Curious is the trap maker's art. His efficacy unwitnessed by his Darkest Dungeon thread
Curious is the trap maker's art. His efficacy unwitnessed by his Darkest Dungeon thread
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>tfw no one plays DD anymore
I occasionally do. There are even some interesting mods here and there.
There's only character mods? even then most of then either don't fit with the theme or are stupid OP
WHERE THE FUCK IS MY DD2? JESUS CHRIST JUST SHOW ME ONE FUCKING THING
I play it off and on. Never beat it though. Crimson Court also sucks dick which is a shame. Nobody likes managing a dumb curse on top of having bugs spawn in your regular dungeons to pozz you. What the fuck were they thinking? They couldnt make it, idk, fun?
>cyclical end
that is a not recommend
Waited until this came out on the Switch, and it was fucking perfect. Never enabled the Crimson Court or w/e the fuck its called
I've beaten the base game but CC is such a pain I couldn't be bothered
I’m on week 39 on the Switch and I just lost a level 4 leper to stress, time to quit for a week and come back again
That's my main problem with it. It's just tedious and the "rewards" aren't really worth it either. A few CC trinkets are pretty good but overall they're very shitty
>Enemies with several moves per round, to make debuffs not useful
>Enemies that can just hit anything from any rank, to make move attacks not useful
>Come up with some nice game mechanics so combat isn't an unoriginal shit slog, and then effectively just delete all these mechanics in the name of 'difficulty' over the course of the game
why does everyone do this
>>Enemies that can just hit anything from any rank, to make move attacks not useful
Holy shit, this. Fuck this part in particular. This is what made me keep my Bounty chad as a staple to span stun nades.
Best way to enjoy DD is main game + Color of Madness until you're done and then try to dunk on CC after.
Well I mean you also got huge overhaul mods too. You got skins, new characters, trinkets all kinds of stuff. Well and I'd say there are a lot of characters that do fit the theme. The Wretch for example is not so old and fits nicely.
Then you didn't play much or else you would know that managing that curse is actually fairly easy. You just need to get the vintner building basically and manage your time well so you don't kill a crimson court boss too early or too late.
I like it to be honest. It gave the game a sense of urgency, before you basically had all the time in the world.
>huge overhaul mods
like what? You have my interest. The main game is getting a bit stale
You're meant to play on equal grounds. Naturally there are several enemies where certain strategies do not work so well.
ok I'll go back to just attacking and healing like a retard because the game rewards me for it. quality jrpg-tier combat there
NOOOOOOOOO NOT MY HEKIN WILBURINO
Are you okay?
There is that japanese one I really liked.
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The rescuer released two days ago and fits the theme.
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And personally you should really try out the reworked fawn mod from Muscarine. It not only adds the Fawn as a hero but it also gives you a very nasty surprise in the warrens.
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absolutely cringe
That could be said for every turn based rpg game. If you want to play it the safe way there is nobody stopping you from doing so. Bear in mind however that this can fail too.
If the Occultist forgets all about skullmagic or the vestal heals are not enough it can still wipe your party.
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Neat. thank you user. I will definitely check theses out
Wait, couldnt he have attacked with the healer?
Why? It has some really interesting moments. The mod is set in mythological japan of course.
The Umibozu was a very challenging boss for example.
He could have used illumination if it would hit he would have won the battle, however he would've not been able to escape the skeletons in that case.
I think but with the moves on his vestal it may miss or he can't hit him.
Which one is your favorite Profligate?
what? I just wanted to use fruity tactics that the game has available on nearly all characters and that work at the start, because it's supposed to make it not completely bland.
there's not really much point taking the time to do debuffs or move attacks against low tier enemies that die in 1-2 hits, so that's fine, but a major shortcoming of this stuff. then with bosses, half the time they have 2-4 actions, cutting debuff effectiveness sometimes down to 0.25x-0.5x effectiveness and are just straight up completely immune to move attacks because they have some special layout, so another major shortcoming. I seem to recall a few times you have some rank 1 or rank 4 enemy you knock completely out of position, and then their 'out of position' attack is their strongest attack and blights and shuffles your entire party or something. bit of a mess desu, devs did not do a great job
What is the appeal of this anime shit? I commend the author's artistic abilities and programming skills but those designs are obtrusive and violate the game's unique artstyle.
It's just one of those things about modern mods. People actually WANT cute stupid shit. usually for the memes
But that’s not Shitdol
>lost my lvl 6 vestal that i've had since the start of the game
>haven't gone back in weeks
i'm still upset
I find the japan obsession quite embarrassing
They fit the game, in a very morbid kind of way. They all are part of some kind of perversion. The fawn for example is similar to the swine in the warrens. A failed experiment by crossing a human and a fawn.
That "thing" is obviously in pain and the more you think about it, the more painful it becomes to think about it. It has little to do with anime but more about deep rooted fear in perverted fetishes.
Depends entirely on the Boss. The brigand cannon requires a lot of movement displacement, if you have hard hitting melee fighters.
Same with that crocodile monster in Crimson Curse.
Debuffs are very useful, its true that a boss usually have multiple turns or else it would be too easy. But he usually doesn't use up all his turns in one go. So if you have a very fast character that can apply good debuffs, you can use him and if your team is generally fast enough, it can use those debuffs in its full potential.
Well and I mean considering that bleed and blight stacks you can make strategies based on that instead, turning those multiple turns against the bosses. Ever tried using the houndmaster with his aoe attack against the swine flesh for example? Its like pressing the delete button on it.
haha filtered
this is legitimately one of the greatest games of the past 10 years but only if you don't install crimson court or colour of madness
>look up old tier lists
>they don't apply anymore because of nerfs and rebalancing
Everyone used to suck Flagellant's dick and this motherfucker is trash now.
Its a complete overhaul, they did put a lot of effort into it. Its not "anime" you will find there but monsters from japanese folklore.
If you want something more "homey" I can recommend this one
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it features a prophet that slowly turns the peasantry against you and you have to stop him eventually.
stop being mean to me
obviously there are times when moves and debuffs are great and just break fights. that's bad too.
regarding the multiple actions enemies though, if I'm going to use up a character action to give you -13% dodge or whatever, it had better be for long enough for it to matter (if it hits lol). they could've quite easily made it so multiple actions in a turn doesn't tick down debuffs for each action unless they're attack debuffs.
>bleed and blight
I have no issue with how good these are, they fit quite well and are even not-trash against enemies that die fast
>turning those multiple turns against the bosses
they don't take more damage, it just comes faster
I just like it
still reeks of weeb, inserting japan where it's inappropriate. the one you linked looks less cringe, but I'm still asking myself as always with mods that add new content - just why? if you want to do something creative, why do it as some kind of strange out of place add-on to someone else's videogame?
>Far left
soul
>Left
soulless
>Right
soulless
>Far right
soulless
>obviously there are times when moves and debuffs are great and just break fights. that's bad too.
They don't necessarily break fights either. Its a valid strategy that can work out well but that can be said for any strategy.
>regarding the multiple actions enemies though, if I'm going to use up a character action to give you -13% dodge or whatever, it had better be for long enough for it to matter (if it hits lol). they could've quite easily made it so multiple actions in a turn doesn't tick down debuffs for each action unless they're attack debuffs.
Don't you think that would make debuffs in essence way too OP? Then you don't have to use anything else any longer. You're meant to change up your strategy occasionally, fitting to the situation you find yourself in.
>they don't take more damage, it just comes faster
So in other words killing them faster? So exactly what you want?
Because it's hard to make your own videogame and get people to care about your nonsense. Way easier to piggyback.
It’s one thing to replace the art style with anime looking characters, it’s even worse when you mix it in with eachother
The clashing artwork would drive me nuts.
>Don't you think that would make debuffs in essence way too OP?
no. they should be balanced to use against an enemy with 1 action per round, and they should also be balanced to use against an enemy with 4 actions per round. with its current implementation it cannot be both
>You're meant to change up your strategy occasionally, fitting to the situation you find yourself in.
I just see very little purpose for a lot of the moves. they give you all these options and make them part of the character's flavour, and then will I use up my turn to do a -90% damage pull/push 2 attack? it might fail, and it might be pointless anyway because of retarded enemy movesets. nah I'll just hit or blight or stun instead because it's good all the time, there's no reason not to
>still reeks of weeb, inserting japan where it's inappropriate.
It is explained in the game why they arrived in the hamlet so it fits and it even changes the map to include a small oriental ship.
Of course its doubtful that the heir really has the time to take a trip to japan just for some trinkets. But the beauty of mods lies within new or sometimes exotic experiences. So it does give the game a breath of fresh air in my opinion.
All monsters are unique, the dungeon itself is unique, the bosses are unique. I'd even say its easily better than the last official dlc.
>just why? if you want to do something creative, why do it as some kind of strange out of place add-on to someone else's videogame?
It adds more content, that might be good to an already good game. What is there not to like? The iridescent whisperer is even fitting to the lore. He's essentially just the fulminating prophet before he went insane.
>many fall in the face of chaos
>but not this one
>not today
What do you have against CoM? It's mostly self contained and doesn't fuck with your base game aside from a random boss invade now and then.
>no. they should be balanced to use against an enemy with 1 action per round, and they should also be balanced to use against an enemy with 4 actions per round. with its current implementation it cannot be both
Well a boss with 4 actions per round is usually very weak towards bleed or blight or both. So there really is no reason to not change your strategy. Expecting debuffs to always work against every enemy is just childish.
>there's no reason not to
Depends again entirely on the boss you're fighting against. Like the necromancer for example. You may find it unnecessary to kill each and every skeleton he summons. So you decide to push away the small fries to chop up the necromancer instead. Sometimes even regular small enemies can be very dangerous if not pulled closer or pushed away. That rapier wielding vampire with his skewer attack comes to mind. So if you got a bounty hunter with his hook equipped, he might not be very useful against the next boss you happen to fight against but he will certainly get rid of skewering vampires for you.
Wish he sounded more commanding when he says it. It’s the single most hype line in the game.
>childish
we're arguing about videogames mate. all we're talking about is how to make gud game. I'm just saying they appear often to have taken the japshit way out by making fights harder by making interesting plays straight up shit, instead of a little less good sometimes maybe
>Expecting debuffs to always work against every enemy
there's already a debuffs resistance, which is I think how they intended to make debuffs less good sometimes. I think dividing their durations into tiny chunks when adding extra enemy actions is unintentional and just dev incompetence, if I had to guess
looking at the wiki now, I see they had to add mark to the bounty hunter hook thing because it clearly wasn't good enough before aka I'm right, which reminds me that mark target also gets ruined by multiple action enemies
the art style and general atmosphere of both DLCs is corny as fuck compared to the original game and doesn't mesh well at all. the DLC boss invades are also lame as fuck.
the tone and general difficulty curve of the vanilla game is fucking perfect without CC and CoM added. it's all perfectly cohesive, a complete package.
I thought the style of cc was ok
I disagree on CoM. I think it fits perfectly although it looks a little TOO much behind the curtain with "lol eldritch horrors" but base game itself does that by the end anyway.
CC is okay as a POST GAME but too many people launching the game with it enabled got fucking BODIED and it adds an unnecessary layer of complexity and challenge for new players.
>we're arguing about videogames mate. all we're talking about is how to make gud game. I'm just saying they appear often to have taken the japshit way out by making fights harder by making interesting plays straight up shit, instead of a little less good sometimes maybe
Alright, then tell me. If debuffs would work the way you intend them to work. Why should I consider ever switching strategies?
>there's already a debuffs resistance, which is I think how they intended to make debuffs less good sometimes. I think dividing their durations into tiny chunks when adding extra enemy actions is unintentional and just dev incompetence, if I had to guess
Or just a good way to nerf debuffs so they don't get completely out of control, rendering every encounter too easy.
>looking at the wiki now, I see they had to add mark to the bounty hunter hook thing because it clearly wasn't good enough before aka I'm right, which reminds me that mark target also gets ruined by multiple action enemies
They added the mark to the hook, because there is good synergy within his skills. Problem is he has a separate "mark" skill from his hook skill. So if you would hook an enemy, pulling him closer, you'd have to mark him in another turn and that is what many people probably did before.
Generally speaking though, it doesn't take much of a genius to figure out that "multiple action enemies" are really damn weak against strategies involving blight or bleed or even stuns sometimes.
What this means for you as a player, is to figure out that debuffs may not be the way to go. Or rather, if you got a fast team you could still make it work but just like skeletons having 200% bleed resistance its just not worth it to try and kill them via bleeding.
Based and lovecraftian
>REEEEEEE MUH MULTIPLE USE FINALE
>REEEEEEE MUH WHATEVER THE FUCK ELSE
Get over it. The game is easier today than it ever was.
>MULTIPLE TURN MONSTERS ARE ARTIFICIAL DIFFICULTY REEEEEEEEE
Just use dots. God you're dumb.
What happened to that gypsy mod that had different versions with progressively more gigantic tits and a loli version?