Darkest Dungeon is a challenging gothic roguelike RPG about the psychological stresses of adventuring. Descend at your peril!
Uncompromising, unforgiving, and unconventional, we present a fresh take on the dungeon crawler that elevates the importance of sound tactics and a character's mental state over their gear.
You will recruit, train, and lead a team of flawed heroes through twisted forests, forgotten warrens, ruined crypts and beyond. You'll battle not only unimaginable foes, but stress, famine, disease, and the ever-encroaching dark. Uncover strange mysteries, and pit the heroes against an array of fearsome monsters with an innovative strategic turn-based combat system.
You will have to tend to characters’ spirits as much as you do to their Hit Points. But in these grim situations, you'll find opportunities for true heroism!
Darkest Dungeon is not a game where every hero wins the day with shiny armor and a smile. It is a game about hard trade-offs, nearly certain demise, and heroic reversals.
Do you have what it takes to survive in the forgotten corners of the Darkest Dungeon?
Darkest Dungeon reached its funding goal early in the campaign. There are stretch goals available on the Kickstarter page, which have been being tackled at a slow but steady pace. As the campaign reaches its ending point, it's time for every interested person to pitch in
I find the artwork incredibly appealing. Drinking from a Lovecraftian inspiration, this game is a very interesting twist to the dungeon crawler, adding the party management side and the innovative psychological system, along with some unique take on traditional class archetypes and brand new ideas. Your heroes can go haywire and wreak havoc among the party!
The soundtrack is being composed by Stuart Chatwood, composer for eight Prince of Persia games beginning with "The Sands of Time", while also being part of a platinum-selling Canadian rock band (The Tea Party). There are samples available at the Kickstarter page, and I have to say they look pretty awesome.
The creators are very active in comments and interact with backers on a daily basis. They also livestream, on Twitch, various events such as art drawing and brainstorming sessions.
Afflicted party members will act out in a variety of ways that impact the play experience during combat, exploration, camping, and even in town. Like weary soldiers who have seen too much, your heroes will develop permanent quirks and emotional baggage based on their experiences.
-The Jester has seen one too many party members die in combat, and is prone to nihilistic rants, stressing the other party members! Do you send him carousing in town to blow off some steam? -The Man-at-Arms has begun relying on the bottle as much as his battleaxe. His inebriated fury is a welcome damage boost for the party, but he has grown increasingly unpredictable and erratic. Do you bench him in town, or simply lash more liquor to his pack? -At camp, the Plague Doctor's methods unnerve the Highwayman, and he refuses her treatments. Maybe you should rethink the idea of combining them in the same party again. -A critical hit from a skeleton sends the Vestal reeling, and instills in her a crippling fear of the Undead. She can fight well enough against other foes, but if you expect her to keep her head through the Crypts, you'll first need to send her to the Abbey to do some serious prayer and contemplation.
I'm somewhat shocked this hasn't gotten more attention or any replies.
So the game releases on steam on tuesday! Been watching it like a man possessed this weekend, and I can't wait. Between the gorgeous gothic art style, the morose mood and the high level of difficulty, it seems this game is a perfect shoe-in for me.
Unfortunately I've not backed this and thus haven't got a key, but there's a bunch of giveaways being given out on various streams with irregular intervals, so if you've ever had luck with lotteries, you might have a chance. Team Main Menu on Twitch's doing a 100 hours of Darkest Dungeons event to celebrate the release - even if you're not wanting to win, it's a great way to get a basic feel of the game.
Most appealing bits for me? Sure, the tactical combat is nice, and the positioning / skill target system is neat, but I'm loving the stress/psychological aspect of the thing, with your characters getting fell traits of good and bad. It definately focuses on the psychological exhaustion of your dear expendable adventurers, giving it a very Lovecraftian vibe.
Yeah I just found out about this and had been watching streams of it this weekend. Not sure. I like the art, has some interesting and cool features and mechanics, but... it looks too easy and not very rogue-like or unforgiving which makes me think it might just end up being gimmicky. Some forum posts pretty much confirm my fears, and the community seems hell bent on petitioning the devs to make it even easier, allowing high level characters to level up low level ones/ allow them to leech xp... which would essentially trivialize the game I would think. I just don't understand this generation of gamers sometimes, time to find a new hobby maybe lol.
I have been watching a lot of streaming. Game seems fun enough however it shouldn't last anywhere near the same amount of hours as other roguelikes. There is a decent amount of depth but it seems too easy right now. It's going to be "fully released" in the summer so it might be worth waiting and watching the development.
Yeah, I can't believe people who complain about "high level characters unable to grind low level dungeons" or "provisions not carrying over the next mission". I'll keep cursory watch on this, but if the developer decides to compromise on the difficulty it's not going to be enough to retain my interest.
I've watched a few streams but the stress bar seems a little confusing to me
When a character hits full stress they have a chance of receiving a negative affliction, but then once you receive said negative affliction there seems to be no incentive to worry about the stress meter anymore I haven't seen anyone receive two stress afflictions.
So a lot of the players I've seen are just running through dungeons with full stress and no reason to deal with it. I was kind of hoping you'd really get that feeling of your characters shitting their pants and if all four heroes have full stress then you're pretty fucked. I don't feel that at all
On February 03 2015 17:10 ShloobeR wrote: I've watched a few streams but the stress bar seems a little confusing to me
When a character hits full stress they have a chance of receiving a negative affliction, but then once you receive said negative affliction there seems to be no incentive to worry about the stress meter anymore I haven't seen anyone receive two stress afflictions.
So a lot of the players I've seen are just running through dungeons with full stress and no reason to deal with it. I was kind of hoping you'd really get that feeling of your characters shitting their pants and if all four heroes have full stress then you're pretty fucked. I don't feel that at all
am I missing something?
No clue. I thought in addition to getting a permanent potential disability, they'd get an acute effect as well, such as the masochism where they keep stabbing themselves and so on. I dunno.
Anyhow, for it being too easy and it not having long life - this is what I worry about, too. Hopefully, they'll add a hard mode at some point.
On February 03 2015 17:10 ShloobeR wrote: I've watched a few streams but the stress bar seems a little confusing to me
When a character hits full stress they have a chance of receiving a negative affliction, but then once you receive said negative affliction there seems to be no incentive to worry about the stress meter anymore I haven't seen anyone receive two stress afflictions.
So a lot of the players I've seen are just running through dungeons with full stress and no reason to deal with it. I was kind of hoping you'd really get that feeling of your characters shitting their pants and if all four heroes have full stress then you're pretty fucked. I don't feel that at all
am I missing something?
I'd say yes and no. Once the stress bar fills up for the first time in a dungeon, you don't get additional afflictions if it comes back down and back to full again. But those afflictions seem pretty rough (characters passing turns, wasting heals/buffs). Maybe you carry them to the following dungeon? If they stacked it would make a character unplayable.
Seeing as how the game is hard enough without stress induced penalties, it seems fair to me. I'm fine with the "optional health bar" treatment stress gets.
So, one evening of playing so far. What do you other kids feel?
Personally, I'm loving the mood, although the combat, so far, is pretty easy. As long as I'm keeping my torch topped off, stress is not really an issue unless I get RNG'd to the face, which so far (over 10 or so adventures) has happened once or twice. Im thinking it might get more worrisome as I progress, but so far, it's been mostly a cakewalk, with one death.
Been watching some streams, and I keep hearing a ton of whining about difficulty being too high, which goes contrary to my experience. I'm thusly terrified that this game'll get nerfed even more, which would trivialize things to the level of boredom.
I'm hoping they'll add a 'hard-mode' or something similar at some point.
My experience sounds like it matches yours. Not sure what all the whining is about as far as difficulty, but maybe I'm not far enough into it yet? Love the art and atmosphere, mechanics etc, but seems easier than I expected- thought the early game would be tough from what I had been reading/complaints etc. I haven't had anyone die and completed everything 100%- no retreats etc so far. Maybe it is because I had watched streams all weekend and knew what to expect. Really cool game, just afraid the devs will make it even easier to appease their backers. Would like a harder difficulty setting as well.
Hm, hm, hm. This game is kinda hard. So hard that you have to break it, then it becomes a tedious grind of healing away ~4 moral out of 100 a turn while keeping a low mob stunned, or ignoring 2/3 of the game mechanics and running threw the darkness with four maniacs. If they don't fix these holes it kinda becomes a bad game.
Awesome art style, dense atmosphere. I wish there were armor and weapons to find besides trinkets. I am also curious what they have planned for end game and what the max level is going to be.
I plan to buy this game and play it over the weekend
but I've been watching a few more streamers recently and they often whittle the last mob down to low HP and then spend a bunch of time just healing/buffing characters for free. Also darkness doesn't seem quite as punishing as I'd hope.
but for all my concerns this game looks pretty cool and I love the atmosphere. I hope they kick up the content a little bit, more (wearable) items and such.
This game is amazing, definitely one of the better early access games out there. So many games coming out so broken/unplayable lately and this one seems almost like a finished product already. Music is amazing, gameplay as well. The price they are charging for it is so cheap for how well it delivers.
Great game so far, and I agree that once you figure out a few things the difficulty drops significantly. Basically doing the handful of things that ensure your stress damage doesn't get out of control, which is usually (outside of RNGesus) what causes things to spiral. While I hope for a harder difficulty level, remember you can do that yourself by just not running around with radiant light all the time. Run without torches, or with less torches, and watch the game get harder and reward you with more loot.
This game is one of the most complete early access games I have ever played, but it is definitely still early access. The UI could use a lot of improvement (tooltips are unfinished, the turn order is not apparent, random UI quirks that are frustrating) and it would be nice if in town the type of upgrades you are able to purchase with your materials is more apparent.
By far the strongest aspect of this game is the atmosphere. The music, sound effects, voice acting, and art style are top notch, and really impressive for an indie studio. I haven't historically been into Lovecraftian-type settings, but Darkest Dungeon immediately drew me in and has me wanting more. It's unusual for an early access game to have these things in the game already with such quality, but there you go. And it says a lot that it is the strongest aspect of the game and the combat and strategy aspects are still quite excellent.
Oh, and another thing is that it feels like you wait a little too much. If you can think quickly or don't want to think about your strategy, you should really be able to do combat rapid fire. But waiting for bleeds, blights, your crazy characters to speak, or for the narrator to talk gets old rather quickly.
If you asked my opinion 30 minutes after launching this game, I'd tell you it's incredible and a definite must buy. Couple more hours in, I'd say wait for a sale. It's a decent game, but it sounds much better on paper than it is in reality. Many things that you might think are key mechanics based on the games' description are really just minor touches that have very little if any impact (like food for example you just buy a stack of before every mission and never really need to think about it, or diseases are merely some random debuffs that you could get if you are unlucky with a random roll here and there). Also at least in its current version it is very grindy, you end up repeating a lot of samey dungeons with same few kinds of monsters in them and leveling is rather slow to start with, then on top of that you essentially need to level 3-4 parties of heroes due to resting them or removing their debuffs etc.
The game lacks some urgency in general; the best approach is to just play it safe at every turn, to the point of abusing the whole stun one mob while healing as someone mentioned above. Even if you purposefully avoid those kind of gamey mechanics, the surest way to succeed is to keep grinding lower level dungeons while getting rid of negative traits on your stronger chars, farm gold to get all the upgrades and move very slowly, which gets pretty boring as the variety of monsters / environments / item drops is very limited.
All in all not a bad game, but gets pretty boring rather quickly (at least in my opinion), and it just fails to deliver on many points which could have been enough to make this game absolutely amazing rather than simply okay.
I have been watching a lot of streamers play this (because I am broke af and can't get it myself ^^), it is actually pretty fun to watch. I have to echo what people have said though about the 'difficulty'; watching streamers who sort of self-impose a bit more difficulty by running interesting comps or doing like low-light runs etc is more fun that watching ones who just run stun heals/jester stress relief etc and cruise through everything. From watching streams I am fairly impressed with the game overall especially as it is early access. I would like to play it but hopefully it will get better (and cheaper) with some time :D. I suggest watching some streams if you are interested in the game, as it is pretty fun just to watch.
On February 06 2015 04:08 Salazarz wrote: If you asked my opinion 30 minutes after launching this game, I'd tell you it's incredible and a definite must buy. Couple more hours in, I'd say wait for a sale. It's a decent game, but it sounds much better on paper than it is in reality. Many things that you might think are key mechanics based on the games' description are really just minor touches that have very little if any impact (like food for example you just buy a stack of before every mission and never really need to think about it, or diseases are merely some random debuffs that you could get if you are unlucky with a random roll here and there). Also at least in its current version it is very grindy, you end up repeating a lot of samey dungeons with same few kinds of monsters in them and leveling is rather slow to start with, then on top of that you essentially need to level 3-4 parties of heroes due to resting them or removing their debuffs etc.
The game lacks some urgency in general; the best approach is to just play it safe at every turn, to the point of abusing the whole stun one mob while healing as someone mentioned above. Even if you purposefully avoid those kind of gamey mechanics, the surest way to succeed is to keep grinding lower level dungeons while getting rid of negative traits on your stronger chars, farm gold to get all the upgrades and move very slowly, which gets pretty boring as the variety of monsters / environments / item drops is very limited.
All in all not a bad game, but gets pretty boring rather quickly (at least in my opinion), and it just fails to deliver on many points which could have been enough to make this game absolutely amazing rather than simply okay.
That's the beauty of Early Access when it's done right. I would like to see more games follow this model and release to EA in the state that Darkest Dungeon is in. Almost every piece of criticism you leveled at the game in your post could be addressed with tweaking the numbers, but the visuals/sound/mechanics are for the most part complete and implemented. This gives them six months until their planned release to do things like address the "grind," abusive mechanics, and create a sense of urgency to progress. Not to mention add the additional content that is currently missing from the game.
Now, who knows how much they will actually accomplish before a full release, but they seem very receptive and the game doesn't have a long way to go to be absolutely incredible.
I disagree completely with you guys saying the game gets boring. I've been playing for hours and hours trying several different strats and have yet to feel even slightly bored.
And you've got to be kidding me saying the games lacks variety. It has a lot of monstors/enemies and environments, which is pretty good for a game that is early access and will deliver tons more yet.
The game has a lot of things to improve upon, but most of it should come with the additional content. For me, the most glaring issue was the stupidly slow pace of the game. 30 mins in, I fired up Cheat Engine and set that to 2x speed, and 2h in I went up to 3x. The game is simply more enjoyable this way. On my first run, no previous knowledge at all, lost 4 characters total, 3 lvl 0-1 because nobody cares, and only one upgraded lvl 2 on the Witch encounter, because + Show Spoiler +
that one has a really cheap mechanic that basically kills one guy if you retreat, and you can't win without a proper composition for that fight.
About 7h total (week ~30), I had all lvl 3 bosses down, and from there on the game is way too easy (early access and all, but you can see they're working hard on it).
Started another game, this time at 5x speed, because, why not? Week 8, first boss down, took about 90 mins. Now that I know what I'm doing, I don't see a way to fail. Keep torchlight maxed, do the shortest missions possible, ignore all objects that you don't have the item for, and use a few stupidly OP compositions*. I don't get all the whining about the game being an RNG fest. Sure, you have to give up on a quest here or there, but you should still be rolling in gold.
This game is definitely a real early access. They release patches almost daily, and over half the content is missing. I like it this way, you can see the progress of the game, and I don't doubt it will be very different at release.
Favorite composition is Plague in the back for double stun, then fill the rest with Hellions and Highwaymen for the AoE. But a lot of stuff works. I think even a full Vestal party would work, mostly if there's camping involved to remove all that stress. Just don't fall into the trap of healing during a fight. Only heal at Death's Door, you don't need to abuse the stun+heal mechanic. Cheap, tedious and unnecessary.
My least favorite classes are by far Jester and Occultist. Anything they can do, another class does better. I'm pretty sure Hellions and Highwaymen will be nerfed at some point. The other classes are all pretty well balanced.
Played this for 7 hours, killed the necromancer apprentice and the hag, leveled up 8 guys to level 3. Then i had to reinstall windows but couldn't find save files under my documents, appdata or somewhere like that so i assumed they were in the game directory(also hoped steam could save them to cloud like it did with binding of isaac) It is not much but my progress from a whole night disappeared
I liked the game a lot but there a things they can improve on. -You can only heal in combat(except eating food) so it creates stupid strategies like leaving a stunned enemy to heal your party. It really doesn't make any sense. Adding healing potions(obviously really expensive) as a consumable might be good. -If we get a buff at the end of a fight, then enter another fight quickly we still have those. But we can't buff our guys manually otherwise. -In fact we should be able to use any non-combat skill out of combat. they can balance it by giving it a time cost which increases darkness, hunger and stress. -The game is really slow. I wish there was an option to make it faster somehow. -Losing level 0 characters in dungeon doesn't seem to have an effect on the game. So we can start a run with 4 new guys, loot some gold, abandon the quest and replace the level 0 stressed guys with new ones. So there is literally no way to lose in this game. -Critical hits are a little bit op from what i' have seen from streams.
You can make the game faster by using Cheat Engine and its speedhack thing. Just load the game, load Cheat Engine, attach CE to the game and enable the speed hack. You can change the game speed to anywhere from 0 to 500 multiplier.
I'm guessing I'll exhaust the game soon, but I have everything upgraded in the guild and smith and various upgrades elsewhere with 15 characters and only 1 level 4, 4 level 2s, and 10 level 3s...and a few of them have absurdly good quirks.
Haha I lost my level 5 Bounty Hunter today and now am going to start leveling another. That's the only class I don't have to at least level 5 currently. Wait...Jester is level 4 but one dungeon crawl from 5. I'll be done with everything the game has this week...already purchased all the upgrades and just checking off the character leveling.
Lol yea, I think I just have 1 boss left on the check list to go. I just lost my lvl 6 Hellion when beating the Swine God....there is 0 counter play when he 1 shot crits someone then his little douche pig behind him gets a death blow the very next turn when he is signaling T_T
Do you know if you can kill the little pig and then the boss...I tried it twice but both times after I attacked the little one he enraged (I still won the fight, but stopped attacking the little one just in case).
So much I just don't understand about the game, but I can tell you this...my Grave Robber with 60 dodge gets hit maybe twice a run...
I tried killing the little piggy 1st, got my ass whooped. He goes pure enrage and constantly does that hard hitting AoE attack that has a chance to stun everyone when the little pig dies.
I am enjoying this game like a child. I, for one, like the pace of the game as it is.
The difficulty is well adjusted in general but could do with some tweaks. At the moment, it feels a little "snowbally" in either direction. A friend and I tried the game for the first time, went full yolo on a few runs and lost people, and soon after everyone had maxed out stress and everyone new we brought found his/her stress topped off after one run.
On my new try, I have basically dominated the content (still need to do level 5 missions, as I am leveling a full roster of 20 to that level) and, on level 3 quests, I have resorted to 0-torch runs, and still blazing through them (the key here are the camp abilities which make it more likely for you to surprise foes and less likely for them to surprise you). If you don't get boned in the very critical first few runs and know when to say "sod it" and retreat (happened to me twice in 60 weeks) because either poor planning or RNGesus is screwing you, everything will be fine and dandy and you snowball in the opposite direction.
Healing feels a little bit too mandatory for the longer quests, along with the "stun the last foe and heal a bit" tactic, especially if you happen to get crit a few times by some fatass foe. The classes are balanced well enough, and no one feels really useless or does not have a niche.
My favorite party composition thus far has been Bounty Hunter, Crusader (with Holy Lance), Grave Robber (with Dagger Throw/Lunge/Fade) and Occultist (with heal and Vulnerability Hex for the Mark debuff). Tell me about your combos people!
(So glad that my thread got attention at last hahaha, I had almost forgotten about it )
It hasn't really been challenging for me, I've only lost one guy and that was pretty late in the run. I do wonder though, when your guy gets stressed out and he gets a good trait like Focused or whatever, does it stay with them forever? If that's the case, then at the end of a run it might just be useful to stress out everyone and hope someone gets something good, because even if someone does get a shitter like Paranoid then you can just get rid of it by resting them.
Shit would be imba with a full-good-stressed out crew.
On February 13 2015 13:46 Eliezar wrote: Do you know if you can kill the little pig and then the boss...I tried it twice but both times after I attacked the little one he enraged (I still won the fight, but stopped attacking the little one just in case).
So much I just don't understand about the game, but I can tell you this...my Grave Robber with 60 dodge gets hit maybe twice a run...
Well one of my two failed quests was that one (the level 1 version of the boss, I had to GTFO) and it happened because I killed the little one first. The intended method seems to be just whack at the big one and let the little one do its thing.
On February 13 2015 19:22 Asvhald wrote: I am enjoying this game like a child. I, for one, like the pace of the game as it is.
The difficulty is well adjusted in general but could do with some tweaks. At the moment, it feels a little "snowbally" in either direction. A friend and I tried the game for the first time, went full yolo on a few runs and lost people, and soon after everyone had maxed out stress and everyone new we brought found his/her stress topped off after one run.
On my new try, I have basically dominated the content (still need to do level 5 missions, as I am leveling a full roster of 20 to that level) and, on level 3 quests, I have resorted to 0-torch runs, and still blazing through them (the key here are the camp abilities which make it more likely for you to surprise foes and less likely for them to surprise you). If you don't get boned in the very critical first few runs and know when to say "sod it" and retreat (happened to me twice in 60 weeks) because either poor planning or RNGesus is screwing you, everything will be fine and dandy and you snowball in the opposite direction.
Healing feels a little bit too mandatory for the longer quests, along with the "stun the last foe and heal a bit" tactic, especially if you happen to get crit a few times by some fatass foe. The classes are balanced well enough, and no one feels really useless or does not have a niche.
My favorite party composition thus far has been Bounty Hunter, Crusader (with Holy Lance), Grave Robber (with Dagger Throw/Lunge/Fade) and Occultist (with heal and Vulnerability Hex for the Mark debuff). Tell me about your combos people!
(So glad that my thread got attention at last hahaha, I had almost forgotten about it )
Occultist is very powerful, but I've lost a hero because Occultist heal kept doing nothing over and over...
I am playing with Vestal, Bounty Hunter, Crusader, and Hellion in that order as my go to team. All 4 can attack any slot on turn 1 and that's important to me.
Lol, just went yolo clearing the very last boss in the game and ended up losing my entire party. RIP Lvl 6 Grave Robber, Crusader, Vestil, and Bounty Hunter.
On February 13 2015 13:46 Eliezar wrote: Do you know if you can kill the little pig and then the boss...I tried it twice but both times after I attacked the little one he enraged (I still won the fight, but stopped attacking the little one just in case).
So much I just don't understand about the game, but I can tell you this...my Grave Robber with 60 dodge gets hit maybe twice a run...
On my first run, I one-shot the little pig right away, and the boss enraged. He got all my guys at Death's door, but after about 4 more hits he didn't kill anyone. I just assumed that his AoE couldn't trigger a Death Blow. I think one guy survived at Death's door 8 times. I still don't know if that was insane luck (at least 1/10k) or if some attacks don't trigger Death Blows nearly as often. Or maybe AoE attacks roll once for the entire attack, so he either killed nobody or all of them, and I only got mildly lucky.
You sure took the kamikaze approach to a new level that's some serious balls. I got out as soon as I received three AoEs who stunned half my group and took 25% life off each of them. I praise your manliness, sir.
This game is so heartbreaking when you score amazing trinkets for your "main" hero and then he dies. The hardest part about this game is to not get attached to your characters lol...
Ok I can sort of see the RNG argument now, started again second mission all my heroes got resolve tested all got irrational and 2 killed themselves. Guess start over again since I only have two heroes which aren't insane no way I can do a dungeon like that.
I like the game a lot in the level 1 dungeons, but at level 3 and 5 dungeons it just seems so RNG, and healers don't really do shit anymore. On the other hand I'm 22 weeks in and haven't had a single hero die yet.
I think I've found a really good composition. You have two Highwaymen up front, you give them the Combat Skills: Wicked Slice, Pistol Shot, Point Blank Shot and Grapeshot Blast. Trinket wise you hope for speed/health. For the third slot, I've been going with a going with a Grave Robber CS: Pick to the Face, Flashing Daggers, Shadow Fade and Thrown Dagger. And right at the back is a plague doctor with CS: Noxious Blast, Plague Grenade, Blinding Gas, Battlefield Medicine.
Basic concept is high speed, use pointblank shots to kill anyone upfront or blanket them with grapeshot flashing daggers ect, stun them with blinding gas heal away negative stats. It's done me pretty well.
Got some pretty good loot from this one (Or atleast I think so) + Show Spoiler +
I have 11 6s, 1 5, and 6 level 4s right now (trying to level up my final 3 classes). Game is a blast. Wonder what direction they will go with the other two dungeons and also feel like they should have made the weapon and armor upgrades spread out...not stopping at level 4.
Been playing the shit out of this. I'm on week 50 and finally got my first couple of level 5 chars. Yea, I'm really slow because I abandon missions a lot because I hate losing guys.
Thoughts on classes so far: - Hellion: My choice tank. Great damage, and the ability to stun 2 guys at once is really awesome, and unlike the other melee classes, isn't 100% useless if you get surprised and end up in the back due to breakthrough.
- Leper: The huge damage/low accuracy is funny but not very good in my experience. Extremely tough to kill, but can't really rely on him to get anything done, especially since he can't do ANYTHING in position 3/4!! At least the other two tank-type classes can conditionally contribute to the battle.
- Crusader: My 2nd choice for a tank. I probably just ended up with Hellion because that's the one that ended up leveling up faster, but with a team that repositions itself, I think I would actually prefer crusader. Solid class with the ability to reposition itself up to the front (provided enemies are there) with holy lance. Being able to heal is always good, too.
- Bounty Hunter: Uppercut is pretty nice, but I think he's just outshined by Highwayman and Grave Robber when you want to DPS (since they can do it at a range and he has to first mark, THEN attack). Being able to stun anyone is nice, though. I like him on position 2, and he's a backup tank when my usual tanks are stressed and recovering.
- Highwayman: Best class. DPSes like crazy, whether you want AoE or targeted. Repositions himself if he's too far back, or if he's stuck on the front lines and you don't want him there. Fuck this guy is OP. I made 3 and unfortunately lost one when I was level 4, but man these guys just rip through things. On Medium/Long missions, having the self buff from camping makes any boss ezpz.
- Grave Robber: I like her a lot because she can get shuffle herself around with lunge/shadow fade. I want trinkets that give + crit - accuracy because throw dagger is great, giving yourself +accuracy.
- Vestal: I'm a chicken so I use her as a staple position 4 on every team I use. Healing everyone on the team is OP. She also can stun, which is a bonus. I put +speed trinkets on her.
- Plague Doctor: I tried to like him, I really did. But, I think having one of the DPS classes is almost always better. Adding status effects <<<<< just killing the guy. His heals are meh, since I don't think getting rid of status effects really matters that much because if you just heal via Vestal, you pretty much accomplish the same thing.
- Occultist. I tried him out once and hated him and threw him away. Maybe he's good, but I prefer having dedicated roles. Unpredictable heal is not cool.
- Jester: Not sure. I have a level 2 one on my backup team when my main characters are out of commission, but he just feels flimsy. I think he can be very cool though since he can proc Bleed in an AoE, and has a forward 3!!!! move. Maybe with + dodge trinkets he can be a thing. Stress heal as a support could be okay, but I'd rather just get stress heal from critting from Highwayman/Grave Robber or something.
My current main team is Vestal/Highwayman/Hellion/Highwayman. Highwayman on 3 has AoE instead of point blank shot for more AoE. I'm trying to train up my other classes, and would like to end up with something like Vestal/GraveRobber/Crusader/Highwayman. I also tried Vestal/Grave Robber/Leper/Crusader, which I think is hilarious. The front literally never dies, and you're never stressed because of crits and protection self-buffs.
As for town management, I tried pumping up Sanitorium and Chapel up so my guys are always ready to go. Again, I'm a chicken so I try to leave 1k-2k for supplies going into a dungeon. I'm sure it's inefficient that way, but I hate losing guys.
I like all the classes except Jester and Occultist. Both of those seem very underwhelming while every other class has things they do very well.
My highest level team is usually Vestal, Highway man, Leper, Crusader (My highest hellion died, now leveling a new one).
My Leper actually has good accuracy so the hes more feast than famine (plus he can buff his accuracy). Besides mine has like 90 hp so he is a rock solid tank who can hit 2 of the front enemies (good combo with Highwayman grapeshot and the Crusader 2 front attack, it just melts shit). Almost maxed my second team of Vestal, Plague Doc, Hellion, Crusader. Also working on my low level Jester and Occultist just so I can completely lvl every class (thats I have left to do in the game).
Yeah all bosses down with multiple level 6 combos. Just leveling up my two guys I somehow had die and then I'll be shelving the game until they release the other dungeons or add more content. Every building maxed, 130k gold, and over 200 of each heirloom item.
I think the worst part of the game is that the boss fights are the same at each of the three levels its just more hps and more damage output. Some variety would have been good.
Thinking about it... Hag could throw 2 people in the stew, Necro could have a big AE explosion if he has 3 skeletons and wants to summon another one, I don't know about the swine.
Oh man, got sucker-punched last night. Was just gonna do one more dungeon before bed, and lined up my super-team, including my starter Crusader and Highwayman, as well as a Hellion and Vestal, all of them level 4. Easilly got through the dungeon and smacked the swine king without much worries, and figured that since I had so little stress and good health, i'd grab the room up above for some easy treasure. In that room, I meet four whimpy spiders - who proceed to chain-crit my Highwayman for 14, 21 and 21 in a row. Deathblow.
Yeah that's how good characters die. Not how you think...you get a bleeder in one fight but think nothing of it leaving at 80% health...but its down to like 65% by the time you get into the next fight where your team is surprised and switches order. You crush them...but they get off 2 blows on your one low guy...and bye.
On February 16 2015 20:01 Eliezar wrote: Yeah all bosses down with multiple level 6 combos. Just leveling up my two guys I somehow had die and then I'll be shelving the game until they release the other dungeons or add more content. Every building maxed, 130k gold, and over 200 of each heirloom item.
I think the worst part of the game is that the boss fights are the same at each of the three levels its just more hps and more damage output. Some variety would have been good.
I am sure they can add that. I think they are just using them as place holders too see how the game works at higher levels.
On February 16 2015 20:01 Eliezar wrote: Yeah all bosses down with multiple level 6 combos. Just leveling up my two guys I somehow had die and then I'll be shelving the game until they release the other dungeons or add more content. Every building maxed, 130k gold, and over 200 of each heirloom item.
I think the worst part of the game is that the boss fights are the same at each of the three levels its just more hps and more damage output. Some variety would have been good.
I am sure they can add that. I think they are just using them as place holders too see how the game works at higher levels.
I hope so because as of right now any boss seems pretty easy if you have any 3 of Crusader, Hellion, or Bounty Hunter (man I love that guy...full damage to any slot from any slot)...
Game is a blast though...especially for $20. There are games I spent $40 to $60 on that I got way less play time out of than I already got out of this. (thanks to a back injury)
Okay, so I tried out Bounty Hunter and Leper after reading your guys' experiences. I was completely wrong about those guys.
Leper is awesome, especially with repositioners (mostly grave robber) so he can get on the front line quickly. And... his AoE ability + grapeshot -> things blow up. I don't really like the +acc self buff, since I'd rather be quickly taking out enemies asap. It's good for bosses, but that's pretty much it .I put an +acc trinket on him instead.
I think Bounty Hunter is alright - kinda like a jack of all trades, master of none. I'm running Collect Bounty/Mark Target/Uppercut/Stun Grenade. Stun grenade both stunning/shuffling enemies makes many fights trivial, which is awesome. When you factor in that you can do it on ANYONE from nearly anywhere, it's pretty bonkers. Mark Target/Collect Bounty-> is pretty good, but honestly I feel the classes with better damage (Hellion/Grave Robber/Highwayman) outshine him by a lot and make him assigned to stun-duty.
I must be doing something wrong with Crusaders, too. I've had about 4 die on me now, all pre-level 4. Annoying
Ive tried stats buffing group comps, like Crusader/Jester/Leper types. But its just way too slow. I found it way easier to just DPS race down the mobs instead.
Most success Ive had reaching lvl 5 was just going pure DPS with 1 vestal in the back. Vestal/Highway/Highway/Helion is probably the most OP comp Ive discovered. Heck with the right gear you can even replace Vestal with another Helion if you want. Breakthrough/Grapeshot spam is incredibly OP. I just stack speed on my highwayman and crit on Helion for stress heals.
When I have more time I wanna experiment with Leper more. He seems like a top tier class, given enough accuracy trinkets.
I did fine with a group using the jester in the 4th slot and just singing stress reduction, but the same group would have been fine with any other characters contributing.
The problem with the stress reduction skills is that a crit from an enemy might cause 10-16 stress for each member in your party while the jester's song just decreases what 5 for each person each round. So combat lasting 1 more round just gives 1 more chance for a big negative.
Having said that when I started my third group it was like jester, priest, crusader, leper and it just ran a ton of dungeons straight with no problems. /shrug
The only way the stress reduction skills seemed to really shine was in a chain stun group to heal/distress and then move on. But they patched that out of effectiveness.
My first group has no healer all lvl 4 (doctor/highwayman/crusader/leper) because my high lvl vestal died at lvl 3 and my B team was too far away, missions are more stressful but i manage really well the DPS and the stuns, crazy amount of it, the blight on the doctor stacking for big guys or bosses is just crazy, i have only battlefield medecine against deathdoor and i have to take more food and concentrate my camp skills more on healing than stress heal.
I dislike that when you buff the heal of occultist, the bleed is also buffed up. it's crazy, very high risk heal but love his deamon pull on the back guy.
i don"t really like the jester, i just don't understand what he is supposing to do, what his is role on the team
Bought this other day, good game, not as hard as people are saying though, although I am kinda playing super careful and lvling up all my skills / weapons before trying harder dungeons lol.
Another thing I'm trying to play with is light level.
I like darkness for the +crit (of course the +loot is nice too). Stress stacks so fast during darkness - but I think at higher hero levels you miiight be able to counter stress with crits? The risk of getting surprised is big though, that plus having monsters with +dmg/acc can bend you over pretty hard.
On the flip side surprising a group of monsters is a huuuuge benefit. The stress reduction doesn't seem too important as long as you have the right team. And keeping it high is easy with vestal/crusader... so you can save a bit of coin early on by not buying torches.
Decisions. DECISIONS. I think that's what makes this game so fun.
I really like the game. Everything is really good, however the mechanics could use some more turning/rework.
Pesonally I don't like following things:
The aoe effects apply for all chars Usually when you use an aoe attack or ability, it applies the same to all chars. This leads to situations where a marksman shoot critical aoe and does extreme amount of damage. Also this leads to all dodge situations, which are broken cos everybody has different dodge chance.
Skip turn gives stress You swap like crazy instead lol?
The food eating can be pretty dumb Sometimes chars want to eat food like every other room. There should be some delay after you eat when the char won't get hungry.
The heal mechanic Personally I would like if the heal mechanic was replaced by protect mechanic(= buff which gives a shield and does not stack). Also there could be some healing after battle - like the system would remeber how much hp you lost in battle... and after battle you would be able to restore some % of it by eating food/bandages or using some heal skills. For example if you had 30/50 hp and went to combat and lost another 10hp, you would be able to restore 50% of it by some methods...
The death's door It's like I'm ok having a turn before death, however surviving 4 turns in row is thrilling but too much random.
Grinding They tried to limit the grinding by not allowing high level chars to join low level dungeons. I don't particularly like this although I don't know how would one fix it - maybe give much more rewards for the higher level dungeons and increase upgrade cost dramatically with levels.
Leaving dungeons I started to use this and part of the thrill is off. I think that at least if you want to leave you'll have to travel to entrance and the rooms you have already visited will have to pose threat of encountering an enemy(some weaker form - I think this already exists but it is too rare).
Monster/character variety/weakness It feels like that whatever char. compositions you chose the same problems will you face. I mean that if you meat enemy group A which is difficult, it won't much less difficult if you have chosen other characters. And if you meet enemy group B which is easy it will be always easy.
Having all these busts, pictures, deeds and what not I think it would be better to have only 2 resources like gold and the special one. That way it would be more strategical to chose what you want to upgrade.
The order is nice but... It would seem to me that most monster can do melee and aoe alike and the damage is pretty much the same. I would be nice if there where some dedicated range chars and melee chars. Also there should be some mechanic(maybe there is but I don't know about it?) that makes melee attack less precise(or do less damage) the more distant enemy it tries to hit(monster behind another monster).
On February 22 2015 06:53 LastWish wrote: I really like the game. Everything is really good, however the mechanics could use some more turning/rework.
Pesonally I don't like following things:
The aoe effects apply for all chars Usually when you use an aoe attack or ability, it applies the same to all chars. This leads to situations where a marksman shoot critical aoe and does extreme amount of damage. Also this leads to all dodge situations, which are broken cos everybody has different dodge chance.
I found it kinda weird too how sometimes they would all crit or all dodge. There were few times I recall when only 1 to 2 would dodge for Grapeshot. I think theres a bias for "all dodge/all crit" in the games mechanics.
Skip turn gives stress You swap like crazy instead lol?
I really dont mind giving my char 5~ stress or so if it means preserving my next guy's time slot to deliver a crucial blow to the enemy or a crucial heal to ourselves. This is probably the most annoying mechanic, but also why I hate dealing with those Tentacle Eldritch guys. This also plays into the role of what abilities to swap out if you want to use Crusader's Holy Lance or Highwayman's Duelist's Advance. Thankfully you can swap abilities in dungeon, a little bit of a broken mechanic imo, makes dungeons seem really trivial sometimes.
The food eating can be pretty dumb Sometimes chars want to eat food like every other room. There should be some delay after you eat when the char won't get hungry.
I really hate the "starve" RNG a lot. Makes me extremely paranoid to not bring enough food for a 2x Camp mission. I usually over compensate if its not my "A team" going on a long dungeon, which usually can lead to overspending gold. You can use bandages to salvage animal corpses for food, but thats a really tedious process which I never bothered with.
The heal mechanic Personally I would like if the heal mechanic was replaced by protect mechanic(= buff which gives a shield and does not stack). Also there could be some healing after battle - like the system would remeber how much hp you lost in battle... and after battle you would be able to restore some % of it by eating food/bandages or using some heal skills. For example if you had 30/50 hp and went to combat and lost another 10hp, you would be able to restore 50% of it by some methods...
You could be on to something here. Healing mechanic in this game feels like its taken a backseat by the devs. And its scales pretty horribly. This kinda just encourages you to get 4tank/dps slots and DPS race down mobs.
The death's door It's like I'm ok having a turn before death, however surviving 4 turns in row is thrilling but too much random.
Theres a potential build behind this where you can reduce deaths blow to 100%. I think its only possible with Jester? I never experimented with this myself but I plan to in the near future.
Grinding They tried to limit the grinding by not allowing high level chars to join low level dungeons. I don't particularly like this although I don't know how would one fix it - maybe give much more rewards for the higher level dungeons and increase upgrade cost dramatically with levels.
I can see where the devs were going with this. They want you to manage teams for each level of difficulty. 20 hero slots max total (for now) for 3 levels of restriction. Its pretty lenient but also really tedious when I want to micromanage my trinkets from one team to another.
Leaving dungeons I started to use this and part of the thrill is off. I think that at least if you want to leave you'll have to travel to entrance and the rooms you have already visited will have to pose threat of encountering an enemy(some weaker form - I think this already exists but it is too rare).
Penalty for abandoning a dungeon is pretty dire imo. You gain a lot of stress for your whole group. Also I dont abandon a lot, but when I was doing Hag Witch and she potted up my "main" guy I panicked and retreated. Boy did I regret that, I lost my 2 reds with him also...
Monster/character variety/weakness It feels like that whatever char. compositions you chose the same problems will you face. I mean that if you meat enemy group A which is difficult, it won't much less difficult if you have chosen other characters.
I think there is some advantages/disadvantages when it comes to Group A or Group B being better or worst for Enemy A. Positive/negative quirks for each given character plays a role in this. Lots of other stuff I could think of too, but the quirks thing was just off the top of my head.
Having all these busts, pictures, deeds and what not I think it would be better to have only 2 resources like gold and the special one. That way it would be more strategical to chose what you want to upgrade.
Devs just want you to manage inventory space. Like the guy narrator says, "Getting the loot is only half the battle..."
The order is nice but... It would seem to me that most monster can do melee and aoe alike and the damage is pretty much the same. I would be nice if there where some dedicated range chars and melee chars. Also there should be some mechanic(maybe there is but I don't know about it?) that makes melee attack less precise(or do less damage) the more distant enemy it tries to hit(monster behind another monster).
Not sure what youre asking for here. I think order placement is fine. Some of the scariest comps would be like Bone Riflemen(?) groups where their Quarrel crits you like mad. I always try to single target dps them or a mob in front of them to get them in the 1/2 slot position so that theyre forced into doing melee only.
Skip turn gives stress You swap like crazy instead lol?
I really dont mind giving my char 5~ stress or so if it means preserving my next guy's time slot to deliver a crucial blow to the enemy or a crucial heal to ourselves. This is probably the most annoying mechanic, but also why I hate dealing with those Tentacle Eldritch guys. This also plays into the role of what abilities to swap out if you want to use Crusader's Holy Lance or Highwayman's Duelist's Advance. Thankfully you can swap abilities in dungeon, a little bit of a broken mechanic imo, makes dungeons seem really trivial sometimes.
I think because of the broken heal mechanic other parts of the game needed to be compromised in order to motivate you not to prolong battles. As a result of skip turn giving stress you just move around the other characters to cheat the intended stress overtime mechanic. If the heal mechanic would be fixed then stress overtime in battles could be really removed as I don't see any good in it(longer battles tend to be more interesting). What I would rather like is to replace skip turn with the defend ability that would both make sense and strategical use as it could improve dodge/prot/resists for the next turn or so.
Monster/character variety/weakness It feels like that whatever char. compositions you chose the same problems will you face. I mean that if you meat enemy group A which is difficult, it won't much less difficult if you have chosen other characters.
I think there is some advantages/disadvantages when it comes to Group A or Group B being better or worst for Enemy A. Positive/negative quirks for each given character plays a role in this. Lots of other stuff I could think of too, but the quirks thing was just off the top of my head.
What I meant is that for example most of the combats are pretty generic 3 or 4 monsters aiming to do damage to you. From the variety perspective you could meet also single monsters(in other than boss fights) that would encourage you to use weakening buffs or damage over time and make aoe skills not so useful. Or there would be battles where the enemy creatures would not do much damage however will pose threat in giving negative buffs on your party which would last for a long time unless cured by an item.
The order is nice but... It would seem to me that most monster can do melee and aoe alike and the damage is pretty much the same. I would be nice if there where some dedicated range chars and melee chars. Also there should be some mechanic(maybe there is but I don't know about it?) that makes melee attack less precise(or do less damage) the more distant enemy it tries to hit(monster behind another monster).
Not sure what youre asking for here. I think order placement is fine. Some of the scariest comps would be like Bone Riflemen(?) groups where their Quarrel crits you like mad. I always try to single target dps them or a mob in front of them to get them in the 1/2 slot position so that theyre forced into doing melee only.
As I think about it again part of the problem could be fixed by disallowing to swap abilities while in the dungeon.
The second part is about the monsters: Say there are 3 types of creatures: M = melee R = ranged A = ambi-ranged
While the ambi-ranged is good wherever they are and can attack any slot their weakness is usually having less hp or doing less damage.
However if I look at the classic M/R battle say:
C4 C3 C2 C1 vs M1 M2 R1 R2
Often times you can get: R1 attacks C4, R2 attacks C4, M1 attacks C4, M2 attacks C4. As I see this M1/M2 should not be able to effectivelly target or damage C3/C4. Meaning not able to or doing like 50% damage(which I would favor the former as it makes the battle little more predictable).
Also as you kill the M1/M2 or push R to the front line say:
C4 C3 C2 C1 vs R1 R2
Often time R1 and R2 still can do a lot of damage at this positions where as I think there should be a clear advantage(apart from losing aoe or critical) of this having the dedicated range creatures do poorly up to 50% of they orginal damage.
So... This game was funded by kickstarter, yet you still have to pay to get it? There is an inherent problem with that: If the project goes bad, you lost nothing because you got paid for it anyway. If the project goes well, you profit from the investment of people who will NOT get their investment back, not to mention profits from sales.
Its an inherent problem and moral hazard in the system that is easy to exploit. I know that without kickstarter we probably would not have some of the products we now have/will have in the future, but its beeing really corrupted by those who abuse the system.
Think about what happened with oculus. People gave away money to a person who then sold his idea and product to a company for incredible profits.
So, while there may be people who really need and use kickstarter well, those that dont make me hesitant and in fact hostile at times to this sort of funding.
People who supported the project on kickstarter do not have to pay. If the game is funded they get their investment back in form of the game (and additional things depending on the amount they spent). Sure the game can be a failure but everybody knows about that risk.
If the funding goal is not met nobody's credit card/paypal/etc is charged and the team gets nothing. Maybe I'm missing your point but the system seems fine to me.
Just learned about the game through a twitter-post a few days ago. I love the artstyle. Have to check some streams : )
On February 24 2015 19:46 iloveav wrote: So... This game was funded by kickstarter, yet you still have to pay to get it? There is an inherent problem with that: If the project goes bad, you lost nothing because you got paid for it anyway. If the project goes well, you profit from the investment of people who will NOT get their investment back, not to mention profits from sales.
Its an inherent problem and moral hazard in the system that is easy to exploit. I know that without kickstarter we probably would not have some of the products we now have/will have in the future, but its beeing really corrupted by those who abuse the system.
Think about what happened with oculus. People gave away money to a person who then sold his idea and product to a company for incredible profits.
So, while there may be people who really need and use kickstarter well, those that dont make me hesitant and in fact hostile at times to this sort of funding.
Kickstarter is crowdfunding. You do not pay for a product, but for a chance for a project to be realised. To incentivise funding, the project starter promises tier-based rewards for backers. Game access is usually one of these for game projects.
Don't confuse backing something on kickstarter with buying a game on steam.
Is it flawed and exploitable? Yes, however Kickstarter refuses serial-exploiting by blocking malicious users. Does that mean you're guaranteed a finished game if you back one? No.
Edit: I do think project creators are in some capacity forced to uphold their backing promises, as I'm assuming they agree to TOS or enter a contract or something to have their project on the site. How Kickstarter goes about dealing with bad shit however, I cannot say.
Since the project creators are forced to uphold the rewards, it's no suprise that game keys are usually worded as "early access" and "full game key once project is finished". Early access can be given with a prototype, and "once project is finished" is basically an endless timeframe.
On February 24 2015 19:11 LastWish wrote: I've got a challenge for anyone bored
Beat the swine prince(the first one, idk if it's any possible with swine king++) by killing the small one first. Almost done it just 25hp left T_T.
Make a video of it!
Lol funny thing, I killed the cheerleader pig my very first encounter. WHAM--BAM!!!....OH GOD, RETREATTTT!@!!!~
Im pretty sure I can do the Swine King challenge now though Ive been collecting some gear...+ Show Spoiler +
Also counting 6~ Legendary Bracers on my active teams.
Very, very nice. Just remember if you try the challenge - no damage to the swine prince/king/god(you can do aoe if you also hit the little one) until the little one is dead
i've been excited to get my hands dirty with this game! the visuals and aesthetics are something i really like and think are more rare in today's releases on steam.
On January 12 2016 20:51 DickMcFanny wrote: Judging by what I played when the game first came out on early access, I reckon it's worth it.
Lots of negative reviews since then, though.
I have played it here and there ever since I got it and I am still in love with it. Also watch a lot of DD streams on twitch. Haven't played that much recently though since I want to start a new game when the final version comes around. But I played a bunch when the 4th dungeon (the cove) was released.
From what I have gathered a lot of the review problems come with the discussion about difficulty. E.g. they added a lot of things that punish stalling the enemy via debuffs/stuns and trying to keep your party at 100% health and 0% stress all the time. They also added stuff to make positioning even more relevant and there was quite a bit of balancing going on. So some ppl got salty that their favorite team compositions didn't work anymore. Additionally the hardcore ppl would like it to be even harder, while a huge amount of ppl is complaining that the game is way too hard already.
Recently they have added a variety of options to the game to turn certain features on or off, so you can control some aspects of how difficult the game is more easily.
Only thing that I really don't like is that since they have added a whole bunch of new classes it is super hard to actually get the ones you want/need, especially in the beginning. You know, cause RNGesus loves us.
Still have a huge boner for the art style and overall aesthetics of the game. I also like turn based games. Will maybe drop a review once I have played with the release version for a while.
I think a lot of the things they added since release are fine (only played like 4-5 hours at the very beginning of early access, picked it up again so all the new stuff is new to me).
Corpses make having a lineup able to attack all 4 enemy positions much more important. I like them a lot.
On heart attacks, I'm kinda eh, don't really care, but once you get good at managing stress by taking advantage of campfire abilities I doubt it's a big problem (only lost 1 person to it after like 15 hours of learning the game again).
Having had about 40 hours of gametime into this so far, I'm still loving it. The atmosphere, the gameplay, the style - it's unique and harsh, yet completely playable. I bought it when it first went on early access on steam, and I've returned for every major content patch, and loved the updates. Sure, some people might have been whining about changes to gameplay during development in early access, but I feel those people don't realise what they played originally was still in development, and stuff getting switched about, changed or completely cut is something that happens frequently in alpha and early beta stages.
Sure, RNG can be a bitch, and sometimes, you get shafted. This is not the X-COM level of RNG-shafted, however - even a full party wipeout is merely a setback, as adventurers can be replaced since there's no looming time limit as with the previously mentioned. I feel this encourages the occational party wipeout, as the town still goes on, even if you've lost your favorite pack of miscreants.
As for early access - I feel Darkest Dungeon has done it perfectly. The first early access release was suprisingly well playable, unlike most stuff, which gets released at prototype / early alpha-level. If all kickstarted / early accessed games were followed through like this one, I'd have no problems buying all my games like this.
Unfortunately, the vast majority release broken concepts and then scam with the money.
Played a lot of this the last few days.. What i REALLY dislike: Supplies, especially Food... Sometimes i buy 12 and don't Need to eat onec. Then i buy lesss and you can be damn sure, my party will want to eat twice in the next dungeon...
Btw: RNG let the Mermaid kill 2 of my mainsquad instead of 0 (3 misses in a row).. That felt "bad". Then i was pissed and went with second squad (still very decent) in another dungeon and forgot to buy supplies... ... Downwardsspirale into gameover :D.
Awesome game, what annoys me about the negative reviews on steam though is that people complaining about it being "too hard" are obviously just new and don't fully understand the mechanics yet, its a shame because since Early Access the game is a hell of a lot easier. Sure they added Corpses and Heart Attacks but the overall rng is so much fairer now, back in EA you could simply wipe your entire party without ever having a turn, that never happens now and you have plenty of chances to negate bad RNG.
That's basicly what the game is all about, negating as much RNG as possible through careful planning and being very meticulous. if you do that the game is a breeze. I have recently completed NG+ with only losing 1 character through the whole run. I know streamers that have done NG+ without ever losing anyone, FilfthyRobot recently finished a full no light NG+ run.
If anything the game is too easy but i wont go into that, just sucks a lot of the complaints are about it being on the harder side when it obviously isn't.
Either way, will probably be one of my top games this year.
On February 24 2016 09:02 Reaps wrote: Awesome game, what annoys me about the negative reviews on steam though is that people complaining about it being "too hard" are obviously just new and don't fully understand the mechanics yet, its a shame because since Early Access the game is a hell of a lot easier. Sure they added Corpses and Heart Attacks but the overall rng is so much fairer now, back in EA you could simply wipe your entire party without ever having a turn, that never happens now and you have plenty of chances to negate bad RNG.
That's basicly what the game is all about, negating as much RNG as possible through careful planning and being very meticulous. if you do that the game is a breeze. I have recently completed NG+ with only losing 1 character through the whole run. I know streamers that have done NG+ without ever losing anyone, FilfthyRobot recently finished a full no light NG+ run.
If anything the game is too easy but i wont go into that, just sucks a lot of the complaints are about it being on the harder side when it obviously isn't.
Either way, will probably be one of my top games this year.
People like to enjoy the money they spend. Games are (near) unique in that they are a form of entertainment that will deny access to further pleasure unless you can cross some arbitrary skill level. A book does not ask you to name the major themes before letting you read past chapter 2.
Not everyone is as good at games as others. Some people do not like not being able to play a game because they are to bad at it. It is why multiple difficulties is a thing in gaming since a very long time.
Saying "someone has done a "full dark NG+ run" doesn't mean these people should not be able to enjoy the game they bought. A human can lift 264 kg over their head (the current WR) but I am willing to bet you and I cant. And yet people don't call us shit for not being able to lift those 264 kg.
So maybe you should realize not everyone is as good at games as you and that they to would like to be able to enjoy Darkest Dungeon.
On February 24 2016 09:02 Reaps wrote: Awesome game, what annoys me about the negative reviews on steam though is that people complaining about it being "too hard" are obviously just new and don't fully understand the mechanics yet, its a shame because since Early Access the game is a hell of a lot easier. Sure they added Corpses and Heart Attacks but the overall rng is so much fairer now, back in EA you could simply wipe your entire party without ever having a turn, that never happens now and you have plenty of chances to negate bad RNG.
That's basicly what the game is all about, negating as much RNG as possible through careful planning and being very meticulous. if you do that the game is a breeze. I have recently completed NG+ with only losing 1 character through the whole run. I know streamers that have done NG+ without ever losing anyone, FilfthyRobot recently finished a full no light NG+ run.
If anything the game is too easy but i wont go into that, just sucks a lot of the complaints are about it being on the harder side when it obviously isn't.
Either way, will probably be one of my top games this year.
People like to enjoy the money they spend. Games are (near) unique in that they are a form of entertainment that will deny access to further pleasure unless you can cross some arbitrary skill level. A book does not ask you to name the major themes before letting you read past chapter 2.
Not everyone is as good at games as others. Some people do not like not being able to play a game because they are to bad at it. It is why multiple difficulties is a thing in gaming since a very long time.
Saying "someone has done a "full dark NG+ run" doesn't mean these people should not be able to enjoy the game they bought. A human can lift 264 kg over their head (the current WR) but I am willing to bet you and I cant. And yet people don't call us shit for not being able to lift those 264 kg.
So maybe you should realize not everyone is as good at games as you and that they to would like to be able to enjoy Darkest Dungeon.
The problem with that is, Darkest Dungeon was always advertised for what it is, a hard rougue like with lots of rng and no difficulty settings. It was never advertised as easy with a low learning curve.
If people do not take the time to read and just jump into the game without taking the time to learn the basic mechanics then imo that is their fault, not the game itself.
Also the whole weightlifting thing.. it takes a lifetime to be able to lift 264kg, learning basic DD mechanics takes a matter of hours. There is better comparison's you could of made.
Edit: And i dislike your last point, "not everyone is as good as me so they should make games easier" ? Sorry but no, that is a huge problem for gaming today for me, there is plenty of casual games out there for those kind of players to enjoy, but don't ruin the few games that I want to play. I think thats a horrible attitude to have.
i can military press 64 kg for 5 sets of 5. 264kg.. that's more like squating weight
i think smart consumers can read between the lines of reviews. i like Steam's set up for reviews and i think they should basically leave it as-is. If some people say the game sucks balls and they give good reasons and back it up with game play experiences... let'em complain ... i say.
i like the game.. but i can definitely say its not for everyone... it ain't Super Mario 3 or some other middle of the road general consumer title that everyone will love.
Who is ready for more Darkest Dungeon? I know I am. I beat the game pre-Antiquarian, which sucks because I have all the other level 6 achievements. Maybe it'll be a good time to get back in soon.
That looks very cool, and the turn based nature of the game would actually fit a board game shell pretty well (except for buffs and debuffs, which might get annoying to keep track of if it were translated 1 for 1).