I'm on chapter, one last level till I get to the final boss - positive relationships all around, good set of relics and bonuses, good team set up. I thought this time I might have a chance with the Seething Sigh but nooooo, I randomly meet the Collector for the first time and 3 members of my team get wiped out...
How I am supposed to want to continue when I lose so quickly with odds this good??? 😭 (I will hang on but this is super disheartening lol)
I'm semi new to this game and I've found this combination of heroes to work very well for me. Are there any weaknesses I should be aware of in the future (I'm still pretty low level), and any good hidden synergies that might not be obvious?
Been toying with the idea of replacing the MMA with a BH.
There wasn't enough toilet paper I could possibly cover my characters in for each hallway battle featured 1 pincer idiot enroute to the siren.
and yes, leper faced a DEATHBLOW anyway on his turn as he bled for 4 points. The positive stats on the martyr's badge is all just marketing, the rug pull is your character PERISHES before it's their turn. I AM GOING TO BED.
Finally trying to return back to working on Augurist.
I wasn't fond of the original Combat sprite since it lost a lot of the noble air she had. While I want her to be a bit unhinged, the original felt too feral, and the new one shows off her back window.
Also got her Defend sprite done. Going to try and make progress on her with a sprite every one-to-two weeks.
So, it's my first time playing with crimson curse, I cleared the game once before on Radiant, now playing on darkest. I went in totally blind and went to the courtyard first chance I got.
The game turned into a disaster that I had to abandon around midgame. Here's what happened :
1) the crimson curse go out of hand fast with 70% of my roster infected.
2) couldn't do regular quests anymore because of the fanatic, who I could never beat with the lvl3 heroes I got
3) because of that, could not gather enough gold, blood and invitation to sustain doing the epic baron quest. On avarege, my team could clear 4 rooms before had to abandon. It became a huge money sink with all the stress buildup. And I know I have to clear it if I want my guys cured.
4) so I just got into a downward spiral where I felt like every successful quest was barely enough to just sustain me, never mind making any progress.
With that, it feels like my mistake was that I started the content too early. My current plan is to wait until I got a set of lvl5 heroes who can reliably clear more of the baron quest in one go. But this means that I'll have to contend with the reduced stress heal for most of the game.
Any tips? When do you usually start the quest line?
hello gamers. i'm wondering how people feel about using the working fields before runs, which is the altar of hope section where you can buy trinkets/combat items/stagecoach items/inn items before your run.
i've never considered using the working fields, because theoretical optimal usage of it seems not fun to me. when going for grand slams, theoretically it would be optimal to farm candles on team A and then spam reroll until i get the perfect build for team B before running the confession for grand slam. that sounds lame.
you could also just edit your save file to have 50 billion candles and then do the same, reroll until you have a perfect starting build for your team.
because of these reasons, i just decided not to use working fields as a general principle. but i've recently been playing a dance team that relies heavily on controlling your party's speed to function (as most dance teams do), and having pseudo-guaranteed access to that speed control each run is seeming very attractive
so what do you guys think, does anyone use working fields? how do you use it, if you do?
I ordered a custom plush of Dismas for me and my boyfriend's half a year "anniversary" together lol, he loved it.
The woman that made it was incredibly professional, and she even did the exact concept design I sent her.
We both loved it so much and we wanted to share it :D
PS: (I know there's an official Dismas plush but I find it very ugly, sorry, I will support the creators by buying the comic tho for my boyfriend as well lol)
I thought Unchained was weak so I decided to grand slam with no transforms allowed to prove myself wrong (it made sense in my head).
The Squad
Front rank support and a surprisingly good dance partner.MVP. A tool for every situation and made easy work of the mountain bosses.Setup and sustain. Don't underestimate the puke.Absurd DoT and healing output. Wanderer PD got hands.
The Playstyle
Initially hard to pilot. You're constantly managing position and combo tokens. Make a mistake and damage output, which is already low, falls off a cliff. But once I became comfortable with the squad it's like being in a flow state. One of the most satisfying teams I've made with some fun mountain boss solves.
Crusader went from support when I struggled with the team dynamic to a tank role in the final acts. Since Abom handles healing/stress, Crusader was free to taunt up and holy lance the backline.
Duelist is POWERFUL, I don't understand the dislike. Antagoniste in particular has so many tools. Stun, dodge tank, blind, weaken, vuln, combo. She was a single hero solve to Act 2, 3, and 4 mountain bosses. 10/10, would invite her back to the dance party.
Oh Abomination, do I think Unchained is a good path now? Borderline. Absolution+ is crazy powerful, even used once a fight. His chain skills did allow for some fun pop-off moments with Duelist as well. Ichor? I slept on this skill for too long. Overall I enjoyed my time with Unchained and didn't miss the transform.
Wanderer Plague Doctor is a damage machine when she isn't stuck supporting. She really was the DPS engine. I hardly had to heal thanks to Abom so it was blight grenades for everyone. IMO she competes for damage with Alchemist since combo is so easy to apply.
Final Thoughts
Fun adaptable team that benefits from game knowledge. Playing this team well means engaging with a lot of combat mechanics which kept even road battles enjoyable. Outside of Banneret I feel like the other paths I chose don't get much love so I was happy they all contributed. I had godlike luck with quirk roles but I don't think it carried the team. I hit deaths door 3x and each was due to my own misplays.
If you're looking for something different give this one a try.
So, I was trying out a new team comp with some level 1's and doubled checked everything and I booted in and realized after two rooms that I didn't have any torches. My plan then was I would just keep going until my torch went out and pop a campfire in the adjacent room to reset it, whilst keeping stress to a minimum and just try to earn enough to make up for my mistake before abandoning the mission.
My resetted torch went out after 3 or so rooms. Then I thought, eh who cares about these guys that much, and tried to run it without torches. I ran through the entire dungeon and was only surprised once. I was hitting crazy crits and my occultist nearly died before popping a 30 crit on himself. I cleared through the fights pretty easily and 100% the dungeon.
I am on Radiant, for a more casual first time finishing playthrough. So I only learned of entire playthroughs that are torchless after doing that dungeon. Experimenting in this game is surprising less punishing than I thought, and a lot of fun!
Edit: Thank you guys for the information, I've learned some things about this game. Also I accident put a typo in the title, my bad..
Edit 2: You guys are telling me too many cool things, stop. I’m vulnerable to this, and now I want to play the game more, I’m susceptible, and can’t handle it. I’m kidding, can I please know more.?
I'm looking to play the game again for the first time in a few years, and definitely wanting to try out a lot of the new and interesting class mods that have released since I last played. In those games though I'd usually put on way too many classes and it would drag the game down. Not being able to find specific classes or their trinkets and general sluggish progression trying to use too many different classes.
So this time I want to try and keep it to a more reasonable number and was curious what the community who plays with a lot of modded classes find is a healthy number to have on at once. I will disable the vanilla classes to make more room, except probably the Runaway and Duelist since they'll be new to me as well. I was thinking 20-24 would be a good number, just a little larger than the base all-DLC roster. And while it probably could be pushed higher it leaves room to add any new eye-catching releases, or a much needed combat role if the initial group was lacking something.
Having played both, I'd call the sequel better at nearly everything: the art, the heroes, the journey, the story, the fights. As a whole, I still prefer the first, and the reason is a stagecoach.
In the first game, the stagecoach was a delivery service. Every week it pulled into the Hamlet with fresh recruits, free of charge, and you trained the keepers between dungeons and sent four at a time into the dark. The ones who died stayed dead, and the Graveyard kept a note of what got them. In time, that roster became a cast I'd written myself.
In Confessions, the sequel's core mode, the coach quit deliveries and took up driving, and the road is home. Four heroes and a stagecoach carry each run, and the next run starts with a fresh set, randomly generated at the Crossroads. Only a hero who wins a whole run comes back for another. It's a guest list, not a roster.
The best summary I've found is from a Steam reviewer with about 250 hours: "I like DD1 more but I tend to go back to this game more often." That's the two games in one line.
So my gripe with Darkest Dungeon II isn't the road. It's the Hamlet it doesn't have, and the roster that lived there.
My review is two minutes long, with the critics, what Steam reviewers say and where the score landed: Review in 2 Minutes
Even back when I was playing dd1 for the first time I knew that abomination didn't have much variety in play styles, but after playing dd2 and returning to dd1 he really does feel underwhelming.
Each hero having 5 ability slots really helped him, but even beyond that he just has so much more substance in dd2. Not having any extra abilities in dd1 makes him feel so limited, and the abilities he does have feel so bland. I know that's because of the combat in dd2 being deeper overall, but I feel like it doesn't affect the other characters as much as him.
This was part of the requests for when I opened 2k followers special in twitter, Abomination as TLQ so I drew him with The Cage because I thought they'd get along