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Tias posted:Ah yisss, no trinket warning implemented yeah, bring about 3-5 medicinal herbs that cure debuffs
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# ? Jul 17, 2016 20:04 |
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# ? Jun 9, 2024 05:58 |
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Tias posted:Ah yisss, no trinket warning implemented i remember this phase. if you're like me, your entire approach is likely wrong, having been lulled into security by the babby green dungeons. you're probably taking too many risks, although i can't say how because i don't know what you're doing. i guess generic advice would be buy the best armour/weapons/skills for your guys, don't try and get in a healing race with the enemy's damage but rather focus on denying enemy turns (preferably by killing enemies), get a mark party up and running (e.g. arbalest, occultist, bounty hunter, dogmans), keep your drat torch up until you're used to the medium enemies, and always assume things will go wrong. what was your last party composition?
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# ? Jul 17, 2016 20:26 |
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I'm having trouble with those babby green dungeons... Full disclosure, I'm on week four...my money is running low and after one particularly bad encounter set in the ruins...I'm dealing with half my guys either insane or on RnR. Speaking of Stress...how in the heck do I get a handle on managing it? I'm not afraid to withdraw from dungeons because I have an irrational fear of permadeath, but I just seem to be loading those white boxes one after another with no end in sight...
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# ? Jul 18, 2016 11:15 |
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TyroneGoldstein posted:I'm having trouble with those babby green dungeons... Full disclosure, I'm on week four...my money is running low and after one particularly bad encounter set in the ruins...I'm dealing with half my guys either insane or on RnR. Upgrade your stage coach. Fire your guys that are too expensive to treat. You will ruin the lives of many intrepid adventurers in your quest to reclaim your birthright. This is as it should be.
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# ? Jul 18, 2016 11:31 |
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TyroneGoldstein posted:I'm having trouble with those babby green dungeons... Full disclosure, I'm on week four...my money is running low and after one particularly bad encounter set in the ruins...I'm dealing with half my guys either insane or on RnR. What A.o.D. said, but it bears repeating: Stop treating your adventurers like people. They are tools to be used and discarded as soon as they become too expensive to maintain.
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# ? Jul 18, 2016 12:09 |
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Thanks for the tips, I'm going to be more proactively hard nosed when I play again this afternoon. One other question: Do trinkets for dismissed and/or dead adventurers automatically go back in the treasure box and become available?
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# ? Jul 18, 2016 12:19 |
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Not sure about dismissed ones, you should probably unequip trinkets before dismissing to be safe. If an adventurer dies in battle you can loot any trinkets they had on them if you win the battle. You'll need inventory space for them. If you can't win the battle the trinkets are lost. If they die outside of battle (ie to a DoT, trap or heart attack) you can loot them immediately.
Wafflecopper fucked around with this message at 12:33 on Jul 18, 2016 |
# ? Jul 18, 2016 12:31 |
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Dismissed adventurers relinquish their adventuring gear as a part of their severance package.
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# ? Jul 18, 2016 12:32 |
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Tias posted:Ah yisss, no trinket warning implemented TyroneGoldstein posted:I'm having trouble with those babby green dungeons... Full disclosure, I'm on week four...my money is running low and after one particularly bad encounter set in the ruins...I'm dealing with half my guys either insane or on RnR. I'm going to quote something I posted much earlier in the thread that might help. It's meant for helping with the jump between difficulty levels but it's never to early to start, because Darkest Dungeon has a pretty specific way it expects you to handle threats that's not immediately obvious. It's also not immediately obvious that taking stress damage is (in general) way, way worse than taking health damage. Zombie Samurai posted:It's hard to help without knowing what specifically is giving you trouble, but I can give some general advice. The game gets significantly harder each time you move up to a new tier of dungeon, mainly by punishing your mistakes more severely. At Veteran level you need to be able to control the fight, and deny actions to the enemies that pose the greatest threat.
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# ? Jul 18, 2016 16:43 |
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The jump from green to yellow dungeons is tricky because you probably don't have the town upgrades and funds to upgrade your troops. Sure your guys are higher level, but without better armor, weapons, skills, and trinkets, all that translates to is a slight bump in stress resistance, which is NOT enough to handle the upgraded enemy stats of yellow dungeons, so even if you're playing right, you can easily have things go very very wrong. You've got two options in this situation. 1 - Upgrade your barracks, keep hiring new level 0 guys, and run low level dungeons for a while until you've got your blacksmith and guild up so that you can actually properly equip your level 3 guys. 2 - Run exploratory runs into yellow dungeons, accepting the fact that you probably won't win the actual objective and just experiment with tactics and party compositions, grabbing as much loot as you can and leaving before you lose. This feels like "losing", but since you're not on NG+ there's no time limit, so there's really no problem with doing this. You'll be spending a good amount of the money you earn curing the Failed Mission stress penalties, but you will still be making enough to break even. This is more for your personal experience than to make money. Go to option 1 to earn funds. Once you've gotten some experience with yellow dungeon difficulty and gotten the upgrades you need on your guild and blacksmith, equip a straightforward facewrecker squad and send them somewhere they're good against. A classic reliable setup like Crusader / Graverobber / Plague Doctor / Occultist in a short Ruins dungeon will, barring exceptionally bad luck, be as fail-proof as you can get, and will earn you that sweet yellow dungeon-level cash for you to funnel into your further growth.
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# ? Jul 18, 2016 16:57 |
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Tias posted:Ah yisss, no trinket warning implemented You're probably not doing enough damage. Early game feels kind of rough until you find the right trinkets that let you start punching above your weight. Prioritize stun skill trinkets for your stunners, and acc/damage for the ones doing the killing. Keep an eye out for sun rings, they have been amazing for me through vet and into champion. Healing is a trap, kind of. I have much better results spending the first turns preventing enemy attacks (preferably by killing them, killing > stunning > what the hell are you doing). Lots of classes have strong sustain abilities you can sneak in once the enemy can't do anything anymore, and food is cheap. It feels like I started playing at a good time. Town events are sweet. Trading heirlooms almost feels busted though, I had the blacksmith and the guild maxed out before week 50. I basically put no upgrades into stress relief, because I've only used them four or five times. Lost two guys to a week five collector, but it's been smooth sailing since then. Game is fun.
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# ? Jul 18, 2016 17:41 |
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Thanks a lot you guys, already doing better ( though also having a couple of party wipes to show for the learning process )!
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# ? Jul 18, 2016 17:51 |
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Tias posted:Thanks a lot you guys, already doing better ( though also having a couple of party wipes to show for the learning process )! That reminds me of the most important thing: pay attention! Enemy AI is surprisingly predictable, and if you take the opportunity to learn what enemies do in apprentice and veteran you'll have a much better time later. My veteran boss fights were almost universally easier than the apprentice versions due to this. Brute forcing boss mechanics blind was pretty dangerous, but it's a lot of fun to come back with a team that 'solves the puzzle' and just clown on them. Except the sunken crew, I haven't really figured out a great way to handle that one. Probably didn't help that I brought two level twos to the vet fight, but we won so. Hope I don't have to do too many runs to unlock the champ fights.
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# ? Jul 18, 2016 18:09 |
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TyroneGoldstein posted:I'm having trouble with those babby green dungeons... Full disclosure, I'm on week four...my money is running low and after one particularly bad encounter set in the ruins...I'm dealing with half my guys either insane or on RnR. talk us through your first round of combat with a typical four-enemy squad. generally if you're having stress issues, combat's going on too long and you're prioritising chipping away at the front two rows (which tend to specialise in damage, tanking) and not the back two (which tend to specialise in stress and irritation). are you levelling up your dudes' weapons and skills? a level 2 hero can get level 3 arms/armour/skills, and a squad of them is generally more than capable of making mincemeat of green dungeons
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# ? Jul 18, 2016 18:12 |
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What's the prevailing wisdom regarding torchlight? Best to keep it high all the time?
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# ? Jul 18, 2016 19:00 |
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Anonymous Robot posted:What's the prevailing wisdom regarding torchlight? Best to keep it high all the time? Yes. Dark runs amp up enemy difficulty a lot, while not really increasing cash prizes a lot. Mission success rewards represent a big chunk of a mission's payout, and on long and even medium dungeons you'll almost certainly be ending the mission with bags 100% full no matter how high you kept your torch, so really the only difference in your final cash is the negligible cost of the torches themselves. Low-light runs are really only for your own personal challenge. Still, there's no reason not to douse your torch before opening that final chest and then ending the mission! edit: Oh, and the extra stress your guys pick up in low light will need to be taken care of, so low-light runs can actually end up LESS profitable once you pay for your guys' recuperation. Mzbundifund fucked around with this message at 19:08 on Jul 18, 2016 |
# ? Jul 18, 2016 19:06 |
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Mzbundifund posted:Yes. I generally agree, but there is a window towards the end of novice tier where I'd say it makes sense to start running dark missions. Novice missions are a joke for upgraded characters and have a lower baseline level of loot so running in the dark helps you sock away money you need to make the jump to veteran tier without much risk. As you level up, it makes less and less sense to not go full light all the time.
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# ? Jul 18, 2016 19:12 |
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ehhhh, not totally true; short low-light runs with the right squad (e.g. graverobbers) can be very profitable, simply because the bonus +crit means you're killing and destressing a lot. however i would only low-light the appropriate dungeons with level 2 or level 4 guys but yeah basically you either want 75-100 torch at all times for survival, or 1-25 torch for loot. don't wander around at 0 torch, you'll get et.
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# ? Jul 18, 2016 19:14 |
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A.o.D. posted:You will ruin the lives of many intrepid adventurers in your quest to reclaim your birthright. This is as it should be. Don't feel bad for the ones you send away. You're doing them a favor. It's the ones who stay that should weigh bitter on your soul.
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# ? Jul 18, 2016 19:40 |
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Is there a way to see enemy skill details? The battle UI tells you what skills they have, but for example, I'd like to know if Tempting Goblet requires a backline position. I can't right-click them like I can my heroes, though.
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# ? Jul 18, 2016 19:41 |
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Anonymous Robot posted:Is there a way to see enemy skill details? The battle UI tells you what skills they have, but for example, I'd like to know if Tempting Goblet requires a backline position. I can't right-click them like I can my heroes, though. I wish there was, but I also have not found a way to display more info on enemy attacks. To answer your question, courtiers have a dinky little knife attack they do from the first two positions, they're pretty harmless if you pull them, or stun them while you kill + clear the front. The cultists will stress you out from wherever.
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# ? Jul 18, 2016 19:46 |
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DOWN JACKET FETISH posted:talk us through your first round of combat with a typical four-enemy squad. generally if you're having stress issues, combat's going on too long and you're prioritising chipping away at the front two rows (which tend to specialise in damage, tanking) and not the back two (which tend to specialise in stress and irritation). Full disclosure (and one, I think at least, pertinent point): I'm only about 3 or so hours into the game, so I'm still getting the hang of stats and mechanics. Also, I'm concurrently grifting in Diablo 3 (this will become somewhat important with something I realized). After I checked the replies, what I realized is I need to put myself in more of an FTL mindset than what I've been doing. In that game I usually always tried to disable weapons after puncturing shields to deny the enemy the ability to attack. I would strategize almost exactly like Zombie said up there...Building a rhythm between denying enemy action (disabling systems, especially weapons) and doing damage with prioritization (usually drives first to keep them from escaping, followed by reapplication of damage to shield module, followed by life support). I kind of came at this game with the whole Tank, tankish/dps, ranged, heals mindset and wasn't really prioritizing the 'casters' in the back. I also have not been able to grasp the stress system up until reading these posts and realize now that the primary concern I should have is denying the enemy the ability to sap me by piling on the stress. If the four enemy squad was say Heavy up front, normal melee and then two assorted casters, one phys and one magic/whatever its called in this game I'd set it traditional by having my tanking class along with the first dps (2nd in line) go after the heavy in the front. Then I'd have ranged usually choose the 3rd phys ranged on their side. I guess what I'm saying is, I realize now that I really have to get acquainted with enemy abilities and play to deny the enemy actions. I mentioned DIII because I'm going back and forth between a thinking game and basically a rhythm simulator where it's all output/management all the time with nothing but positional awareness. Also, since I'm playing blind (no wiki action, but that may change)...I found this object in a hallway that had this sort of s-curve staff looking thing with a red orb in the middle. I chose not to touch it due to being effed up by a stack of books earlier in the hallway. Did I make the right decision? TyroneGoldstein fucked around with this message at 02:12 on Jul 19, 2016 |
# ? Jul 19, 2016 02:07 |
another thing to remember: enemies have the same kind of positioning requirements you do. if you rearrange the enemy stack so that the guy with a crossbow is in the front he'll generally become much less threatening. quote:Also, since I'm playing blind (no wiki action, but that may change)...I found this object in a hallway that had this sort of s-curve staff looking thing with a red orb in the middle. I chose not to touch it due to being effed up by a stack of books earlier in the hallway. Did I make the right decision? that particular thing won't hurt you unless you use a particular item on it, in which case it spawns a boss most objects that are obviously containers (chests, cabinets, etc) are worth investigating; other things, use your judgement. be aware though that there's very little that you can't get a positive outcome out of by using the correct item on. (tip: bandages can also be used as hand protection)
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# ? Jul 19, 2016 02:22 |
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You definitely want to be prioritizing the caster/ ranged characters at the back for sure. Not just because they tend to have stress attacks and other dangerous debuffs, but because they tend to have less health. In DD the best defense is a good offense, which means you want to be killing one enemy a turn, and the backline are usually the easiest to kill (though they tend to be evasive fuckers, so don't neglect the accuracy stat). I think this is part of why I tended to use Hellions so much, since they could easily hit the back row with Iron Swan on top of being able to hit every other slot. Usually my first turn would consist of the Hellion and two ranged characters immediately killing a goblet skeleton or whatever, and my fourth character would stun whatever they could. Then the next round I only have to endure two attacks, and can hopefully kill something else. Every enemy you kill makes the fight easier to control, giving you room to heal up and not be absolutely ruined by bad RNG. Moving enemies around is another option, but I found it less and less useful as the game went on. When casters are yanked to the front and melee dudes pushed to the back they will usually spend their next turn doing a lovely attack that moves them back into position. The problem is, if you want to keep being able to move enemies at higher levels then you need to overcome increased move resist. Which means giving up trinket space that could have been spent on damage, accuracy, or defense. And why give the enemy the chance to make even a lovely attack, when you could kill or stun them and have them do nothing at all?
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# ? Jul 19, 2016 02:49 |
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President Ark posted:another thing to remember: enemies have the same kind of positioning requirements you do. if you rearrange the enemy stack so that the guy with a crossbow is in the front he'll generally become much less threatening. The well-designed and fair enemies do. I'm looking directly at you, Cultist Acolytes, Madmen, and Pelagic Groupers.
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# ? Jul 19, 2016 03:34 |
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Heya, started playing this horrifying thing and my adventurers are all broken messes already. Question about town development: Is it possible to mess up your town build to make it hard to progress? I'm finding that I'm getting mutilated horribly now with no resources to recover with or upgrade my gear and I'm wondering if I should have focused on getting better armor first.
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# ? Jul 19, 2016 03:47 |
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The first thing you do is upgrade your stage coach. Then you upgrade your skills, weapons, and armor, and in that order, more or less. You don't have to upgrade the stage coach fully, but you do want to expand your roster slots significantly, and be getting at least 4 or 5 new meatbags a week to replace your broken down stock.
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# ? Jul 19, 2016 03:51 |
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There's definitely an optimal order to buy the town upgrades (see AoD's post) but no it's not possible to screw yourself up by doing it "wrong" unless you're playing NG+ (which you're obviously not). Town progress is town progress and there's no limit on the number of runs you can do, recruits you can hire or heirlooms you can loot. If the worst comes to the worst and you're totally broke and your roster is full of gibbering lunatics you can just fire everyone, hire 4 fresh recruits and send them on a run with no provisions. Loot as much as possible and retreat as soon as it looks like you're going to wipe. You'll fail the mission but keep the loot. Fire anyone who got too stressed or picked up bad traits (especially kleptomania) and repeat. After a few runs you'll have accumulated enough gold and heirlooms to upgrade what you need and start looking after your more promising recruits with gear upgrades, training and mental healthcare.
Wafflecopper fucked around with this message at 04:03 on Jul 19, 2016 |
# ? Jul 19, 2016 03:59 |
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SynthOrange posted:I'm finding that I'm getting mutilated horribly now with no resources to recover with What is this... "re-co-ver" you speak of? Don't worry about keeping all your characters 100% clean all the time. Just expect to play around your characters' bizarre obsessions and occasional touch of leprosy. If they get stressed out, bench them and run other characters for a while. If your whole roster gets too stressed to be effective, fire the ones you like the least and bring in some replacements.
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# ? Jul 19, 2016 04:18 |
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A.o.D. posted:The first thing you do is upgrade your stage coach. Then you upgrade your skills, weapons, and armor, and in that order, more or less. You don't have to upgrade the stage coach fully, but you do want to expand your roster slots significantly, and be getting at least 4 or 5 new meatbags a week to replace your broken down stock. This is all great advice. If I could do it all over again, I would have incorporated Antiquarian runs into the process mentioned above. Instead, I waited until my town and heroes were upgraded, believing that the Antiquarian was too weak to run in most dungeons. This is definitely not the case! Pair up an Antiquarian with a Man-at-Arms. Use her spell "Protect Me" on the Man-at-Arms, and keep his Riposte ability activate as often as possible. She directly buffs the tank, and the tank nails enemies with his counter attack. They're an incredibly effective team for grinding. I'm sure there are many other powerful synergies that work, too. For instance, running Antiquarian with the Plague Doctor and Abomination would make for an excellent Blight team. The point is, the Antiquarian will make the Hamlet grinding process less time consuming, and won't be too much of a burden on your party.
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# ? Jul 19, 2016 16:01 |
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Jedah posted:This is all great advice. And on the turns the Antiquarian doesn't need to use 'protect me' she's spamming the party dodge buff, which combined with 'protect me', and the highwayman's natural evade, makes him very tanky from the stacked dodge.
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# ? Jul 19, 2016 16:07 |
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What's your threshold for de-stressing? I've got a handful of guys at 40/200, and it occurs to me that it costs the same to treat them at 140/200, but obviously, sending them in at 40 is more likely to get them killed than 0. So I might be leery if they're, 60 or 70, I'm thinking? Obviously it depends on the dungeon length, too.
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# ? Jul 19, 2016 20:56 |
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Anonymous Robot posted:What's your threshold for de-stressing? I've got a handful of guys at 40/200, and it occurs to me that it costs the same to treat them at 140/200, but obviously, sending them in at 40 is more likely to get them killed than 0. I'll happily send them in at 30-40; I try to avoid sending a whole team in with that much stress, but it's not the end of the world if I need to. If it's a little higher than that I'll try to leave them benched for a few runs to enjoy the passive stress cooldown, at 60-70 I'll throw them in the abbey.
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# ? Jul 19, 2016 21:03 |
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It varies, really. I like to try (I do not always accomplish this) to at least have in mind which guys I want to use on the run starting a week from now, so I can be getting them ready. I like everyone at less than 30 stress, but if the team is good at destressing then I will be ok with having one or two guys higher than that. Good destressing teams are basically any team with a Jester or Crusader in it, as well as teams that have at least 2 (but preferably 3) high-crit members. Anyone can be a high crit member with the right trinkets, but Graverobbers, Arbalests, Highwaymen, and Occultists have to work for it less than most. For a hilarious (and really boring!) time, go to the cove with a Crusader, a Man-at-Arms, a Jester, and an Occultist. Get an enemy pack down to two sword fish, and then just have the Man-at-Arms guard the Crusader over and over while the Crusader and Jester spam their destress moves and the Occultist spams heals. Swordfish can't hit past row 2 so every slash will go straight into the man-at-arms' giant wall of PROT, and the few crits the enemies get won't be able to keep up with your destressing. Do not try this at low light due to enemy crit rates, and do not try this at all due to extreme tedium.
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# ? Jul 19, 2016 21:07 |
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Anonymous Robot posted:What's your threshold for de-stressing? I've got a handful of guys at 40/200, and it occurs to me that it costs the same to treat them at 140/200, but obviously, sending them in at 40 is more likely to get them killed than 0. I've found I can get away with only using treatment when someone gets afflicted. If you have a deep enough roster you can let stress dwindle on its own. Remember that you can camp earlier too. It seems like medium runs rarely have more than six fights or so, and camp buffs last for four. I'll often bring guys in less than top shape to take advantage of free stress and disease cure. There's also a town event that can make all stress relief free, that's another point in favor of leaving guys stressed on the bench. Speaking of town events, there's a weald mission to collect medical supplies that triggers an event which makes all sanitarium services FREE. It's amazing for quirks and diseases. Locking in quirks isn't even close to worth it if you're paying, but having permanent +5 acc 10% damage on a leper is pretty good.
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# ? Jul 20, 2016 16:42 |
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Is the torch burning down real time or by spaces passed?
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# ? Jul 21, 2016 12:03 |
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By walking distance. It goes down way slower in passages you've already explored.
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# ? Jul 21, 2016 12:13 |
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First time using a jester. Surprised on turn 1, party jumbled. "Oh, I guess he's a front line guy. He's got this stab skill that moves him forward, I'll just use that a few times." "Huh, I guess he only has front rank skills? That's bad luck." "Uuuh..." I accidentally disabled all but one skill when reading his build.
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# ? Jul 21, 2016 22:45 |
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As always, you guys are awesome. I'm up to an even 50/50 w/l rate on medium/veteran challenges, particularly when I remember to give my party trinkets Just want to let you know something: When you get the "resurrect one of three dead heroes" town event, you have to re-buy skills for them. I thought I had a bug because my undead hero could receive trinkets but didn't have any skills - turns out you need to buy them again in the guild from rank zero, that confused me quite a lot. Also, is it even worth it to lock in desirable traits? At a 4,600 gold premium I could spend on snazzy skills and gear, it seems dumb - and as soon as I lock in one, they exchange all their other pos quirks with much worse one immediately, because of my crappy RNG luck.
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# ? Jul 27, 2016 12:36 |
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# ? Jun 9, 2024 05:58 |
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Tias posted:Also, is it even worth it to lock in desirable traits? Not unless you have a shitload of money and nothing else to spend it on. Even then, save it for traits that markedly improve something you expect your character to be doing all the time.
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# ? Jul 27, 2016 12:39 |