Opinions on Darkest Dungeon?

The Madman

New member
Dec 7, 2007
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bartholen said:
Well, went ahead and bought it anyway. And after less than 2 hours of total playtime I've already decided to scrap my save and start from scratch. These first impressions were NOT GOOD. What the game decided to not mention or leave to note was that (seemingly) all provisions bought at the beginning of a run simply disappear into thin air for some mysterious reason. Once I got into the dungeons, characters' stress kept building up for no apparent reason, leading to constant resolve tests, resulting in negative quirks, resulting in uncontrollable characters, resulting in more stress, resulting in more negative quirks etc. etc. I'd heard the game was RNG heavy but fuck me, if less than 2 hours in I'm already feeling like I'm being screwed over by things I have no control over, something has gone wrong.

Just came here to rant a little before starting a new save. Now diving back in and hoping I don't get the shitty end of the stick this time.
-Supplies don't vanish after being purchased, don't know what your problem is here. They should stick with you for the entire dungeon until used and you'll even receive a small reimbursement at the end if you never use them.

-Stress while walking around is reduced by brighter torchlight. Your heroes also get extra stress while backtracking.

-Heroes like the Crusader and Jester can mitigate stress during dungeon runs with their abilities as can numerous camping abilities. If you're 2 hours in and already have had a number of resolve tests then you are either spectacularly unlucky or not using these abilities properly.

-There's no real reason to start over. Even if you were to fail every dungeon run in a row and lose all your hero, replacements are free and you can still take advantage of town upgrades to make things a bit easier early on.

Sorry to hear you haven't been enjoying the game. Hopefully that will change.
 

bartholen_v1legacy

A dyslexic man walks into a bra.
Jan 24, 2009
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Well that went well. I played for less than half an hour and already got fucked over. Again. No later than on my second dungeon run in the new save did one of my characters IMMEDIATELY take like 30 stress for tripping over a trap, then continue to build up stress at triple the rate of other characters (for no apparent reason, he had no quirks or attributes that could have signaled me about this), refused orders by like the 3rd room, and eventually the whole travesty culminated in 2 of my characters dying as one enemy laid a huge crit on my tank, and so on and so forth.

This second impression, like the first, was NOT GOOD. I feel like the game is screwing me over with things it doesn't even tell me about. At least in X-COM the RNG was mostly focused on one thing (accuracy), but here it seems to be everywhere.
 

MHR

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Apr 3, 2010
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bartholen said:
Well that went well. I played for less than half an hour and already got fucked over. Again.
I don't know what to tell ya. Either you've been screwing up spectacularly or you're one of the unluckiest persons alive. Lvl 1 ruins runs are practically supposed to be freebie tutorials. It takes a special kind of situation to foul up that badly.

In none of my early runs has anything close to what you're describing occurred.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
13,769
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bartholen said:
...refused orders by like the 3rd room...
Jesus dude, how are you accumulating stress that fast?

I would struggle to have a hero be refusing order by the 3rd room if I intentionally tried to make it happen.

Have you been sitting in fights letting enemy spellcasters repeatedly hit you with stress attack? Because that's the only way I can conceive of anyone screwing up that badly and that quickly.
 

meiam

Elite Member
Dec 9, 2010
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Few things for stress, it accumulate if you don't kill the last enemy in time and stress doesn't reset after an adventure so it carry over.

For supply, no need to get too much, for a short dungeon go for 8 food, 12 torch one shovel and one key and that's it.

The stuff you find around in dungeon have multiple possible outcome that can be mitigated by item. Here its your decision if you want to look up what those are on the wiki or if you want to learn it as you play, but some outcome and item needed to cancel the bad one are pretty random.

You can always run away from a dungeon, you don't lose much. If your party wipe the biggest problem is you lose all trinket

I'll put a few more tips below this, but be aware that once you figure out how to play the game it become extremely easy and repetitive, so looking at "advanced player tips" can ruin and make the game extremely boring and grindy, so proceed at your own risk.



Hero are completely expandable, you can throw them to the grinder and just grab a bunch of new one, especially now that they've severely reduce the amount of exp you need to level up, a level 5-6 hero is really nothing special.

With that in mind, here's the best way to play for early and mid game: At first just repetedly hire hero, throw that at a dungeon with no supply and equipment and just make sure they come back, don't worry too much about clearing the dungeon. Once there stress is too high, fire them all and reset, only keep the hero that randomly get good quirk and don't get and lock bad one (so locking a bad quirk like "can't meditate in town" is good cause it means there not gonne lock something like -5 Acc). At first focus on upgrading the coach so you can get more new meat and can hold more hero, you wanna get Vestal so whenever one show up hire her.

Slowly build some good hero while running and firing level 0-1, once you get 8 good hero at level 2 what you start doing is deck them out with good stuff and bring some food, shovel and key and go into medium/long dungeon (don't bring any torch you wanna do dark run). Here you don't want to clear the dungeon, the goal is to fill up your inventory with stuff to bring back (good stuff, not bandage and the like) and then once its full camp once or twice and reduce there stress as much as possible and then abandon the dungeon. By abandoning they don't level up meaning you can just rotate between two team, one goes in and clear while the other one get treated/reduce stress in town. Once those two team have good trinket and equipment/ability level the dungeon become a breeze, you can even go in without a healer for even faster run, make sure you bring some scout trinket to get the treasure room.

At that point the game become extremely repetitive and boring, but if you do clear dungeon and let the hero level up, the game punish you hard for it since a group of level 3 hero is undergear/leveled for level 3-4 dungeon. So its better to just keep accumulating trinket and leveling up the town so that once you decide to push further you have the good stuff already. This is even worse for 5-6 dungeon because your hero will level up far faster than you can accumulate gold and level the town, so you have level 5 hero with level 2-3 gear and ability level.

Overall its a fun game with solid core mechanic and art, but the execution is extremely flawed and I think they screwed up the balance. If I didn't know anything I'd say it needed another 3-6 month of development time, but I don't think that would help since there last few balance patch really didn't help. Reducing the hero exp needed to level up ironically made the game much harder which in turn made safe grindy strategy much better.