stress drops him into Deaths Door, and being in Deaths Door debuffs you for the rest of the dungeon. They've also started to add debuffs which last until camp, so if you've already camped you're stuck with it for the rest of the dungeon as well. It's still a viable choice, but it's a gamble.
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# ? Nov 30, 2015 20:48 |
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So just played a new game for a bit - if you previously found the start of the game annoying and tedious, it's even better (worse) now. Many monsters got buffs to their attacks (bandit fusiliers debuff dodge on their group attack, and the cultist bleed guys inflict a stress resist debuff on their bleed attack) and it feels like everything does significantly more stress damage (crit for ~40 stress in a starter dungeon). Also: quote:Shambler now transports you to a rift in time and space. I'm assuming that you can no longer retreat from the shambler fight? P.S. Leper is still pretty crap, sorry. P.P.S. Death's door debuffs are insane (-10 acc, -25% dmg, -ve stress resist and more), so basically as soon as a hero hit's DD, he becomes a serious liability.
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# ? Nov 30, 2015 20:53 |
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Jinx posted:So just played a new game for a bit - if you previously found the start of the game annoying and tedious, it's even better (worse) now. Many monsters got buffs to their attacks (bandit fusiliers debuff dodge on their group attack, and the cultist bleed guys inflict a stress resist debuff on their bleed attack) and it feels like everything does significantly more stress damage (crit for ~40 stress in a starter dungeon).
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# ? Nov 30, 2015 20:58 |
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yaaaay also i thought you couldn't retreat from the shambler before? i ragequit* my previous run because of that *decided to wait for the full release to start again, so it would be fresh and new
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# ? Nov 30, 2015 21:00 |
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# ? May 22, 2024 16:59 |
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Reddit is reporting that the stall penalty now applies even if you are legitimately trying to kill a dude but miss, if you are stunned and literally cannot kill a dude, or if your monkeys (newly stressed-out from all the stress buffs) stress-pass your turn This patch sounds hilarious, I can't wait to get home and lose all my level 6s
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# ? Nov 30, 2015 21:08 |