Let's Sperg Darkest Dungeon Let's Sperg: Part 2 - A Quest of Autism and Lovecraftian Horror

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Only in this case it's discovering a programming fuck-up.



No way. I've played this one straight from the start and I'm not about to undo all that now.


Remember the salt I had when I did a mission for a specific trinket (Blasphemous Vial) and the game told me to go fuck myself and didn't give it to me after the mission?
 
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Kiwis can't be killed, only delayed. We're like the fucking T-1000.

So true. And in fact, let's get right on that.

Our team of @RJ MacReady, @alex_theman, @Ruin, and @Burned Man are headed to the warrens. Something stirs.

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The spasmodically squirming, braying, and snorting half-corpses were heaped each upon the other, until at least I was rid of them. The warrens had become a landfill of snout and hoof, gristle and bone - a mountainous, twitching mass of misshapen flesh, fusing itself together in the darkness.

The Flesh has arisen one last time and must be destroyed.

The team deploys straightforwardly, meandering its way through the tunnels. One really, really nice thing about the Warrens is that compared to the clusterfuck tunnels of the Cove and the winding paths of the Weald, the design of the Warrens encourages player choice and a good use of resources.

Early last mission, an encounter with a Gnasher gave Burned Man an unexpected boon:

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Kiwis, make a note that if you're going to try to abuse Rabies, you're going to pay a price. Because the character's immune system is already compromised, they'll gain additional infections easier and they can have up to three. Nasty stuff. The wrong combinations can and will fuck with you.

Suffice to say, the team was already pounding their way through matters; Burned Man got infected with the Worries again very early on because of his compromised immune system and this meant he built tons of stress like crazy. The Worries may be the most indirectly dangerous infection in the game, giving the player +30% stress. It fucking sucks.

But all is not lost.

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That night at the campfire, The team agrees to let Burned Man show his true face. It's a terrible sight to be sure, but the group accepts him nonetheless, heavily reducing his stress. MacReady then performs some dog therapy and the team is essentially stress free afterwards. Finally, Alex uses some of her leeches and cures Burned Man's illnesses. Refreshed, rearmed, and ready for anything, the team returns to the fray.

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More enemies are encountered in numbers, and they pose us with an annoying blockade. Thankfully the team is undeterred and fights onwards, hammering their way past.

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Not without risk though; the team has to hammer these fools with everything they've got, stunning them and taking them out one by one. Ruin meanwhile patches the team up and Mac takes down targets of opportunity.

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Finally the group encounters this monster. With over 200 HP and a ferocious number of attacks, this fight is essentially unchanged, but has the ability of all Champion Bosses to violate turn order when the game decides it's allowed to.

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MacReady carries this fight. His doggo has one purpose in this battle; make everything bleed. Cause all the bleed procs. Every round, Hound's Harry. Forever.

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But this fight is hard - if not impossible - to make go faster; none of the boss bodyparts in-range turn into hearts (the only part that doesn't have mega-high PROT) and even Burned Man's immene strength can't crack it. Marking doesn't help because the thing sheds marks when it changes.

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A desperate holding action takes place: The team buying time for the bleed and blight from Alex and Mac to take effect. They wear the creature down, Ruin doing her part to patch everyone up, and the team digs deeper and deeper into the boss's mountain of HP.

Finally, the beast has one part turn into a heart.

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Burned Man connects with his Greatsword, deals over 50 damage in a single blow, and the boss dies quicker than DarkSydePhil.

Another Champion Boss lies dead, and this one dropped a truly fantastic treasure: The Heart of the Flesh. It gives +35% bleed resist, +15% HP, and no downsides whatsoever.

Four bosses remain.
 
You got better.

It took some time, but the new and improved gang's back together:

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Team AWMA rides again. @AnOminous, @Meowthkip, @A Random, and @Wallace are on a long journey of self-mastery. They will get stronger; they will recover, and they will introduce their opposition to the ground. This time, with uniforms and significantly boosted gear and tactical options. What happened last time will never be allowed to repeat. But let's get right the fuck into it and discuss how much better this team is than its predecessor, despite a lack of perks:

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Right out the gate, this team has more flexibility: Bleed, Blight, Marking, Stuns, Tanking, Heals. The only thing this team desperately needs is a Commander's Seal for AnOminous, and I get the feeling one will show itself eventually. Wallace is particularly utilitarian; he lacks Lolwut's damage but he makes up for it with a variety of tactical options. Blinding enemies with POCKET SAND is just the start.

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Meowthkip 1.0 was an Antiquarian: A versatile hero whose main job is support and financial assistance. Antiquarians are weak in a fight but can make everyone else a lot more dangerous. Meowthkip 2.0 is a Grave Robber. Focused on ranged damage, she can do good damage, hit multiple foes, and she has Shadow Fade if she somehow winds up in the front rows to do good damage and make her return to the back where she belongs. The damage improvement over her previous setup is almost 150%; the kill ratio of the squad has fucking skyrocketed. More on that in a moment.

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AnOminous is basically the same, but has swapped out Morale Boost for Holy Lance. Holy Lance is a back-row attack that's only useful if he gets pushed to the back line; it allows him to move up one square and hit any enemy square at the same time with a fairly-solid attack that gains a damage bonus against Unholy critters, just like his Smite attack. He also has Zealous Persecution, because sometimes you wanna whip out a damaging shitpost. This blend makes AnOminous more focused on offense when a smattering of heals when required; he's lost stress healing but with this team, enemies don't survive long enough to do heavy stress.

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Random is basically the same as ever, with a strong focus on ranged damage. Her moves, too, have been changed up though: I ripped out Bolas Shot in favor of Blindfire, which gives her a bit more utility; she can take a potshot that will boost her speed and hits a random enemy space (targetting standing enemies first). If an enemy's not marked yet, she needs to target the front rank, or if she needs the buff, this skill helps a lot. She also has the Medic's Greaves, to boost her healing power.

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Our team managed to bring back a shitload of treasure this run. Almost enough to pay for an entire squad's upgrades.

The most devastating advantage of this team, however, is its combination strike. What's that? A boss or tough enemy is in the way?

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Wallace can lead off by marking it and ripping its PROT off.

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Meowthkip's daggers get bonus damage and criticals from Marks.

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So do Random's Arrows.

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So does Wallace's Axe Strike.

Normally, AnOminous wouldn't gain any damage bonus against marks, but with Brigand Vvulf's Trophy Trinket, he does. Because of this, we now have a dedicated marking party without actually having one that also happens to have secondary effects.

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When the situation calls for it, the team also has every status effect. Meowthkip has these nasty little throwing darts that have a very high Blight Chance and equally-terrifying Blight Damage (Capping at 5/round - second only to the Plague Doctor!), but only targets one enemy. Similarly, Wallace has a strong Bleed but it only can hit the back two ranks. We also have a two stuns (Shadow Fade and Flashbang).

So this team has:

Two low-mid-tier healers (AnOminous and Random)
Two characters with Stuns (Wallace and Meowthkip)
Three characters with multitarget attacks (AnOminous, Random, and Meowthkip)
Two characters with Status Effects (Wallace and Meowthkip)
Four members who benefit from Marks

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This encounter is normally pretty dangerous, but it's cake for this party. Mark the Swinetaur, and the team kills it in a round and a half of sustained attacks.

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Now for the best part: This team just pulled off a Veteran Dungeon at level 2 average.

I like bein' a grave robber, eyyyyy lmao.
 
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As of today, the teams are starting to really come into their own. Team AWMA's revenge will need to wait a bit longer but several of the team have gotten some outstanding quirks, including @Wallace getting both Natural Swing and Tough, and @AnOminous getting Slugger and Unholy Hater once more. This has essentially pushed AnOminous into doing roughly as much damage as Jaimas. Better still, I found a Commander's Orders for him, so now he's actually a competent healer as well.

Quirk gaining for @A Random has been slower but she got Warrior of Light recently, which has helped pushed her damage output ever-closer to @Cosmos' level. So far the only slacker as far as Quirk gain goes has been Meowthkip, who has steadfastly refused to learn any useful quirk other than the one I initially locked in (Steady).

There are a few points of issue. @Varg Did Nothing Wrong, while strong, has only just now learned a useful quirk (Deadly), and it wasn't exactly a top-tier choice. He desperately needs additional quirks. This is true of the rest of his team except @Randall Fragg who had all of his by the time he was Veteran Rank. @KidKitty only recently gained a quirk worth locking in (Resilient), and Techpriest has relatively few solid quirks as well. I am hoping this eventuates soon enough and will be sending this team out to do some level-grinding before I send them after the next boss.

More as it develops.
 
>I don't have any solid quirks
>Still insanely good healer

I'm ok with this.
 
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Let's go over a few of the chars in progress!

Let's do dis.

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@Ambivalenz is one of our army's strongest healers. Eagle Eye and Warrior of Light let her hit comparatively hard from afar, and her combination of Trinkets gives her solid offense potential. Love Interest and Witness do not interact and basically are a pair of harmless quirks because by this point, the brothel (where she meets her boyfriend, presumably) is always open.

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@Cynical just went in for Quirk therapy to get Slugger permanently installed. Prior to this, she had no quirks of note whatsoever. Because Cynical is an Antiquarian, she's not as combat-required as other characters, since 90% of her role on the force chart is status effects. Nervous Stab is a decent attack though, and Slugger buffs that. Hopefully she'll gain more as we go.

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@CasualSeppuku is a frontliner, with a good balance of damage output and range. She backs Varg up and the pair make for a pretty goddamned good team. Photomania and Quick Reflexes mean she's resistant to stress damage if you keep light high and she's faster than most. Good stuff. I keep hoping she'll get a good third quirk.

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Wrapping up party 1, @Ravelord is a beast in close-combat. He has stunning, riposting, buffing, and smashing things with his mace, all in one character. On Guard and Quick Reflexes mean that for a character who's so fucking durable, he's remarkably agile, often outrunning other heacies and even his own party. First round, he will go first if Casual doesn't.

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The bad boy of the occultist class, @c-no hangs tough. His high close-combat damage and strong offensive skills make him capable of crushing smaller opponents or finishing weaker opponents off. Woe betide the foolish foe who drags him closer, for he will stab them in the face. With quirks and trinkets that boost damage and anti-Eldritch damage, he's one of the team's premiere heavy hitters and has gotten the group through encounter after encounter.

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The ever-mysterious @Shuu Iwamine represents the best in close-combat medicine. In addition to plague grenades and brutal stuns, she also happens to pack damned solid close-combat damage via incision, and the combination of Bleed Herbs and her Blasphemous Vial means she gains huge bonuses with every single status effect. Do not piss off the beaky doctor, for her skills are to be feared.

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Alongside Jaimas, @Ol'_Slag represents the first member of the team ever recruited. Fast, mobile, and hard to hit, he has exceptional damage and works perfectly alongside the others in his squad. His main weakness is a reliance on a Sun Ring; this item is highly in demand and we constantly rotate them through the squad.

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Leader of Team #2, Jaimas is the strongest hitter we had until he was dethroned by the other heavies. He's still pretty boss, with high damage, stuns, and decent defense to round out the lot. His main downside is his sluggish speed, which is typical of Crusaders. Literally the first party member we had, he's managed to survive out here largely unchecked.

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His photo is out of date; he now wears red to match his squad. @Techpriest is the best healer we have, solely due to Trinket choices; Junia's Head and a Book of Sanity make him pretty goddamned good at keeping his teammates in the fight, even as things threaten to go tits-up. In addition to his various healing abilities, he can mark foes (which isn't really useful) and weaken their attacks (which is). Techpriest's perks have come in slowly, but efficiently, and On Guard was a great one to lock in for him. We'll see what happens as time goes on.

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Another plague doctor who I'm going over options for, @NotAKitty serves as a moderating force for her team. Limited quirks so far but we'll see what happens. She fills in for Alex, who transferred to party 4. Kitty serves as a kind of intermediary between the rapid destruction of Shuu and the protracted man-fighting of Alex.

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@Randall Fragg is arguably my strongest character. Maxed out (and fantastic) Quirks, good gear, he just needs some additional upgrades and then he will break the face of anyone put in front of him. Chain whips and blight sprays for dealing with enemies who need debuffs; then demon form and tearing anyone surviving to ribbons. Good stuff!

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@Varg Did Nothing Wrong is probably my most difficult character. He's fantastic in combat, and he's killed bosses, monsters, and more. He tanks for the squad to keep them alive, he hits hard, and he has killed every version of Greta and Phil presented to us. However, he's not locked in a single quirk so far. The only one he's gotten remotely good is Deadly, which isn't especially great on a Man-At-Arms. The leader of Team 3, we'll need to see what happens as we proced forward. Also his screaming at people needs to be improved.

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@RJ MacReady is the back row of Team 4, and has only one good quirk of note so far. Still, he's quite useful and he tends to be extremely handy due to his raw staying power, speed, and ability to disarm traps. Quickdraw means he often gets off that critical first strike that lets him feed his doggo a biscuit and then tear an enemy in half. I'm hoping he gets Unerring as we move forward.

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Shuu's understudy, @alex_theman has moved around a lot in her career. Originally part of Team 3, she had issues fitting in there, not because she was a bad character but because nobody needed her powerful psychotropic drugs and tonics. Moving ahead, sticking her in Team 4 was a magnificent change, not only allowing love to bloom but giving her an area where there's a character who actively benefits from her insane damage buffing and potions. She turns a solid blow into a strong one, and can turn Ruin, MacReady, or Burned Man into fuck-mothering death machines.

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"Frontline Vestal" is the kind of thing that sounds like an oxymoron. @Ruin has moderate HP, poor evasion, and limited combat options up close. Why put her there? Because she's so good at it. Profane Scroll lets her still heal using Divine Comfort, her mace does solid damage, Illumination lets her buff the light level and weaken enemies, and Hand of Light lets her fucking cripple enemy attack power. Hit someone twice with it, and they'll struggle to break into double-digits against most of this party. Her Feather charm keeps her light on her feet. God save the Hamlet? No, God save your ass.

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@Burned Man is the bane of all that is blighted and profane, yet his leprosy-scarred body is hideous to behold. After all the bloodshed, the chaos, the friends we've lost along the way, he stand here at the gates of hell itself, and here he stop the carnage. Because today, there will not be any death. Today, there will not be any sadness. Today, there will be no mourning, no terror, no fleeing. Because on this day there is but one noise, drifting through the air and into his diseased body's ears through its mask of brass.

And it is rain in the forest
.
 
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I haven't forgotten you, Kiwis. Fear not.

Put on some fitting music, and I hope to have the next chapter up in a day or so.

 
We got a content patch, Kiwis.

There's new champion monsters added to every dungeon, as well as the new Radiant and Stygian modes.

Here's the full breakdown of big changes:

1. Never Again Changed: Heroes are now allowed to return to the Darkest Dungeon. However, they will undergo significant stress upon doing so, and are more likely to become afflicted instead of virtuous when in the Darkest Dungeon.

2. More Power Leveling flexibility: Heroes of up to Level 4 may enter Novice dungeons. Any hero may enter a Veteran or Champion dungeon. This will help get team AWMA back to the fray.

3. Stage Coach can now be upgraded to allow the appearance of new recruits starting at up to Level 4. Increased chance of upgraded recruits appearing. Reduced cost of Upgraded Recruits upgrades. This helps us little since we've already got all the upgrades but the increased chance of veterans is nice.

Let's talk new monsters:

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This is the Virago, a Plague Doctor reborn through the experiments of the Hag. Once an agent against the blight, now focused on spreading it.

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Next we have the Skiver, which is a murderous porcine javelineer with slowing throwing spears.
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The Ghast is a madness-inducing undead in the cove.


More as we come across them, Kiwis.
 
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So whilst team AWMA is undergoing therapy and disease treatments, some expeditions we've run have turned up some startling revelations.

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@Burned Man's team proceeds into the depths and immediately you see a big change in the ruins; the layout is now much more twisted and labyrinthine. Tunnels swivel, dart to and fro, and turn into switchbacks.

Wait, what's this?!

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The Bone Bearer is a new and terrifying threat you must face in the depths. A former officer (and clearly an undead Crusader besides), this fiend comes equipped with a battle standard. He rarely attacks directly, but gives a sizable attack buff to everyone in his unit just by being present. This is my first encounter with this new threat, so it's a learning experience for all of us, Kiwis.

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Left to his devices, the Bone Bearer will blow a bugle and bestow even more offensive buffs on his teammates; these are roughly as strong as @alex_theman's Invigorating Vapors. As such, he's a nasty piece of work; if he buffs a Bone Arbalest, Spearman, or General I could see this shit getting bad in a hurry.

He doesn't seem to have any real attacks. Despite this, he has one advantage you are going to want to make him the first target for.

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If one of his buddies goes down - and they leave a corpse - this mothefucker will immediately reanimate them. Back up, full hit points. The only way to avoid this is to pulverize the body so they leave no remains (critical hit, kill an enemy with a corpse-destroying attack like Purge or Daemon's Pull) or kill them with Bleed/Blight.

The dude has some creepy effects, too. All of his attacks carry this unearthly blue glow and his banner looks around eerily mid-fight.

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Thankfully, @RJ MacReady is having none of this shit.

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Props got a face-lift too. That's pretty.

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Some things never change.

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Really never change, as the lovely @Ruin soon displays.

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They fixed the audio bug with Gargoyles. Their claw attacks no longer cut out the sound.

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Back in town, much of the team has recovered nicely, and Random has shown she has a talent for the dice.

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A second trip to the dungeons later, and I find this fucking thing: A treasure worth over 5,000 fucking gold!

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Another new feature: With the death of Brigand Vvulf, his Raiders have begun to expand into the nearby ruins and joined up with the existing Bandit groups. End of one problem, beginning of another.

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The amount of money I just took home from a Medium-duration mission that took me less than 10 minutes brings in almost 40,000 gold - enough to finance everyone's upgrades to level 5 weapons and armor, and upgrade a number of staff to better gear. Things are looking up as team AWMA prepares for another leveling run.
 
Question @Jaimas. Are you gonna try the legendary strats on the final boss? You know, the one that allows no sacrifices but needs a critical to work.
 
Question @Jaimas. Are you gonna try the legendary strats on the final boss? You know, the one that allows no sacrifices but needs a critical to work.

I had actually been intending to, using @Shuu Iwamine, @alex_theman, and @NotAKitty backed with @Burned Man, but then Mark Boyd and the mother of all glitches happened and fucked up a heretofore perfect run.

Interestingly, there is the possibility that I get an event that lets me bring one of the original team AWMA back from the dead. Not quite sure who's getting the revival stick if that happens.
 
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