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CAPTAIN CAPSLOCK posted:please dont troll the new people with bad advice Maybe I just had a really luck early game, but I didn't have to do a single suicide run or grind at all. That seems like a good way to get a new player to get bored real fast, so I'm not sure what's wrong with the advice.
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# ? Jan 28, 2016 02:07 |
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# ? May 22, 2024 14:23 |
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I've not played this since it first was in Early Access, what are some cool + good team compositions that are also fun as well?
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# ? Jan 28, 2016 02:08 |
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Jackard posted:Not even The Yips? CAPTAIN CAPSLOCK posted:please dont troll the new people with bad advice Getting 'free' gold through level 0 runs is available as a way of getting out of the hole if you're bankrupt, but otherwise you should always be trying to build a stronger roster. You need extra roster space as you build up a deeper bench, but getting more recruits/week isn't necessary unless you're either A) burning through level 0s at a tedious pace or B) are trying to get a particular class or classes. MotU posted:I've not played this since it first was in Early Access, what are some cool + good team compositions that are also fun as well? FreeKillB fucked around with this message at 02:23 on Jan 28, 2016 |
# ? Jan 28, 2016 02:13 |
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MotU posted:I've not played this since it first was in Early Access, what are some cool + good team compositions that are also fun as well? I had a great time with Vestal+Plague Doc+Crusader+Hellion, and I've had fun with Arbalest+Occultist+Houndmaster+Bounty Hunter. In general I enjoy a healer (vestal or occultist) + at least one heavy hitter (hellion/crusader/abomination) for experimenting with the other classes, though.
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# ? Jan 28, 2016 02:15 |
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I wonder how much advice people are following that was from during early access. Based on your post, I'd say a surprising amount. Like an amazingly large amount. That or you are not understanding the advice and why it is presented. In regards to #1, the advice I generally see is "get to 4/week heroes, and upgrade your roster as it fills". Bigger size is better for players who aren't as good, because it gives them more options when some are down and out. It also will let them run level 1 dungeons longer before having to run level 3. For #2, most people aren't recommending grinding runs. When they get offered as an option, someone has worked themselves into a corner, and doing that is much better than trying to restart. I personally like to suggest running at 51-75 light to get some bonus loot, which should help out with the "running out of money because they aren't as good at the game yet" bits. #3, Leper is an ok hero who is good in certain situations. Those are far fewer than the situations he is bad in, and the reasons he is bad will lead to lovely runs for a new player. Primarily, the main stress guys are in the back row, and you have 1 guy on your party who is never attacking them. So either the front bits are getting focused instead, or the damage is getting split too far and the enemies are getting a lot of extra turns. Someone who is more experienced can build a party and approach a fight to take these into account, but don't expect someone with minimal game mastery to do so.
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# ? Jan 28, 2016 02:19 |
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Megasabin posted:I just beat all the Veteran level bosses. Ran some champion level dungeons, which are challenging but good. Great game, but I think this is probably where I call it. Doing the same thing for another 10+ hours just to grind out the rest seems pretty dull. I agree with every part of this. Especially the first part.
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# ? Jan 28, 2016 02:20 |
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Megasabin posted:Maybe I just had a really luck early game, but I didn't have to do a single suicide run or grind at all. That seems like a good way to get a new player to get bored real fast, so I'm not sure what's wrong with the advice. I was mostly being a dick But you should lock good positive traits early, as it gets more expensive to do later on. I'd still prioritize the stagecoach upgrades, roster size and getting more dudes per week, over things like the cheaper upgrade costs from the blacksmith and the guild. I would only upgrade the blacksmith and guild when I had 2+ people that could use upgrades for the next tier. Beyond that, stagecoach was priority #1. Tossing new people into the grinder is a good strat if you are really broke(somehow) and need cash. Or just toss them out and get a new level 0 if they have a shitload of stress so you don't waste money on stress relief or getting rid of all their annoying quirks. Totally disagree on the Leper though. I can't think of a single fight where I would take him over someone else. I have never said "man I wish I had the Leper for this bossfight / encounter"
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# ? Jan 28, 2016 02:21 |
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CAPTAIN CAPSLOCK posted:Totally disagree on the Leper though. I can't think of a single fight where I would take him over someone else. I have never said "man I wish I had the Leper for this bossfight / encounter" Especially when later on, there's mobs that completely revolve around moving around your dudes which is Leper's number 1 weakness second to accuracy. That's why Graverobbers, Crusaders, and Hellions are so good!
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# ? Jan 28, 2016 02:27 |
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I enjoy dark runs honestly. I tend to find that if your party is upgraded enough and you understand the mechanics of the game that they are generally not much harder than a normal run. I also like the Leper, pairing him with a Crusader and having them both do their attack the front 2 enemies works great. I guess I kinda feel like there's a hundred different ways to play the game, I'm sure there's some best party combination best way of going about everything but you can still be successful by learning the game mechanics and playing around with your own party combinations.
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# ? Jan 28, 2016 02:27 |
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I think the biggest "problem" with the Leper is that, while he's good in a specific niche (kicking the hell out of whatever's in the front two rows), he's not noticeably better at it than any other class, and the other major front-line high-damage classes (Hellion, Abomination in particular) bring some extra versatility to the table. Honestly, give the Leper a rank 3 or 4 move forward ability (maybe tack Forward 1 onto Purge or something) and he'd be great. Lepers are fine, there's just usually a better choice. This isn't really a game where you need (or have the opportunity to) make every choice an optimal one, though.
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# ? Jan 28, 2016 02:31 |
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The thing that confuses me about people endorsing dark runs is that on any medium or long mission you are so bursting to the gills with loot even on high light levels that I don't see the point. I never, ever walk out of a non-short mission without a completely full inventory of gold, gems, and hamlet stuff and I very rarely go dark. And yes that includes dumping all consumables by the end of the mission. Maybe on a short run I can see the benefit but even on those I exit the dungeon with full loot more often than not. Dark runs just seem like a great way to take extra stress for no reason because you'll be loaded by the time you exit no matter what.
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# ? Jan 28, 2016 02:32 |
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Just had run ins with the Collector three missions in a row, and stomped him each time. Who knew all you needed was a Crusader, Highwayman, and Hound Master? Although each run the Highwayman managed to contract rabies at the end . I mean, at least the disease cure camp skill is free so I can't be mad, but I'm pretty sure this means we're going to have to put ol' Scoob down.
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# ? Jan 28, 2016 02:33 |
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CAPTAIN CAPSLOCK posted:But you should lock good positive traits early, as it gets more expensive to do later on. quote:I'd still prioritize the stagecoach upgrades, roster size and getting more dudes per week, over things like the cheaper upgrade costs from the blacksmith and the guild. I would only upgrade the blacksmith and guild when I had 2+ people that could use upgrades for the next tier. Beyond that, stagecoach was priority #1. I'm not saying to leave the stagecoach totally alone, I'm just saying that the blacksmith should be priority #1, and the stagecoach is the one you do later.
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# ? Jan 28, 2016 02:36 |
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Chomp's Guide to Pro Sanitarium Use 1) Lock in the "Eldritch Slayer" trait on anyone who gets it in preparation for the Darkest Dungeon 2) Purge any traits that increase stress in preparation for the Darkest Dungeon 3) Never go to the Darkest Dungeon because the game is just way too loving long.
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# ? Jan 28, 2016 02:40 |
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Radiochromatic posted:Just had run ins with the Collector three missions in a row, and stomped him each time. Who knew all you needed was a Crusader, Highwayman, and Hound Master? Although each run the Highwayman managed to contract rabies at the end . I mean, at least the disease cure camp skill is free so I can't be mad, but I'm pretty sure this means we're going to have to put ol' Scoob down. Rabies is actually a really solid disease and it's worth keeping if you can handle the accuracy loss.
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# ? Jan 28, 2016 02:55 |
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yeah, I mean, after bringing some of my issues to the thread, I feel like I'm a lot more prepared to do well, but I think some of the more experianced people here have forgotten how just starting out in the game goes. When you first start the game, you don't understand the mechanics and you don't understand how much information is available. I played for hours before I noticed that I can see an enemies exact resistances by mousing over them. I don't mind that playing around with curios early lead to some bad poo poo happening. But then I'm in a situation where I ran out of money and I can't fix the guys I "know how to play". So I have to settle for a different combination of guys that I found on the stagecoach. I don't understand their abilities at first, so when things go south and I have an opportunity to go back to the first team, I do that. Then I feel like I have something figured out but then one of my guys dies and now I have to learn a new class and make a new team. But I can't use any of my team because their stress is too high, so in order to make time pass, I have to play with some other guys I don't know how to use. It's all a pretty fun experiance, but I think that if you aren't reading wikis and intentionally learning outside of the game, it's really easy to have a very distorted view of what you should be doing. I mean, I had what I though was a great team that I understood the synergy of, and then my hound master got to level 3. I thought it was a great thing, I spent 2k gold, when I only had 5k, to upgrade his armor. Then I realized that I couldn't use him on any of the missions I was doing with the rest of my a-team. So now there's a hole. So I'm trying to groom a replacement real quick. I figure I grab one off the coach and level him in one run and do the boss. Then my healer hits level 3. Now everything is worse and I realize that my entire idea of building a strong team I knew how to use isn't possible that way. So by this point I've already sunk lots of resources into upgrading things I probably shouldn't have, and I realize that I need to devote resources to increasing my coach and barracks sizes so that I can get a better rolling replacement system going. And that's all fine. I'm not really mad about it. But it wasn't obvious that the choices I was making were bad or were hamstringing my general progression. edit: As far as dark runs go, it's not about them being good, it's "well I have 1,000 gold, and I need for time to pass. You have to go on a run for time to pass. There's no other way to make your guys heal stress. So you have to send someone on a run. 1000 gold isn't enough to fully outfit a party of people you want to see come back. So your choices are limited to people you don't care if they come back, and you need to turn a prophet on the run so that you have enough to fully outfit a party when you get back. I mean, I don't have any good camping skills unlocked on most of my guys. Should that be a really high priority? My upgrade spending priority has been "unlock necessary skills for build -> upgrade armor -> upgrade primary skill -> upgrade weapon". I almost never do anything but short runs because it's a tossup whether they survive those. I'm in week 42, and if I had to guess, I'd say 20+ of those runs were me taking a bunch of guys I didn't know how to play to pass the time and try to make a buck so I could get back playing the guys I think I understand how to play. Snak fucked around with this message at 03:04 on Jan 28, 2016 |
# ? Jan 28, 2016 02:56 |
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Megasabin posted:3. Leper is a great hero who is only bad in certain specific situations. He can hit the first 2 dudes for tons of damage, he has a great -damage - accuracy debuff also for the first 2 dudes, and he can heal himself for stress or health. Just don't bring him to any boss fight where the boss hides behind an object (Hag, Prophet, Necromancer, Drowned Crew, Formless Flesh cause of prot%). People in this thread do that, and then cry about the hero being bad. His accuracy is not great at first, but can easily be fixed with trinkets and camp buffs. Actually people say the leper is bad because you can get ambushed on any mission and a leper moved to the back row is useless. Fights where your party gets shuffled around are the hardest ones, and the leper is easily made worthless in them. That's why he sucks.
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# ? Jan 28, 2016 03:00 |
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I think it should be stupidly obvious to stop upgrading the stage coach once you have something resembling a roster.
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# ? Jan 28, 2016 03:02 |
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Rascyc posted:I think it should be stupidly obvious to stop upgrading the stage coach once you have something resembling a roster. I've maxed out the stagecoach upgrades in search of something resembling a roster.
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# ? Jan 28, 2016 03:05 |
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Snak posted:I'm in week 42, and if I had to guess, I'd say 20+ of those runs were me taking a bunch of guys I didn't know how to play to pass the time and try to make a buck so I could get back playing the guys I think I understand how to play. here's a mod designed to make the game easier. this may help. you can also turn off corpses and heart attacks and such in the options. good luck.
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# ? Jan 28, 2016 03:07 |
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Snak posted:1000 gold isn't enough to fully outfit a party of people you want to see come back. So your choices are limited to people you don't care if they come back, and you need to turn a prophet on the run so that you have enough to fully outfit a party when you get back. quote:I mean, I don't have any good camping skills unlocked on most of my guys. Should that be a really high priority? My upgrade spending priority has been "unlock necessary skills for build -> upgrade armor -> upgrade primary skill -> upgrade weapon". I almost never do anything but short runs because it's a tossup whether they survive those. e: that mod claims that it's 'less grindy' but the biggest change is "Higher level heroes can go to lower level dungeon" FreeKillB fucked around with this message at 03:20 on Jan 28, 2016 |
# ? Jan 28, 2016 03:11 |
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Soothing Vapors posted:
I don't want the game to be easier? I don't understand why you're acting like I'm some giant moron because the best strategies weren't apparent when I started and now I'm in a hole. So here are my currently available guys (guys I have with less than 35 stress): ROSTER: Leper lvl 0 Leper lvl 2 Crusader lvl 0 Highwayman lvl 0 Highwayman lvl 2 Occultist lvl 2 Vestal lvl 1 Plague Doctor lvl 1 STAGE COACH: 2x Bounty Hunter Vestal Abomination Arbalest Hellion I have 10k gold right now, so I can afford to unlock any skills they need if they are currently locked, as well as outfit. what is the best team I can put together from these so that I can make grinding a thing of the past? Snak fucked around with this message at 03:28 on Jan 28, 2016 |
# ? Jan 28, 2016 03:17 |
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I'd actually argue the whole "Heroes are disposable" mentality is important early game less because it's easily exploitable, more because it encourages being able to let go. I'm the type of guy who can send hundreds of nameless, faceless conscripts to their deaths in Red Alert 2 without batting an eye, but a single one of my dudes in Fire Emblem dies, mutters "Tell my brother...I'm sorry," and I immediately reset the mission to save his life. When I first started the game I found myself constantly frustrated because I was bending Heaven and Earth to try and keep my guys happy and healthy and stress-free. I lost tons of money trying to treat quirks in the Sanitarium or pursuing every stress relieving activity possible. When one of my guys died I took it poorly, and felt like I was barely making any progress whatsoever. It was only after I accepted the expendability of my adventurers that I was able to get over my early game hump. I enjoy the game now in a way I didn't back then, and I'm grateful for it. The loss of a hero is always irritating, but it's no longer a source of frustration.
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# ? Jan 28, 2016 03:25 |
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Bad Seafood posted:I'd actually argue the whole "Heroes are disposable" mentality is important early game less because it's easily exploitable, more because it encourages being able to let go. Yeah, this is one of the things that cost me a lot early on. I thought "this isn't so hard" and I was spending 3k on supplies every run and 3k when I got back on treatment. Then when I whiped, I didn't get my 6K from the mission and I looked at my roster and I just had like 12 afflicted guys and no money at all. So all the blacksmith upgrades and stuff were wasted and I realized "welp, I'm dumb" and started firing people instead of curing them.
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# ? Jan 28, 2016 03:31 |
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Give into the Madness. Life is cheap.
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# ? Jan 28, 2016 03:32 |
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Internet Kraken posted:Actually people say the leper is bad because you can get ambushed on any mission and a leper moved to the back row is useless. Fights where your party gets shuffled around are the hardest ones, and the leper is easily made worthless in them. That's why he sucks. This and also that Hew is not good enough to justify the hero over others. Especially when you get to Veteran dungeons and the front lines contain size 2's that Hew is worthless against. His heals are okay but they're part of the problem of making the class feel not as flexible as every other competitor for rank 1. They could be replaced with much better skills instead of taking up two skill slots themselves when his other skills are also not as impressive. He can't even use his heals unless he's in rank 1-2. The problem is not that the Leper is bad. Everyone agrees, the Leper is okay but not nearly as good as most heroes of his type. He is viable and I love my own little Leper I named Zerk. But all we need is a little buff on the guy and we wouldn't feel so bad about using him over a Hellion.
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# ? Jan 28, 2016 03:33 |
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I think a Crusader with trinkets can probably out-dps the Leper on average in the end too. Man it just sucks when the Leper goes on miss streaks even with his accuracy camp buff. Always leaves me wondering.
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# ? Jan 28, 2016 03:35 |
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Buckwheat Sings posted:Rabies is actually a really solid disease and it's worth keeping if you can handle the accuracy loss. Rabies owns. Everyone get rabies
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# ? Jan 28, 2016 03:37 |
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Is Crusader's Inspiring Cry a group stress-heal? Cause if it is it seems like it would be really good. But I thought I tried it once and it wasn't... don't really want to try it again just to find out.
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# ? Jan 28, 2016 03:39 |
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I beat the second part of the darkest dungeon using a leper. He was also the only one in my party without that torch trinket. I was so proud of the little guy.
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# ? Jan 28, 2016 03:40 |
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Snak posted:Is Crusader's Inspiring Cry a group stress-heal? Cause if it is it seems like it would be really good. But I thought I tried it once and it wasn't... don't really want to try it again just to find out.
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# ? Jan 28, 2016 03:41 |
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FreeKillB posted:It's single-target, the game doesn't really make it clear which skills target one party member vs the whole party imo. The Houndmaster has a group stress-heal, though. Yeah, I really wish the ability descriptions were clearer. But I will just keep asking here! Snak fucked around with this message at 03:49 on Jan 28, 2016 |
# ? Jan 28, 2016 03:44 |
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I don't know if this point has already been raised but why do monsters get to leave corpses but the player characters don't? It's really irritating when my back liners are brought forward and made completely useless if my front muscle bites the dust.
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# ? Jan 28, 2016 03:45 |
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Snak posted:I don't want the game to be easier? I don't understand why you're acting like I'm some giant moron because the best strategies weren't apparent when I started and now I'm in a hole. Get that Hellion from the stage coach for sure. She owns. Take the bounty hunter and abom too. Ditch the level 0 highwayman and leper. Maybe both lepers if you need space. Macaluso posted:Rabies owns. Everyone get rabies Fated quirk + rabies is a good time. Fated owns.
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# ? Jan 28, 2016 03:45 |
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Macaluso posted:Rabies owns. Everyone get rabies I hate rabies because missing attacks fills with me rage. Also it becomes a serious problem with how dodgy level 5 enemies are. Incidentally the 4 rabid dog encounter is one of my least favorite ones! Snak posted:Is Crusader's Inspiring Cry a group stress-heal? Cause if it is it seems like it would be really good. But I thought I tried it once and it wasn't... don't really want to try it again just to find out. Its single target. Its a nice thing to throw around when you don't need your crusader to punch something at the moment. Also it heals a tiny amount so it can be used to get someone out of death's door in a pinch. VVV Personally I run my crusaders with Smite, the Scroll, Holy Lance, and Inspiring Cry. Stunning blow is fine, I just don't like relying on stuns unless they have a really high proc chance. I don't really like the rest of his moves though. Internet Kraken fucked around with this message at 03:52 on Jan 28, 2016 |
# ? Jan 28, 2016 03:45 |
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Internet Kraken posted:Its single target. Its a nice thing to throw around when you don't need your crusader to punch something at the moment. Also it heals a tiny amount so it can be used to get someone out of death's door in a pinch. So what should my forth crusader skill be? I guess that can't be answered in a vacuum... I have Rank 4: Vestal (Dazzeling Light, Divine Grace, Divine Comfort, Hand of Light) Rank 3: Hound Master (Hound's Rush, Cry Havoc, Guard Dog, Target Whistle) Rank 2: Bounty Hunter (Collect Bounty, Finish Him, Come Hither, Flashbang) Rank 1: Crusader (Smite,
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# ? Jan 28, 2016 03:49 |
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docbeard posted:I think the biggest "problem" with the Leper is that, while he's good in a specific niche (kicking the hell out of whatever's in the front two rows), he's not noticeably better at it than any other class, and the other major front-line high-damage classes (Hellion, Abomination in particular) bring some extra versatility to the table. Honestly, give the Leper a rank 3 or 4 move forward ability (maybe tack Forward 1 onto Purge or something) and he'd be great. ding ding ding If you need a front row beatstick Leper can definitely do that, but he brings several weaknesses and no real advantages over other front row beatsticks. And he's shoehorned into such a narrow role that it's a constraint for teambuilding, again without any particular reward for building a team to make up for his shortcomings except "you get a guy who can beat people up about as well as other guys can." Snak posted:So what should my forth crusader skill be? Swap between Inspiring Cry and Battle Heal based on whichever you need more at any given moment.
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# ? Jan 28, 2016 03:58 |
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I'd go with Battle Heal for a back up heal and for when you're down to one target and want to get some extra healing in. Keep in mind you can switch skills while walking around the dungeon, so you could always swap between inspiring cry and battle heal depending on your need heading into a fight. E: on your vestal replace hand of light with judgement, it deals damage and heals the vestal. E2: Along the lines of swapping skills in a dungeon, I do that with the houndmaster a lot. That way if you're dudes are low on stress you can bring the AoE that hits all the enemies, the self heal when necessary, and his stun is handy. That might be better advice when you get more gold though. MacheteZombie fucked around with this message at 04:03 on Jan 28, 2016 |
# ? Jan 28, 2016 03:58 |
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I would not take Hand of Light on my vestal in this party. You're already reasonably flexible. Your houndmaster works from every rank but 1 and your Vestal works from every rank but 1. BH works from any rank and crusader works from any rank. If your vestal gets shuffled into 1 you have 3/4 operational, same for your houndmaster. Take Inspiring Cry and Judgment and you have a fairly flexible party that shouldn't poo poo itself at an ambush. The vestal becomes your most position-dependent dude but that's a worthwhile risk. Drop Come Hither for Uppercut and you're even more flexible; you don't have a leper you need to pull poo poo to, you have fairly solid coverage on every rank (and can shuffle a mob out of R4 with a flashbang). Knocking a rank 2 enemy back into rank 3 is often a great way to disable their power move, Uppercut is good poo poo. Also if your BH gets shuffled into r1 you still have a stun. I'm not crazy about your houndmaster loadout but it's functional. MacheteZombie posted:I'd go with Battle Heal for a back up heal and for when you're down to one target and want to get some extra healing in. Yeah this is a big part of why the Crusader is so good, never forget you can do this.
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# ? Jan 28, 2016 03:59 |
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# ? May 22, 2024 14:23 |
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Buckwheat Sings posted:Rabies is actually a really solid disease and it's worth keeping if you can handle the accuracy loss. Personally, I just outright refuse to trade accuracy for damage. As far as I'm concerned, it's not worth it to risk doing no damage for a chance to do slightly more. Maybe if it was a full 100% increase, then I'd consider it. As it stands, I'd rather just slap on +dmg and +acc trinkets for ranged attacks, stick him in slot 3, and one shot practically anything. But I mean, to each their own.
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# ? Jan 28, 2016 04:01 |