Let's Sperg Darkest Dungeon Let's Sperg: Part 3 - You Maniacs! You got Bloodborne in my Darkest Dungeon!

For Dankmeme Dungeon thread Four.....

  • Keep going with the (the) Kiwi Farms Estate?

    Votes: 22 57.9%
  • Restart, but add the best of the mod classes?

    Votes: 16 42.1%

  • Total voters
    38
Pretty much anything that could stun more than one target is now use-limit restricted. This completely demolishes a lot of setups against certain bosses. The Anti-Stall changes are bullshit and exist solely to enable color of madness. The big problem I have, however, is this:

....They nerfed damage trinkets, including the Martyr's Seal.

You can no longer kill the Heart of Darkness without losing people unless you either mod it out or use exploits.

I'm pretty sure modders are going to come up with some stall mods nearly immediately.
 
Did they remove all the gr power and put it into shadow fade or something? lunge is struggling to kill anything after the update

Also, did anyone thing that the crit rate of both player and the enemy is way higher than before?
 
Did they remove all the gr power and put it into shadow fade or something? lunge is struggling to kill anything after the update

Also, did anyone thing that the crit rate of both player and the enemy is way higher than before?

It is. Crits have been buffed for player and enemy alike.
 
Did they remove all the gr power and put it into shadow fade or something? lunge is struggling to kill anything after the update

Also, did anyone thing that the crit rate of both player and the enemy is way higher than before?

Nah, she still works fine. Lunge and Shadow Fade have improved synergy and after the patch the GR's the only class capable of Stealth. She can basically go into an automatic critical from Shadowfade. Throwing Knife does much more damage to targets already blighted, Poison Darts do more damage (both impact and poison), and so on. General consensus is that she's one of the most buffed classes post COM.

More updates soon, got some missions done.
 
So with the COM update, @AnOminous can party with anyone.

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Here he is with @Bob's Axe, @RJ MacReady, and @c-no.

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The enemies have new arrival graphics and the game loads faster now. It also has much better lighting effects that actually make it easy to check your torch level. Chevaliers are more of a bastard than ever before, but so are the Kiwis, and now the Veteran and Champion monsters aren't quite so strong.

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On the downside, C-No's gotten some nerfings. Abyssal Artillery is a little weaker and Weakening Curse no longer gives its massive -33% Attack cut. However, Weakening Curse now also debuffs PROT, and Abyssal Artillery crits more often, so C-No has become, in essence, a much more supportive character. His crit bonus is a heal buff, too!

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....His healing is still simultaneously the best and worst in the fucking game.

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Aside from a heightened crit rate, RJ is basically untouched, as is his pupper. His crit bonus is a bleed chance boost.

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Marvin Seo has done his usual shit so the Seraph has minor stat tweaks, but is basically the same. Her crit boost is a virtue chance increase.

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AnOminous is way stronger despite his healing getting kicked in the balls. His crit boost is a 20% damage boost.

Meanwhile, at the Courtyard....

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@Gentleburd and Ladyperch, @Existential Crisis, @Rumpled Foreskin, and @Burning Bridge are here to do their own tests.

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The Flagellant was changed a lot and very little all at once. The loss of Row 3 hitting sucks, as does the loss of utility via the limiting of his abilities and exhaust being a permanent debuff for the fight, but he gained more variance and a more reliable non-Redeem heal. Good stuff. Some tweaking is gonna be necessary but he's a damned fine character now. His crit boost is a bleed chance boost.

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Gentleburd and Ladyperch gained a crit chance boost and their crit boost is a speed buff. No other changes here. Humorously, Fierce Cry does not count as a stall move, making it a good minor stress heal. Excelsior.

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The Hellion's is more of a nerf-bat swing. Better crits all around and same asshole tactical movement but her multistun was nerfed into the ground with the same drawback and now a use limit. Her crit boost is a damage boost though and she's still a bruiser.

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Meanwhile in the "We don't have to give a damn" party of @Jaimas, @Bones, @Sable, and @Ruin, the four fierce friends prepare to hunt down and murder the Baron.
 
So with the COM update, @AnOminous can party with anyone.

cBArOK2.jpg


Here he is with @Bob's Axe, @RJ MacReady, and @c-no.

YG0wQRW.jpg


The enemies have new arrival graphics and the game loads faster now. It also has much better lighting effects that actually make it easy to check your torch level. Chevaliers are more of a bastard than ever before, but so are the Kiwis, and now the Veteran and Champion monsters aren't quite so strong.

yQ3oB54.jpg


On the downside, C-No's gotten some nerfings. Abyssal Artillery is a little weaker and Weakening Curse no longer gives its massive -33% Attack cut. However, Weakening Curse now also debuffs PROT, and Abyssal Artillery crits more often, so C-No has become, in essence, a much more supportive character. His crit bonus is a heal buff, too!

zblxKno.jpg


....His healing is still simultaneously the best and worst in the fucking game.

ayO5sfY.jpg


Aside from a heightened crit rate, RJ is basically untouched, as is his pupper. His crit bonus is a bleed chance boost.

cvbOMK3.jpg


Marvin Seo has done his usual shit so the Seraph has minor stat tweaks, but is basically the same. Her crit boost is a virtue chance increase.

LKMwOXU.jpg


AnOminous is way stronger despite his healing getting kicked in the balls. His crit boost is a 20% damage boost.

Meanwhile, at the Courtyard....

4vKKNyL.jpg


@Gentleburd and Ladyperch, @Existential Crisis, @Rumpled Foreskin, and @Burning Bridge are here to do their own tests.

s2zFDwk.jpg


The Flagellant was changed a lot and very little all at once. The loss of Row 3 hitting sucks, as does the loss of utility via the limiting of his abilities and exhaust being a permanent debuff for the fight, but he gained more variance and a more reliable non-Redeem heal. Good stuff. Some tweaking is gonna be necessary but he's a damned fine character now. His crit boost is a bleed chance boost.

OrgGWVo.jpg


Gentleburd and Ladyperch gained a crit chance boost and their crit boost is a speed buff. No other changes here. Humorously, Fierce Cry does not count as a stall move, making it a good minor stress heal. Excelsior.

Z5RuXP5.jpg


The Hellion's is more of a nerf-bat swing. Better crits all around and same asshole tactical movement but her multistun was nerfed into the ground with the same drawback and now a use limit. Her crit boost is a damage boost though and she's still a bruiser.

pfALWBF.jpg


Meanwhile in the "We don't have to give a damn" party of @Jaimas, @Bones, @Sable, and @Ruin, the four fierce friends prepare to hunt down and murder the Baron.
Best and worst healer. That's as incomprehensible as an outer god. I just wonder how long before I either die, become a mansquito bloodsuckers, or actually kill a final boss.
 
  • Agree
Reactions: Jaimas
You didn't mention any changes to the PD even though there was one in that party, so I'm guessing it's still the same?
 
  • Like
Reactions: Jaimas
You didn't mention any changes to the PD even though there was one in that party, so I'm guessing it's still the same?

She was both buffed and nerfed. A lot was clearly done to prevent the Almighty Crit tactic (to kill the Heart of Darkness without losing anyone, because god forbid players circumvent what is easily the single worst part of this entire game two years after it became a thing); she gets only two uses of Vapors but they last all fight, which is generally an improvement, but she can no longer give as big a buff or sustain it, which is a nerf.

Like all stun effects with multiple rows (except Omen Seeker's middle-row flare, for some reason), Blinding Gas now has limited uses (three, in this case). This completely fucks the tactic of using a PD to lock down the Swine King. It's a flat-out nerf.
 
A number of buffs that got limited to 1-2 per battle now last all battle, such as the Plague Doctor's combat drugs. I guess to prevent people from stacking them to the sky and then cutting loose.

Edit: And Jaimas literally just said that. Dear God, I need to start reading the thread more carefully before I post.

The crit rate change is definitely something to watch out for, too.
 
  • DRINK!
Reactions: Jaimas
A number of buffs that got limited to 1-2 per battle now last all battle, such as the Plague Doctor's combat drugs. I guess to prevent people from stacking them to the sky and then cutting loose.

Edit: And Jaimas literally just said that. Dear God, I need to start reading the thread more carefully before I post.

The crit rate change is definitely something to watch out for, too.

It's pretty nice when you get a bunch of crits in a row. But then it sucks ass when the enemy starts doing the same. I think this really jacks up the RNG dependence and makes it a lot more likely you'll run into completely unavoidable deaths.
 
It's pretty nice when you get a bunch of crits in a row. But then it sucks ass when the enemy starts doing the same. I think this really jacks up the RNG dependence and makes it a lot more likely you'll run into completely unavoidable deaths.

Darkest Dungeon has always been RNG heavy, but this just seems to make it worse. I get that it supposed to be challenging, but when you've done everything in your power to stack the deck in your favor and still lose due to even a short run of bad luck, it crosses the line from challenge to unfair.
 
  • Agree
Reactions: Jaimas
So let's get started.

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“Some blazing malevolence from beyond the stars has crashed upon the Miller’s farm. Lands that have, in past years, yielded rich harvests are now sown with a new and terrifying seed—an unrelenting crystalline consumption that inches outward from the mill with each passing season.”

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A team of @lolwut, @Feline Darkmage, @Toxinophile, and @Shuu Iwamine is quickly gathered and sent into the Farmstead. This place is like nothing else. There's no hunger checks, you have no meaningful control over light levels, and the entrance is this fucking gatestone.

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To step beyond the threshold is to go beyond time.

This region, ever since a cataclysm recently, have been subject to their own unique variant of the fleshlike corruption we saw in the Darkest Dungeon. Once-fertile fields have been turned into craggy wastelands filled with the fossilized remains of people, beasts, and plants, caked with crystal growths. The whole area feels unsafe.

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Once past the gate, these new monsters are our first opponents. They deal surprisingly hefty Stress but their damage output sucks. Unlike other areas, the objective here is to just keep murdering. Here, Shuu opens fire.

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As Lolwut greets the husks in the way in which he's accustomed, the long, brutal nature of this area starts to unfold. The enemies aren't hugely strong but they are relentless and come in gigantic numbers, with plenty of tricks to keep you pressured.

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As you fight on, the bar on the right gradually fills up. When you've maxed it, you get some Comet Shards and you've completed the first Farmstead quest.

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Don't think you're safe just because you scored a kill. When you pop an enemy, if they leave a carcass, it becomes an explosive enemy that round. Killing this enemy is easy (and smashing its shit up heals you) but if it lingers it does big damage and blight.

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The further you go, the more you face tougher opposition. Each enemy here is loaded with tricks and you'll need to fight smart to beat 'em. Also this seems to be where @BillionBisonBucks got his horse.

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The crystal growths from the corpses do heal you when destroyed though, which is nice. All of these new monsters have the creature type of "Husk" as well, and are very vulnerable to Blight and resistant if not immune to Bleed.

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Finally after killing about 20 or so enemies, we win this and the group moves on. This was too easy. That's exactly why I'm worried.
 
Oh you should be, since the farmstead is the least of your worries. When that thing appears, you won't like it when you find it.
 
Finally after killing about 20 or so enemies, we win this and the group moves on. This was too easy. That's exactly why I'm worried.

Next stop is the Miller, which when you kill him opens up the "Endless Mode." The Miller is kind of a pushover tbh, and acts like a slightly more tanky Necromancer. In Endless Mode, you just kill and kill until you're done. A week doesn't pass when you're in the Farmstead because it's in some warped pocket dimension beyond time and space. Killing the Miller also opens up a new part of the Stagecoach where you can hire "Shard Mercenaries," who for a cut of the profits will go on missions to Endless, so you don't have to tie up or stress your more important heroes. These don't take up slots in your roster, much like heroes who have survived the Darkest Dungeon.

Incidentally, some people have been reporting 10-12 hour missions in Endless and that they could have kept going indefinitely if they hadn't gotten tired. Some of the new trinkets you can buy with shards seem pretty massively OP, and of the new District Buildings that can be bought with Shards or "Memories" seem fairly OP too. For instance, there's a building you can buy for 10 Memories that gets rid of those annoying random hunger events (where you could have just gorged on the max amount while camping and then eaten a bunch more food for healing and then somehow end up ravenously hungry on the very next square.
 
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I have a cool hat. I like cool hats.

The coolest hat in the game, actually.

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So let's talk about the Musketeer, since this is the first time I've been able to use her since the updates prior to Crimson Curse broke her and prevented me from using her (it's good to have her back). Outwardly, she's a reskin of the Arbalest, with skills that do the exact same things, but use a different bit of kit to achieve the same results:

Aimed Shot: Copies Sniper Shot. Uses her rifle as opposed to a crossbow. Just like the original, improved crit rate and damage vs. marked targets.

Smokescreen: Copies Suppressing Fire. Whereas the Arbalest's version causes her to fire bolts into the air to rain down on foes, the Musketeer's Smokescreen causes her to load and fire an entire load of black powder with no projectile. The attack otherwise does the same thing as Suppressing Fire, debuffing the back ranks' accuracy and crit rate.

Call the Shot: Same as Sniper's Mark. Marks target and debuffs dodge.

Buckshot: Same as Bola. Loads and fires grapeshot, which damages and knocks back the front rows. The Arbalest version fires a pair of bolas to entangle the opponent to accomplish the same thing.

Sidearm: Copies Blindfire, and this is an awesome graphical overhaul. The original just had the Arbalest panic-fire at a target, damaging one random enemy and buffing her own speed. Instead, the Musketeer draws and fires a pistol for the same effect, complete with unique audio.

Patch Up: Same as Battlefield Bandage. Heals one party member and buffs further heals for several rounds.

Skeet Shot: Same as Rallying Flare. Clears stuns and marks, boosts light levels, reveals hiding enemies, and potentially recovers stress.

Her Camp Skills and Trinkets are pretty much exactly the same as the Arbalest's ones, too, albeit reskinned (and re-themed in the case of her CC set).


So, she's naught but a clone, right?

Wrong.

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Because despite being basically a reskin, she's in all ways a completely different class according to in-game stats and hero tracking. She has her own barks, own backstory, own animations, own audio effects, own Virtue/Affliction/Character graphics, and for all intents and purposes, the game considers her a seperate entity from the Arbalest. But it gets better still.

As of Color of Madness, there are several unique Trinkets she gets that the Arbalest does not (and vice versa). One of them is the Icosohedral Musket Ball, which gives her a flat +20% damage bonus for all her skills, but also gives a 20% chance that she targets her skills like Sidearm (including Battlefield Bandage, which is not so great). The Keening Bolts are the Arbalest version, which give the same boon (and a crit boost besides) but causes the Arbalest to self-stress herself if she misses.

The fact that she's finally getting some stuff to seperate her while keeping the skills that make her as useful as her counterpart makes her a hell of an advantageous character to have. I'm really glad to have her back after so long.
 
  • Semper Fidelis
Reactions: Sonic Speed Monkey
One of them is the Icosohedral Musket Ball, which gives her a flat +20% damage bonus for all her skills, but also gives a 20% chance that she targets her skills like Sidearm (including Battlefield Bandage, which is not so great).

So she literally shoots 20 sided dice at the enemy.

My first time against the Miller, I brought Vestal/Antiquarian/HWM/MAA. I mainly loaded them with Damage and Crit trinkets since I didn't know what to expect. Antiquarian is a weak hitter but has a "Protect Me" ability that forces another character to guard her and gives them a buff. I run this with MAA or HWM. However, I also activate both of these characters' Riposte skills, and usually "Protect Me" on the Highwayman because I like his Riposte better.

The result of this combination is that an enemy attack on 3/4 of the characters will trigger an instant counterattack. Miller has a fairly nasty AoE he pulls out when you've whacked his minions, so even better, one of these attacks by the Miller routinely triggers a DOUBLE riposte, and ripostes can crit.

So my party choice fortuitously was pretty good for this villain.

In the Miller level, I wouldn't ordinarily use Antiquarian though because her main strength is money and there are only a couple interactive curios where she can generate more treasure.

I'd put someone like Grave Robber in 3rd place. Occultist might be a good swap out for Vestal, too, although Vestal's full party heal is pretty useful against Miller's nasty AoE. Or you might prefer a stress healer like Jester, but I really didn't have much stress issues.

Anyway, this party, while not optimal, made short work of the Miller.

Semi-offtopic and not as spoilery, you might have noticed this already anyway. First, Leper has been made actually playable and is particularly good for Farmstead Endless missions. As you also may have noted, instead of just fighting 2-4 enemies at a time, you're fighting waves of 20. You might remember the Leper has a damage buff, and you can also stack damage buffs on him with other characters.

Guess how long they last? One battle. A huge wave of 20 counts as one battle, so the Leper's Revenge skill and other battle buffs make a lot of sense to use, as opposed to before CoM when they were essentially useless. Also the buffing of crit makes using Hew (which hits two enemies) potentially deadly. Double critting the front lines becomes much more likely with the right combo of buffs.
 
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