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Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
You get her class trinkets and aegis scales for the trouble at least. And in once you finish all the dreams she'll get a guaranteed bonus after camp.

Shieldbreaker is REALLY useful in pvp. Ignoring prot, Guard and stealth counters a lot of gimmicks, and she can pull from any position. "Dancing" teams that change position are really useful in pvp since you'll get pulled/pushed so much by opponents anyway.

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John Lee
Mar 2, 2013

A time traveling adventure everyone can enjoy

Locke Dunnegan posted:

How the balls are there no recommended Workshop mods, or talk of any of them at all, in the OP after all this time??? :cmon:

Just redownloaded after not having played much since beating the DD after it came out. I've barely touched the Cove or vampire poo poo either I think. Are there any good mods to get as a base? I vaguely remember enjoying using the Lamia from a character mod, though it seemed consistently overpowered compared to the base classes.

There's a bunch of quality mods with mechanically interesting characters, but half of them are also horny titty mods, so it's hard to recommend stuff without a bunch of qualifiers.

Bogart
Apr 12, 2010

by VideoGames
Lamia: overpowered healer and stress reliever, underperforming transformation.
Grove Tender: support, cool theming.
Rescuer: flex support and damage dealer, low health.
Alchemist: Bloodborney support, specializes in summoning minions.
Steel-Driver: Really great theming, Crystal-tainted John Henry, frontline unit.
Itinerant Cook: full support, interesting benefits.
Bogatyr: big dude from the hinterlands, has flashbacks like the Shieldbreaker. Kind of boom-or-bust.
Beyond Mortality: adds some new enemies, but also the Paracausalist, who's a surprisingly neatly fit in Ghostbuster.
Heir: not the rightful one -- an alternative to the Vestal, support and bleeds.
Exorcist: does a bit of everything, kind of Crusaderish.
(is it clear I didn't realize how many good mods there are and am running out of steam?)
Mambo: enemy debuffer, vodoun theming that doesn't seem incredibly disrespectful
Duchess: a CC vamp, but on your side. Frontliner and transformer
Wretch: nasty ratman, DOT blight specialist.
Thorn: kinda weird, not my favorite. Blind duelist with stances.
Beastmaster: stealther, interesting usage of skills, corpse exploiter. **I did do some localization for his writing, so I'm biased.
Butcher Bird: dodge tank bleeder and debuffer. Old grandma. :)
Monk: brawling healer.
Snake Charmer: versatile and blight based, a stress healer and distributor of turns.
Zealot: vestal, but angry. Benefits against Bloodsucker enemies.
Cataphract: versatile position-dancer, preferring 1 or 4 and pretty good at both. Surprisingly good healer.
Druid: another grandma. A versatile, if something uninspired, healer, with a focus on Heals over Time.
Omen Seeker: back rank damager and debuffer. Find the mod-mod that makes her breasts not ridiculous.

BOTB: Grove Tender, Steel Driver, Itinerant Cook, Bogatyr, Heir, Duchess, Beastmaster, Butcher Bird, Monk, Cataphract.

rideANDxORdie
Jun 11, 2010
I'm just recently coming back to DD after taking a year or so off. I've got about 200 hours played, all the DLC and have beaten the DD so no spoiler worries. I started a whole new campaign/town on the standard difficulty and am really enjoying myself so far. It definitely got me thinking about DD2 and what I still liked about DD1 after coming back and what's worn thin. Just wanted to share my thoughts and just ask I guess what other people are hoping returns or goes away in the sequel? For me, I was thinking mostly on the strategy layer (the town) but had a few ideas for the tactical layer too.

Strategy:
I realized I'm not especially married to any part of this process. Not that I don't like upgrading my skills and gear on my dudes and perfecting their psyches through the Sanitarium but I don't know if I need the next DD to be about cultivating a hamlet (and so far, sounds like it won't be. Looks like maybe an Oregon Trail-style thing on the strategy end?). Maybe a FTL-style system of moving from point to point on the mountain, not knowing whether each stop would be a dungeon to run, a shop, or a campground? IDK

I appreciate DD for not having insanely complex loot systems and I hope for that to continue, as I find most games system of color-coded loot drops, sockets, enchantments, etc to be exhausting. That said, I wouldn't mind if gear upgrade paths diverged a little down the line, so that maybe your last one or two upgrades you get to pick between armor with higher stun resist or another with PROT% or choose to push your weapon towards higher crit or base damage. Like TF2-style sidegrades?

Hopefully the Crimson Curse takes a break in DD2, out of all the DLCs I found this one to be the one I engage with the least now. It's literally just a hassle and I don't find the CC enemies especially fun to fight.

Tactical:
I hope the core of this stays very similar; in fact, I'm a little curious what else they could add in terms of combat that isn't already in. I hope most of the existing classes return but wouldn't mind if say, the jester or the antiquarian took this one off to get some new classes in. Mostly I just want the higher-end dungeons to not be such a pain and basically require you to specialize your character to prioritize +ACC and +CRIT as much as possible. The meta just feels a little stale at the top end of the difficulty scale.

Anyways, just curious what you guys are hoping for or post-mortem(ish) thoughts on the game were. I haven't dipped into the Butcher's Circus yet, anyone having fun with it?

Mzbundifund
Nov 5, 2011

I'm afraid so.

rideANDxORdie posted:

Hopefully the Crimson Curse takes a break in DD2, out of all the DLCs I found this one to be the one I engage with the least now. It's literally just a hassle and I don't find the CC enemies especially fun to fight.

Tactical:
---
Mostly I just want the higher-end dungeons to not be such a pain and basically require you to specialize your character to prioritize +ACC and +CRIT as much as possible. The meta just feels a little stale at the top end of the difficulty scale.

Anyways, just curious what you guys are hoping for or post-mortem(ish) thoughts on the game were. I haven't dipped into the Butcher's Circus yet, anyone having fun with it?

I more or less agree. The game's style and presentation is 11/10, but I think the actual game systems are weak and rely far too much on RNG.

The big menu-introducing splash screen that says it is a "game about making the best of a bad situation" is a pretty weak defense in my mind. If anything the game's systems are TOO simple, the optimum moves in any given fight are generally easily solvable by the time you are experienced enough to be at champion rank, but occasionally the game just decides your plan doesn't get to work because all the enemies dodged today, and the end result isn't really a noble tragedy or whatever, usually it just means I have to go back to town early and get bad loot today. I almost never lose characters, the Bad RNG penalty is just that the grind gets longer since I have to run the mission again. There's a reason why the hard-to-use characters are invariably those most affected by the RNG, the Leper with his terrible accuracy is extremely reliant on not whiffing and not getting shuffled, and the Jester relies entirely on his dodge roll to keep from dying to an unlucky crit putting him on death's door and putting a lethal bleed on him. As you say the high end dungeons require you to just go all in on accuracy, i.e. the reduce-RNG stat.

The Crimson Court DLC exacerbates the problem. Afflictions are bad not for their stat debuffs but because they make your characters act randomly, i.e. more RNG. The crimson curse making even your unafflicted characters act randomly just adds yet another random RNG roll you have to get through before you're allowed to actually do something.

I suspect if the game didn't have its incredible art and narrator it would never have really gained the traction it has. I hope the sequel fixes some procedural problems and gets away from the reliance on RNG as a substitute for complexity and interesting choices. As a counter-example, the two recent iterations of XCOM definitely involve RNG, but they give you enough choices and tools that the high end gameplay is about coming up with a batman-esque plan that wins without having to rely on RNG, or has backup plans for if the RNG turns against you. That's far more interesting than having the RNG just send you to time out this week, try again later.

Red Rox
Aug 24, 2004

Motel Midnight off the hook
I swear I'm trying my best to finish this game, which I love, but man it's turning into a slog. Maybe I shouldn't have played with the Crimson Curse DLC for my first playthrough.

When I demolished the Fanatic, then cured everyone of the curse, then beat the first level of the final dungeon - wow it felt great and I thought I was finally on a roll. Then it turns out you can't take those champions back into the final dungeon, so I have to grind up another team. Oh wait, the curse and the Fanatic are back to make that even more of a grind! Today I was finally ready for final dungeon round 2, and cruised my way to the first boss, who then utterly destroyed my best team. After all that, there I was with 3 characters left, and probably no chance of finishing the quest, so I either had to carry on and risk losing the whole team or retreat. And as a final kick in the nuts if you retreat they just randomly kill off one champion, which of course ended up being my best badass bitch.

If they removed the Fanatic respawning and losing a character when retreating it would be ok. Right now it just feels like bullshit.

Kite Pride Worldwide
Apr 20, 2009


Crimson Court is honestly some post-game difficulty poo poo. Playing with it active your first time is... regrettable.

Tall Tale Teller
May 20, 2003
Grave? Shovel! Let's go.

Kite Pride Worldwide posted:

Crimson Court is honestly some post-game difficulty poo poo. Playing with it active your first time is... regrettable.

I did that my first time. Yeesh.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
It took me far to many times restarting games to finally turn off Crimson Court and I wish I would have done it my first time playing cause the game is so much more enjoyable without it. I'm sure for veteran players who have beat the game and are looking for more challenge it's fine, but absolutely do not play with it on for your first time.

Red Rox
Aug 24, 2004

Motel Midnight off the hook

Popete posted:

It took me far to many times restarting games to finally turn off Crimson Court and I wish I would have done it my first time playing cause the game is so much more enjoyable without it. I'm sure for veteran players who have beat the game and are looking for more challenge it's fine, but absolutely do not play with it on for your first time.

I guess I'm a sucker for punishment!

Having to essentially do each mission three times kind of adds to the grind as well. I guess it's a simple way to pad out the content and make the game longer but I'm not sure it was necessary.

On this playthrough I'm also only using the female characters so my next time through will probably be a lot more fun and varied.

Bogart
Apr 12, 2010

by VideoGames
I wish the mod that turned the CC into a normal dungeon still worked. :(

Kite Pride Worldwide
Apr 20, 2009


Red Rox posted:

On this playthrough I'm also only using the female characters so my next time through will probably be a lot more fun and varied.

What!! I mean, the ladies are rad as hell, but I can't imagine just not using half the characters. No guarding? No pulls? No ripostes, or stress heals, or PROT reduction... the game is NOT built to do this!!!

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Local goon discovers challenge runs

Also The Miller is a piece of poo poo. He just chain crit my entire team and killed them all in like eight turns. :(

I wish bosses like The Miller weren't functionally immune to 90% of the game's systems. I brought a Plague Doctor since I'm trying to only use curio guides and go through blind otherwise, and he had 220% resistance to stun and blight, meaning my Plague Doctor buffed my two damage dealers and then literally only had her heal for the rest of the fight.

Is there a mod that makes Mark last a lot longer? Even on my characters, I don't care. It's just a huge loving pain in the rear end to use them for anything that I'd want to, like bosses, because most beefy bosses get so many extra actions that unless I go all-in with a mark team they are nearly literally useless. I think either 3 rounds instead of 3 actions, or 5 actions instead, would work a lot better.

Locke Dunnegan fucked around with this message at 16:58 on Jun 18, 2020

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
The mark mechanic is much more useful in pvp, where you can actually control the sequence of heroes and its difficult to remove. The Bounty Hunter is stone cold killer; in pvp his mark lowers the targets deathblow resist so a hero on deaths door is dead meat if BH or an Arbalest goes next.

Sassy Sasquatch
Feb 28, 2013

Red Rox posted:

After all that, there I was with 3 characters left, and probably no chance of finishing the quest, so I either had to carry on and risk losing the whole team or retreat. And as a final kick in the nuts if you retreat they just randomly kill off one champion, which of course ended up being my best badass bitch.

See that was your mistake right there, you should have kept going. I'm 100% positive your team would have pulled through in heroic fashion*.



*Based on a sample size of 1 (one) attempt, results may vary. SomethingAwful.com shall not be held responsible for incurred corporal or psychological damages. Consult your insurance policy for specifics on Eldritch, Accidental Death & Dismemberment, and Pet Insurance Plans.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Bogart posted:

I wish the mod that turned the CC into a normal dungeon still worked. :(

Virulent Overhaul? I've been using it just fine on my save.

Red Rox
Aug 24, 2004

Motel Midnight off the hook
It’s the weirdest thing - I could have sworn I had four of those special torch trinkets to take into the Darkest Dungeon. I definitely didn’t get hit from Revelation. But now I only have three and after looking it up you’re only supposed to get three?

Legit Businessman
Sep 2, 2007


Red Rox posted:

It’s the weirdest thing - I could have sworn I had four of those special torch trinkets to take into the Darkest Dungeon. I definitely didn’t get hit from Revelation. But now I only have three and after looking it up you’re only supposed to get three?

You only get 3.

:ohdear: what could that mean? What could you do to mitigate that with party composition?

Bogart
Apr 12, 2010

by VideoGames
Go in with a three man party?!

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Not sure if sarcasm but it's strongly suggested to take a Man at Arms to guard the hero lacking a torch. Houndmaster can do this too, but since his guard only lasts one round he can't really do anything BUT guard which is less efficient. In one of my Stygian runs I lost my star MaA to the Vvulf so this was my plan B.

There's also a couple workarounds as well. The Templars use their revelation attack as one of their two actions, so if you stun them after they use some other attack the stun will pre-empt the revelation attack. It can also be dodged.

Red Rox
Aug 24, 2004

Motel Midnight off the hook
But that would mean taking a MAN seriously though I could have sworn I had four torches. I got hit by Revelation twice with no effect. But I guess they dodged it both times? Do all of the boss battles have the Revelation dudes?

Bogart
Apr 12, 2010

by VideoGames
You can also bring the antiquarian to force guard from an ally if you must do your ladies only shtick but I almost think you’d be better bringing nobody for how unequipped she is for DD.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
I saw a video of someone that went through all the Darkest Dungeon stages with nothing but Antiquarians :shepface:

Kite Pride Worldwide
Apr 20, 2009


You know, the Antiquarian is really not the dead-weight she's made out to be. I mean, she's still the worst character in the game by a considerable margin, yes, but she can still contribute meaningfully even on Champion missions. She can actually output adequate damage if you give her some +damage trinkets, and you don't really need to worry about her flimsiness with Protect Me! which also boosts your target's survivability as well, plus she has a steady source of healing and buffing. Not to mention the real reason you're using her: the absurd amount of money she can bring home! On a Champion mission, I've come home with over 65,000g from one outing before :eyepop:

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
Antiquarian stacking her dodge buffs is incredibly broken during a lot of boss fights.

Even for normal dungeon crawling I'd still rather have her than a Grave Robber just because she has some utility. And Grave Robber can only really Lunge/Fade repeat to do decent but not amazing damage.

Bogart
Apr 12, 2010

by VideoGames
Gotta use the knife throw and pick to the face! Big crits and armor pierce.

Skippy McPants
Mar 19, 2009

Bogart posted:

Gotta use the knife throw and pick to the face! Big crits and armor pierce.

Also known as, “bring a Shield Breaker.”

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
But then my ideas are probably off because I'm currently running an extra 22 classes and a Musketeer rework that turns her into an actual thing. I've been on a huge modding kick recently and have tested out a ton of classes over the last few weeks. Figure I might as well share my thoughts on some of them here for people who might be intimidated by the Steam Workshop

Best/Would Recommend

Duchess- a member of the Crimson Court who can toggle between a riposte bot in human form and a giant leech form with life drain/stun/heal blocking. Fantastic animations

Homunculus (Mafe Refactor) a fascinating take on a literal jack of all trades character with some really great animations and spritework. Has 3 stances you switch between by using various skills as well as a whole sub-mechanic built around a unique disease that it gets benefits for partnering with people who have it.

Thrall - Big punchman with a stress management gimmick. He can only get an affliction at 100 stress, and its weighted towards having him attack. Basically a more risk/reward version of the Leper.

Slayer- Doomguy but in Darkest Dungeon. Really fun shuffle mechanics built around using your shotgun/rip'n'tear/chainsaw mechanics to buff your BFG with buffs going away when you camp. His animations are great with all his gear looking like cobbled together demon poo poo.

Scarecrow- The playable enemy mod no one was asking for, this mod lets you play as one of the Scarecrows from the Farm. Has some neat mechanics including a HoT, a riposte set-up that gives the rest of the party a turn of stealth (with a long cool-down) and a bunch of bonuses specifically to gently caress up birds.

Ironclad- A Dreadnaught. It has the gimmick of having by far the highest damage range of any class I've played with (starts at 11-22 and goes up from there) but with some major downsides. Every time you attack you get a stacking 5 turn debuff of -5% damage and Stun resist, and all its attacks carry an innate chance to stun. It also gets innate protection but negative dodge and has even lower accuracy mods than the Leper does. Its definitely a hero you need to build around, but its got really fun synergies.

Hero (Link)- Yeah someone just made Link. Well actually two different people made Link classes, I'm focusing on the one with decent spritework and unique art which is The Hero. The other one is just a Jester recolor with some :effort: skills. Has some neat mechanics like a Hookshot that marks you and the target and pulls you both to the front row, a mechanic where you do extra damage above 85% health etc. Also comes with a fuckton of trinkets that radically change how he plays and a ton of viable builds.

Iron Man- Yeah someone also just made Iron Man. Totally unique animations including a walking animation where he flies and some unique skills. Has a heal and a generally support focused kit which is what makes him actually kinda interesting beyond just having a lot of neat art.

Cataphract- Front line healer who can also be built as a damage dealer who constantly jumps between the front and back rows. She's fun and one of the very few healers you get for the front line which can open up a lot of comps.

Steel-Driver- John Henry got hit by the meteor from Color of Madness. Has fun train and comet themed abilities alongside his trademark gently caress off hammer. Also has a unique 75/25 Virtue/Affliction split though if you do get his Affliction its a pretty bad one.

Snake Charmer- A blight suffler who has a wide toolbox of abilities along with a stress heal, but low and inconsistent damage. Works a lot like a take on a more support oriented Shieldbearer. Also they can't class together because of the snake trauma.

Keeper- Healer/damage dealer who's built for high risk/reward stress dancing. Her heals and damage abilities get bonuses as she gets closer to 100 stress but she has a pretty bad affliction when she crosses the threshold. Has a lot of really disturbing and suitably creepy animations.



Otherwise I would also recommend these, though not as strongly for either mechanical or art reasons.

Bloat- Fun class who's all about just AoE blighting everything... but he's kind of worse at it than the Plague Doctor and has nothing else to fall back on.

Heir (Eldritch, not rightful)- Solid healer who can also do bleed and mark. Just not a huge fan of the art.

Exile- Samurai with some stance mechanics. Solid but kinda boring? Neat deer skill art.

Chimera- A class that can turn into enemies to attack as them. Is a recent release but feels a bit unpolished and has some stupid OP things. Also his normal sprite is just a bad Flagellant recolor.

Monk- OP as gently caress healer though he has cool animations. I use the rework that tones him down a lot.

Lamia- Her beast form is way undertuned but her human form is a phenomenal regular and stress healer

Wraith- Great animations but you can tell he is just basically a variant Bounty Hunter and started life as a skin for him.

Falconer- Arbalest but with lower damage, no heal and some bleed/stealth abilities. Also includes a mini-boss sleep chain like the Shieldbearer

Alraune- A dude who's slowly turning into a tree. Mostly has protect, light stress healing and some blight capabilities. He feels hard to use.

Red Rox
Aug 24, 2004

Motel Midnight off the hook
Ok so after my latest setback discussed earlier I got on a roll with a new team of 3 Shieldbreakers and a Vestal. Totally smashed the remainder of the various bosses and then steamrolled the second mission of the Darkest Dungeon with barely a scratch. Finishing the Shieldbreaker dream missions and getting all those trinkets and scales and things really helped. No men needed haha.

Now to build a new team for the next round!

EDIT: FInally finished the game - kinda sad ending since I only had a bunch of randos left to complete the final mission with. Now I get to replay just using guys! And dogs, lots of dogs.

Red Rox fucked around with this message at 02:29 on Jun 29, 2020

Crasical
Apr 22, 2014

GG!*
*GET GOOD
It's been more than a year since the Darkest Dungeons II trailer, hasn't it....?
Still no info...

jokes
Dec 20, 2012

Uh... Kupo?

Crasical posted:

It's been more than a year since the Darkest Dungeons II trailer, hasn't it....?
Still no info...

A momentary abatement

Time_pants
Jun 25, 2012

Now sauntering to the ring, please welcome the lackadaisical style of the man who is always doing something...

jokes posted:

A momentary abatement

There truly is an Ancestor quote for all occasions.

Magni
Apr 29, 2009
Started a new modded campaign (Marvin Seo's characters and like 2 others plus Sunward Isles mostly) and holy poo poo, this has to be the most :magical: campaign start I ever had.

Highlights so far:
- Dipshit Falconer gets herself killed on her first mission, in week 2 just from a series of hilarious crits and blights in the second fight in. Rest of the mission was a bust because of that.
- The Jester who went in with that team got put into praying afterwards... and promptly refused to get out of the loving church for 5 weeks, before finally leaving while also getting the Witness (can't go praying) quirk. I can only assume the monks booted his rear end out because he finally outstayed his welcome.
- Right after that mission, an Occultist snapped on the next mission, went Abusive and almost scrapped the whole thing from all the stress he caused. Only the MaA going Stalwart made that one salvageable. Afterwards? The Occultist gets the Born Leader quirk (!), gets put into Flagellation... and promptly fucks off for 2 weeks to go on a personal spirit quest. Oh, and the MaA got Mankind Hater out of it. :v:
- Which then leads to a rookie team of Shieldbreaker, Sisters, Grove Tender and Arbalest getting sent into the Cove on a medium-length run... and they go on a loving rampage murdering the whole place and coming back with basically zero stress and ~30k in loot.
- Also, somewhere in all this, the Seraph goes on her first mission, to the Warrens. The very first thing that happens to her in the first fight in the Warrens for this entire campaign... is getting puked on by a pig and contracting syphilis.

I'm now just 7 weeks in and holy poo poo, this is already one hell of a ride. :haw:

Also, the Grove Tender seems so far pretty drat interesting to use. Almost a pure healer/defensive support, but the way her entire healing set is built around providing a constant small amount of group regen is pretty interesting. Also, her melee attack is literally hitting monsters with a trowel. Can't wait for a boss to die because a child stabbed them in the head with a gardening hand tool. :allears:

Magni fucked around with this message at 04:54 on Sep 29, 2020

HOTLANTA MAN
Jul 4, 2010

by Hand Knit
Lipstick Apathy
awesome, lost three dudes on a farmstead run. Which, whatever, no permadeath. But i lost six trinkets and not eight so the shrieker wont show up and I can't get my orange/dlc trinkets back.

gently caress this game. 2 better at least give you your trinkets back

Southpaugh
May 26, 2007

Smokey Bacon


Just throw some generic tri jets on some soon to be corpses and tank a run. Shrieker will pop and you get the others back.

HOTLANTA MAN
Jul 4, 2010

by Hand Knit
Lipstick Apathy

Southpaugh posted:

Just throw some generic tri jets on some soon to be corpses and tank a run. Shrieker will pop and you get the others back.

I mean i know, i just hate having to burn a week like that and i get too attached to my random mooks. Im on like week 65ish and on the champion bosses and got cocky and tried to grind farmstead and welp i paid for it

Magni
Apr 29, 2009
On another note, I tried out the Skirmisher Musketeer rework mod in this current campaign. It actually makes her play markedly different from the Arbalest. She's a rank 3 supporter/damage dealer with a flexible kit and options for both group and burst single-target damage. Trying out the various options of her kit is pretty fun, and she seems to work out well in several different playstyles and group lineups.

Specific changes to her, with the Arbalest skill equivalent in brackets:
Patch Up (Battlefield Bandage): Slightly weaker heal than the Arbalest and no +heal buff anymore, but cures bleed and buffs bleed resistance.
Skeet Shot (Rallying Flare): Now hits a single enemy and removes stealth and guard from them, with a chance to block guard.
Smokescreen (Suppressing Fire): Now a once-per-battle, battle-lenght dodge and -crit received buff for the entire party.
Buckshot (Bola): Slightly more damage to the two front ranks (IIRC it's -33% instead of -50% for Bola), and now causes bleed and prot debuff instead of knockback.
Sidearm (Blindfire): Weaker than Blindfire and no more speed buff, but no random target chance and activates Riposte.
Call The Shot (Snipers Mark): Now marks target and gives a party-wide +damage vs Marked buff. Has a cooldown mechanic: Using the skill puts a 2-turn debuff on the Musketeer that gives -300 accuracy to the skill.
Aimed Shot (Sniper Shot): Does NOT get bonus damage/crit vs Marked anymore, but instead a flat +20% base damage modifier, ignores prot and debuffs dodge. Also has the same cooldown mechanic as Call The Shot.

Overall verdict, it's the best Musketeer rework I've tried so far.

Edit: Going back to the Grove Tender... I just watched a child kill the freakin' Shambler with a gardening tool. :magical:

Magni fucked around with this message at 05:18 on Oct 4, 2020

Magni
Apr 29, 2009
So, kind of a double post (is it when it's been over 2 weeks?), but we're getting a boardgame now! :stare:

https://www.youtube.com/watch?v=0Yxzm868v3A

whydirt
Apr 18, 2001


Gaz Posting Brigade :c00lbert:
Pass unless it comes with an ancestor soundboard

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Bottom Liner
Feb 15, 2006


a specific vein of lasagna

Magni posted:

So, kind of a double post (is it when it's been over 2 weeks?), but we're getting a boardgame now! :stare:

https://www.youtube.com/watch?v=0Yxzm868v3A

Mythic Games is a loving trainwreck of a publisher and I wouldn't give them a dime.

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