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FrickenMoron posted:is trap disarm bugged for champion dungeons? It shows as 100% but they still fail every time. %chances for any process in the game scale up to above 200% which is obvious when you check enemy stun/bleed/blight/debuff resists. For example, a trap with 130% accuracy has a 30% chance of harming someone with 100% disarm. Skeletons are unbleedable because they have 220% bleed resist, so even if you somehow manage to get bleed chance to 200% they are immune.
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# ? Feb 3, 2016 20:21 |
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# ? May 14, 2024 01:26 |
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Jesus loving Christ I just had an almost wipe at the hand of spiders. Suddenly critting for 35 damage with blight? why not!
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# ? Feb 3, 2016 20:24 |
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It's not "suddenly" it's how spiders work. Protip: priority one is to kill or control the green spiders. The bitch-tier orange ones stun and mark; the green ones exploit those marks to ruin your day if you don't kill them turn one. Once the green ones are dead the two orange spiders pose no threat at all, so it's pretty much playtime for your party to jerk each other off with group heals and sweet mandolin jamz
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# ? Feb 3, 2016 20:29 |
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omg the leper's pet is a gila monster
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# ? Feb 3, 2016 21:42 |
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Internet Kraken posted:And as we know from the intro, the Caretaker is a very good driver that always reaches his destination safely. The narrator outright says at the beginning of the game once you reach the Hamlet "Now that the roads are cleared, more heroes can arrive safely.". Also the Hamlet is not in the middle of the hellish adventure zone. You can see in the intro, it's actually quite a bit farther back. The only things people would have to get past from the Hamlet to civilization is basic bandits.
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# ? Feb 3, 2016 22:09 |
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The new Leper hits so goddamn hard.
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# ? Feb 3, 2016 22:11 |
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DOWN JACKET FETISH posted:omg Why is his pet one of the lizards that can't painlessly slough off parts of its body
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# ? Feb 3, 2016 22:11 |
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If you beat a shambler/collector in a dungeon can you run into it again, or is there some sort of flag on a per-mission basis that checks to see if you've encountered one before?
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# ? Feb 3, 2016 22:37 |
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Soothing Vapors posted:Once the green ones are dead the two orange spiders pose no threat at all, so it's pretty much playtime for your party to jerk each other off with group heals and sweet mandolin jamz How are stall mechanics implemented these days? Does that sort of thing not cause massive party wide stress any more?
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# ? Feb 3, 2016 22:41 |
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I believe you get ~3 turns if you're against a single 'weak' enemy type before the anti-stall stress starts kicking in. Plenty of time to stress heal/remove debuffs unless you get cocky and then whiff 3 times in a row
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# ? Feb 3, 2016 22:48 |
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You start taking party-wide stress of ~6 a turn. I think the dungeon difficulty matters because I've only ever seen it in Champion level dungeons at about turn 6 against a lonely pigtaur or w/e
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# ? Feb 3, 2016 22:56 |
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it also doesnt seem to trigger at all against the fish that can guard
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# ? Feb 3, 2016 23:02 |
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Kly posted:it also doesnt seem to trigger at all against the fish that can guard Those fuckers take entirely too long to kill.
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# ? Feb 3, 2016 23:10 |
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this is true of basically half the enemies at the champion level though, considering like every other fucker has 50% prot at least when it's just them they can't guard themselves
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# ? Feb 3, 2016 23:13 |
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Undead Hippo posted:How are stall mechanics implemented these days? Does that sort of thing not cause massive party wide stress any more? It only triggers at 1 enemy left, afaik I don't stall much but I'm pretty sure thats how it works
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# ? Feb 3, 2016 23:14 |
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I haven't played since pretty early as a beta pre-order-er. Is there a summarized change log of what's happened in the last ~4 months or so?
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# ? Feb 3, 2016 23:16 |
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Night10194 posted:Those fuckers take entirely too long to kill. I did a Veteran run of the Cove and the only fight that gave me any real trouble was one fight with two of those fuckers. It would have ended sooner but one of them got a guard off on the shaman before I could kill it, who then got a heal off on the other weak enemy I decided to focus instead. No one died but my hellion hit death's door like three times.
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# ? Feb 3, 2016 23:17 |
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you can stun em to break the guard. I always take multiple sources of juiced up stun into the cove for that exact reason. Once it's down to just them start blighting em every turn and they die fast.
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# ? Feb 3, 2016 23:25 |
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Rascyc posted:The new Leper hits so goddamn hard. Basic idea would be to stun the back row with the PD and then from there decide how to use your third slotter and Houndmaster. Houndmaster is in #2 and can Blackjack if he needs to, which could stun up to 3 enemies first turn, or he can focus a target anywhere he likes (as could the Occultist/GR). The Leper can then finish off one of the two in the first row or, if he doesn't quite do that, set it up so he can kill at least one with Hew in the next turn (though I have seen some non-crit Hews with the new Leper buffs that flat-out kill). The Leper and HM will take the most hits, but they both have a potent self-heal, and the PD can cure Bleed/Blight; if you bring an Occultist he obviously has his own heal on top of that. And when enemies have high Protection the HM has a debuff and the PD can Blight. It seems like a pretty decent generalist party. Only issue would be shuffling but you won't get surprised that often with a Houndmaster to scout, and if you roll Grave Robber too then your scouting should be extremely good which means the only real threat are push/pull effects and then only in a few instances (HM doesn't give a poo poo where he's moved to, Leper just needs to stay in the front half).
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# ? Feb 3, 2016 23:26 |
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I just had the kickstarter thank you shield show up in my inventory, but I was not a kickstarter backer. I was, however, in the early access period.
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# ? Feb 4, 2016 00:31 |
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for some GODDAMN loving REASON my jester started out the dungeon with lunge, slice off, finale, and harvest instead of literally his only two good skills and so he loving wiped out on the first turn because none of my melee dudes could hit the STUPID loving cultist because they didn't have buffed ACC I have no loving idea why his skills were in the wrong order, i literally never changed them in the longest time time to train up yet another character to level 6 because for some goddamn reason the skill orders were wrong
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# ? Feb 4, 2016 00:55 |
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25 is not nearly enough heroes. :/ How do I mod the game to add more?
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# ? Feb 4, 2016 01:12 |
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Going on right now is a Dev stream + Q&A: Link They're running what looks like a new game and half the roster is afflicted e: and just restarted because their Dismas died Abundant Atrophy fucked around with this message at 01:18 on Feb 4, 2016 |
# ? Feb 4, 2016 01:15 |
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I feel kinda bad about killing the madman, basically I'm killing a crazy homeless guy for stressing me out by yelling incomprehensible gibberish at me. That's just how crazy homeless guys do.
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# ? Feb 4, 2016 01:17 |
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TheChad posted:25 is not nearly enough heroes. :/ How do I mod the game to add more? You can edit that with a text editor, should be self-explanatory since you can only change number of arrivals, roster size and what the first two classes offered at the start at the game are.
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# ? Feb 4, 2016 01:19 |
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How Rude posted:for some GODDAMN loving REASON my jester started out the dungeon with lunge, slice off, finale, and harvest instead of literally his only two good skills and so he loving wiped out on the first turn because none of my melee dudes could hit the STUPID loving cultist because they didn't have buffed ACC
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# ? Feb 4, 2016 01:19 |
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Rascyc posted:Retreat next time and fix his skills
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# ? Feb 4, 2016 01:20 |
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Wafflecopper posted:I feel kinda bad about killing the madman, basically I'm killing a crazy homeless guy for stressing me out by yelling incomprehensible gibberish at me. That's just how crazy homeless guys do. The cultists and skeletons took him in and you're killing his only friends in the whole world
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# ? Feb 4, 2016 01:22 |
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I always grant the Madman a merciful swift death. (Because his yelling annoys me.)
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# ? Feb 4, 2016 01:24 |
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I always just assume he's shouting THIS GAME IS TOO drat HARD RED HOOK REALLY hosed UP WITH THAT CORPSE THING STUPID RNG BULLSHIT I'M GONNA RESTART.
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# ? Feb 4, 2016 01:29 |
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Welp just lost four level 6's in three runs. All of them failures. One of them was a Darkest Dungeon run. Overconfidence . . .
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# ? Feb 4, 2016 01:30 |
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Nakar posted:Been thinking about using him more in parties. What would people think of like Leper-#1, Houndmaster-#2, Grave Robber or Occultist-#3, Plague Doctor-#4? You have two frontliners who can self-heal, multiple corpse clearers other than the Leper (allowing him to focus on Chop and Hew), multiple Blight sources with a GR and multiple Bleed sources with HM/PD, a Grave Robber could Shadow Fade if the Leper's moved back or she's moved up front, or the Occultist could Pull things to clear corpses and set up the Leper. The Leper is my favorite front line unit. While I feel that hew offers reduced returns are you progress through the game the class's ability to heal damage, stress and clear corpses while soaking and dealing fantastic damage really makes for a hero that can manage itself while you fight whatever fires need fighting with your back rows. With a focus ring the accuracy issues begin to fall away and the absolute lack of dodge doesn't really matter as much as you might think so long as you're prepared to keep the heal train coming. One of my favorite generalist setups is a Leper/BH/PD/V. The Leper up front slapchops whatever I move/stun with the support roles. Being said the Leper does not like moving and it does not work particularly well with other units that want to dance around unless you can ensure it's always in the front two rows.
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# ? Feb 4, 2016 01:32 |
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Wafflecopper posted:I feel kinda bad about killing the madman, basically I'm killing a crazy homeless guy for stressing me out by yelling incomprehensible gibberish at me. That's just how crazy homeless guys do. He's a complete rear end in a top hat in NG+ level 5 so I have nothing but contempt for him. Committing 4 attacks to killing him and watching every single one whiff is infuriating.
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# ? Feb 4, 2016 01:39 |
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Wizard Styles posted:DarkestDungeon\campaign\town\buildings\stage_coach\stage_coach.building.json As of a few patches ago it was causing crashes if you went over 30. No idea if that got fixed.
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# ? Feb 4, 2016 01:42 |
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I've been enjoying this game since I got it for Christmas, but I just started Champion level dungeons and it's completely sapping my will to play. It's not simply that it's more difficult, but that the difficulty is achieved by simply cranking all of the enemy stats up. Stuns and pulls have gone from being useful strategic tools to unreliable gambles that have to both beat the increased enemy dodge chance AND overcome jacked-up resistances. Enemy attacks are critting constantly, which usually take a hero immediately to death's door. Then a healer has to spend a turn saving them, and they spend the rest of the dungeon with penalties to their accuracy and other stats, which further compounds my problems. And I haven't even tried a medium or long dungeon yet. This is with skills levelled up as much as I can, penultimate level weapons and armor(upgrading every hero to rank 4 weapons would instantly bankrupt me several times over), torch kept fully lit at all times, and trinkets assigned in a way that I hoped would cover my weaknesses. I've been trying to form parties with good synergy and appropriate traits, but none of it seems to matter when your 110 accuracy characters have a 60% chance to hit a female cultist, or a fungal giant can pretty much decide to take a hero down to death's door with a single attack. The game feels more frustrating than fun at this point, I don't know if I'm missing something here.
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# ? Feb 4, 2016 01:46 |
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How Rude posted:for some GODDAMN loving REASON my jester started out the dungeon with lunge, slice off, finale, and harvest instead of literally his only two good skills and so he loving wiped out on the first turn because none of my melee dudes could hit the STUPID loving cultist because they didn't have buffed ACC Cicadalek posted:...Stuns and pulls have gone from being useful strategic tools to unreliable gambles that have to both beat the increased enemy dodge chance AND overcome jacked-up resistances. Enemy attacks are critting constantly, which usually take a hero immediately to death's door. Then a healer has to spend a turn saving them, and they spend the rest of the dungeon with penalties to their accuracy and other stats, which further compounds my problems. And I haven't even tried a medium or long dungeon yet. i love this thread
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# ? Feb 4, 2016 01:52 |
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Soothing Vapors posted:As of a few patches ago it was causing crashes if you went over 30. No idea if that got fixed.
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# ? Feb 4, 2016 01:56 |
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nice, time to mod it back up then Cicadalek posted:I've been enjoying this game since I got it for Christmas, but I just started Champion level dungeons and it's completely sapping my will to play. It's not simply that it's more difficult, but that the difficulty is achieved by simply cranking all of the enemy stats up. Stuns and pulls have gone from being useful strategic tools to unreliable gambles that have to both beat the increased enemy dodge chance AND overcome jacked-up resistances. Enemy attacks are critting constantly, which usually take a hero immediately to death's door. Then a healer has to spend a turn saving them, and they spend the rest of the dungeon with penalties to their accuracy and other stats, which further compounds my problems. And I haven't even tried a medium or long dungeon yet.
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# ? Feb 4, 2016 01:57 |
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Cicadalek posted:I've been enjoying this game since I got it for Christmas, but I just started Champion level dungeons and it's completely sapping my will to play. It's not simply that it's more difficult, but that the difficulty is achieved by simply cranking all of the enemy stats up. Stuns and pulls have gone from being useful strategic tools to unreliable gambles that have to both beat the increased enemy dodge chance AND overcome jacked-up resistances. Enemy attacks are critting constantly, which usually take a hero immediately to death's door. Then a healer has to spend a turn saving them, and they spend the rest of the dungeon with penalties to their accuracy and other stats, which further compounds my problems. And I haven't even tried a medium or long dungeon yet. You're missing the final weapon and armour upgrades. Those are big improvements that make champion dungeons go from "insanely hard" too "mostly hard". Also yes, resistances are now high enough that if you want to reliably stun stuff you need to equip the proper trinkets for most characters. Some of high enough bases (houndsmaster's blackjack) that they always work, but most others do not. So if they are essential to your success, equip the proper trinkets for them to work. You're probably saying "well upgrading to level 5 gear is expensive as gently caress!". Yeah it is, so your gonna have to budget carefully. Outfit one squad to take on level 5s primarily and upgrade more troops as you need to swap them in. If a run goes smoothly, you can send the same squad back in to get more loot. Also consider running mediums over shorts just so you have a campfire for buffs and stress healing. Bring along one of the heroes with an ambush negating skill so you don't get murdered by the ghoul sitting in a corner waiting to jump you. Unlike a lot of strategy games, the difficulty curve of DD is actually set up so that the end of the game is the hardest part. You have to pull out your best heroes and tactics to get over the initial equipment barrier. Internet Kraken fucked around with this message at 02:03 on Feb 4, 2016 |
# ? Feb 4, 2016 01:59 |
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# ? May 14, 2024 01:26 |
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Kly posted:i love this thread at this point it feels like a honeypot for bad players to reveal themselves
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# ? Feb 4, 2016 02:00 |