-Don't get attached to your starting guys, you'll probably lose them.
Waiting on the PS4 version -
Is this game's combat similar to Steamworld Heist? I vaguely remember the Quick Look that Giant Bomb put up a while back, but the description sounds similar.
So, the last I touched this game was when they'd first brought in corpses. I kept restarting progress every major early access patch because I wanted to 'experience the game with the new features', and it got too time consuming and I had to uninstall and tell myself to only come back in on release, since it really was to the detriment of other games for something that wasn't in a final state.
Played through till I'm up to a boss. About 5-6 runs in.
Corpses. Gee. They're in a really good spot now. Between blights, crits, and literally corpse-wiping abilities like the Occultist and Leper have (which are a bonus, as formation-breaking abilities are generally very, very useful for mitigation anyway) corpses are a complete non-issue. I don't really understand how people are still complaining about them, but whatever, the option to turn them off exists anyway.
I mean, if you want to play the game outside of intended balance, might as well mod out permadeath and not being able to tackle lower dungeons with higher characters while we're at it.
I dunno, maybe I'm just a grouch who approaches gaming (especially roguelikes) in a really oddball way. No offense intended.
Corpses. Gee. They're in a really good spot now. Between blights, crits, and literally corpse-wiping abilities like the Occultist and Leper have (which are a bonus, as formation-breaking abilities are generally very, very useful for mitigation anyway) corpses are a complete non-issue. I don't really understand how people are still complaining about them, but whatever, the option to turn them off exists anyway.
Looking forward to playing this on Vita and/or PS4.
not heard of this before, is it a rogue like like rogue legacy?
There seems to be an issue that makes the game stutter a lot and I'm one of the unlucky ones that's getting it... Devs seem to be working on fixing it.
From the sounds of the post-corpse patch players, it sounds like corpses are ok. I played way back pre-corpse when Darkest Dungeon hit EA, so the idea of killing something I already killed sounded kind of dumb, but you know what? I'll give them a shot. If I really don't like it, I can always turn it off.
From the sounds of the post-corpse patch players, it sounds like corpses are ok. I played way back pre-corpse when Darkest Dungeon hit EA, so the idea of killing something I already killed sounded kind of dumb, but you know what? I'll give them a shot. If I really don't like it, I can always turn it off.
Most of the time it's just make sure you have a hero in your party that can hit the 4th position. Not only that but there are heroes that allow you to clear corpse with one spell or there are heroes that allow you to shuffle the enemy positions (pull forward/push back). I can't remember the last time I've ever just straight up had to kill a corpse just to get to someone. It also makes me think how ridiculously simple the game must've been prior to the corpse mechanic.
Just since I posted about it on this page to begin with, like to clarify that I was a very early Early Access adopter (not kickstarter tho), so I played it plenty prior to corpses too. On the corpse patch, it pretty much broke my playstyle and got me to reevaluate all class abilities. It was a little finicky then, but something I could work around.
How it is on release is a lot more lenient with a multitude better ways to clear corpses, and (I may be wrong on this! Been some time) the corpses themselves seem to have a little less HP.
I'd more readily understand how one may have wanted to turn them off back when they were introduced. On release, not so much. It's in a good spot.
Aaaactually, it devalued long-range skills a little, since you wouldn't be using hard-hitting long range skills after a few mobs died. This led to less build diversity, although on some bosses (e.g. Prophet, and Witch depending on your strat) you'd pretty much have to stack the 4th position skills anyway, at the detriment to clearing the rest of the dungeon prior.
It might have been slightly easier, but not simple. Definitely a lot less diverse with some very obvious cookie cutter builds. For example, Jester/Highwayman/Barb/Barb that AOE'd the first 3 spots, with mobs automatically moving up into the killzone.
I regret buying this game. The lack of variety in the content and the dearth of interesting customization makes the game turn stale very quickly. This game is style over substance, which doesn't work very well in this genre.
Is there a manual anywhere? I have a few afflictions(?) (the negative traits) that are on the verge of becoming permanent. (Or does the skull mean they are already permanent?) How do I heal them? I read the short pop-up about them, but I've forgotten since then.
I tried resting them via the tavern before the skull icons appeared and it seems to have not done anything.
Corpses are awful, make no mechanical sense, and force certain party composition.
Thanks! Still wish there was an official manual to go over instead of risking spoilers on a wiki though.
Thanks! Still wish there was an official manual to go over instead of risking spoilers on a wiki though.
I played a ton of DD earlier in 2015 and absolutely loved it. Decided to save as much as I could for release at the time.
Came back about a month ago. Corpses are awful, make no mechanical sense, and force certain party composition. Punishing diseases with almost no good quirks is laughable. Stress is even worse and instead of a tough as nails rogue-like I'm playing an RNG crawler designed just for those who've put in hundreds of hours already.
You had gold in your hands Red Hook.
Squandered.
While I can't comment on specific strategies being broken now, all of this exemplifies the game's problem.
It tries to be hard and punishing.
It is so punishing for some things that you'd normally want to do that that it encourages the player to try a few cheesy tactics.
The few "cheesy" tactics got nerfed.
Then the player is left in a position that what should come naturally doesn't work, the obvious solutions don't work, and you're instead left juggling a hodge-podge of mechanics that seem at ends with each-other, or punitive & arbitrary.
There's so much stuff that feels overly harsh and punitive. There's a lot of good mechanics in the game, but it can get drowned out by the developer's attempts at making it "hard".
Huh, they made the game a lot easier at the start than before.
Glad to see you can still easily grab all the shit you need and upgrade your buildings a ton before starting to actually create parties.
What builds are people using that make corpses so hard to deal with? Do they all just have characters that only attack the first two positions or something? Corpse almost made things easier for me since many of the abilities I use most are ranged, largely because the back position guys are the most dangerous... This might actually explain a lot about peoples complaints about how hard it is. Their characters get tons of stress because they are killing the back row guys doing all the stress damage, creating the stress affliction spiral that can fuck you over more often.
What builds are people using that make corpses so hard to deal with? Do they all just have characters that only attack the first two positions or something? Corpse almost made things easier for me since many of the abilities I use most are ranged, largely because the back position guys are the most dangerous... This might actually explain a lot about peoples complaints about how hard it is. Their characters get tons of stress because they are killing the back row guys doing all the stress damage, creating the stress affliction spiral that can fuck you over more often.
Do you enjoy any roguelikes?
Honest question. I'm not trying to be snarky here. Just trying to get a measuring stick of what you feel is adequate difficulty tuning vs your view on DD's game systems.
I enjoy Darkest Dungeon (mind you, I haven't gotten to the final area yet and I'm learning the ins and outs of The Cove right now) and enjoy stuff like FTL on hard, Tharsis on hard, ironman XCOM Long War, etc.
When I played in Early Access pre-corpse, I think the game exhibited some problems with a difficulty curve where lv1-2 was actually harder than 3-4 and onwards, but that seems to have been addressed. With higher character skill levels, those dark-run-crit-build where you could endlessly have close to zero stress from all the crits and certain camping skills were outright broken. They absolutely needed to be nerfed. It's not so much that it was a cheese tactic (bearing in mind that it was a cheese tactic. I'm not denying that) as it was bringing some build diversity back into the game because the way people were running it, you might as well have had 3 classes with 4 skills and 6 types of camping skill.
Yeah, this is what I feel playing from start again. Mind you, I restarted a grand total of 3 times up till the patch that introduced corpse, so I also simply got mechanically better at the game too, but I'm looking at numbers now vs numbers then and it's objectively easier to 1) complete low level dungeons, especially short ones and 2) come out of a complete standstill where you have zero gold to buy any provisions and all your core heroes are stressed out, assuming you're smart and invested in the wagon to begin with.
Honestly if anything, corpses should be making people go read every single class ability to see how to deal with them. When a handful of characters have skills that literally wipe the room clean of corpses on top of disrupting enemy formations, it should lead rather naturally in practical use to learning that disrupting enemy formations is good, since long-range guys like the crossbow brigands and short range guys like the wolverine cultists do shit damage when trying to get back in position.
Rogue-likes are among my favorite genres. I still enjoyed what I played of the Early Access, before burning out. I'm just noting that this game has a huge uphill battle with regards to balancing fun and challenge, for a lot of a reasons. Yeah, the reverse difficulty curve, and the "holes" you can get stuck in are so weird and counter-intuitive.
That doesn't answer the question though! What roguelikes are you into? Like I said, genuinely curious.
I'm frustrated with this game, because while it's good, it had the potential to be so much better. In addition to the criticisms already mentioned in this thread, I have to add the following:
1) Class skills aren't generally designed in a way that allows for diverse kits. Several classes suffer from having a single optimal build, such that they are relegated to one role within a party rather than being able to adapt for different compositions and enemies. In addition, only two trinket slots doesn't offer enough to really put together an interesting loadout.
2) Most monster engagements don't require dynamic tactics. While the Cove does offer some variety in how monster parties should be approached, for the most part, stun/DPS is the go-to approach, which leads to battles becoming grindy and repetitive.
3) The game doesn't respect the player's time when it comes to replacing dead high-level characters.
I didn't realize this until just today but you may not be aware that you can change skill loadouts mid dungeon
Hmm strange. The game stutters a bit for me now. During the early access the game ran fluidly with no problems. Wonder why this is.