Darkest Dungeon

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All they really had to do was keep the game's mechanics the same but make all new dungeons, enemies, music, and classes with 2-3 returning. It didn't need to be any more roguelike or 3D or anything.
I liked Darkest Dungeon 1 a lot though I never finished the game, it's disappointing.
And keep the 2D aesthetic as well. Like I get it MUH 3D shit but you're making your modding scene learn new shit just for your game, after carrying your dumbshit for years.

If they wanted to make a 3D horse carriage fighting roguelike sim, they should've but slapping the narrator on it isn't going to make it DD2.
 
That earlier talk about full moonlit dungeon got me curious since I remembered some minor drama with the lead dev. Had to look it up again and it was as dumb as I remembered: one of the reasons he gave for lack of progress back in 2020 was "being busy protesting the police" and anytime people ask what happened to the project he defaults to blaming the community. Yeah sure thing, am convinced all those people asking for updates got to you, dickhead.
Corrrect me if I am wrong, but didn't he also keep his patron up when no progress was being made?
 
Had to look it up again and it was as dumb as I remembered: one of the reasons he gave for lack of progress back in 2020 was "being busy protesting the police"
Imagine even thinking of that as an excuse for not doing things you said you'd do. "Muh pleece REEEE" fuck off you unreliable retard.
 
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3 hour run
Nigga what? Like a half hour run is the max amount of time I'm willing to give a game to arbitrarily waste my time, three hour is the length of actual good games. And from the read everything sounds so balls to the wall adversary as if it's designed to grief the players rather than have them enjoy the game. The first game was a resource management game so having a bad run wasn't catastrophic, but it seems like the devs are autists who think players will gladly lose hours of progress because god forbid you want to save a game so the random factors won't fuck you over.
 
Like our Large Pants friend here, I been no-lifing this game for quite a bit. And while I have not felt the same rage and malding as he did, and generally had a good time, I agree with his broad points. For full disclosure, I have reached the fourth boss multiple times now, and can more or less do it with specific team compositions flawlessly, even with bad RNG. I have not actually beat it, however, as trying to survive a 50 damage blow each turn that also seems to override your move resistance is not fun. (Even with immobilization tokens, which I actually suspect is a horrendous bug)
To their credit, the devs have apologized for how fuckawful this fight is and promised to redesign it. So I should probably reserve judgement. But it's just so emblematic of everything else wrong with the game.
Thank god. I thought Focused Fault was extreme in the sense that it was both the only 3rd boss and somehow had the most opaque mechanic. Even the fourth boss wasn't as bullshit. (It is STILL bullshit, mind, but in a somewhat more predictable manner).
If you think the game is fun, you are free to do so. There are many bad games that I enjoy playing. If you think the game is GOOD, however, then I can only assume you've been playing it on the short bus.
For my part, I think the game is fun in the sense that it pushes you towards discovering very specific team compositions that work and work well, and then you trying to make do with the items you get from your journey. Is it good?

Meh, not really. As our large-bodied friend alluded to, there's a lot of trap options, skills and items. You are invariably punished for experimenting. Upwards half of the item/trinkets you get are just deadweight, and to enjoy the game properly you need to sift through and remember which isn't optimal. At least one hero, I feel, is outright useless because she doesn't do anything well enough. It is fitting that said hero was the only new addition they added, and they somehow still managed to fuck it up.
Nigga what? Like a half hour run is the max amount of time I'm willing to give a game to arbitrarily waste my time, three hour is the length of actual good games. And from the read everything sounds so balls to the wall adversary as if it's designed to grief the players rather than have them enjoy the game. The first game was a resource management game so having a bad run wasn't catastrophic, but it seems like the devs are autists who think players will gladly lose hours of progress because god forbid you want to save a game so the random factors won't fuck you over.
A region generally takes an hour to cross, and you need to cross 3 regions (more like 2.5, as the first region is always half the length), so that sounds about right. That doesn't count any time you spend in the bonus region (Sluice), and time just spent staring at the inn thinking on what to do with the collection of options you have. RNG can and will fuck you over, but I long learned that the game basically punishes you for not bringing meta comps anyway.
 
For full disclosure, I have reached the fourth boss multiple times now, and can more or less do it with specific team compositions flawlessly, even with bad RNG.
I'm starting to wonder if I might have just gotten insanely, ludicrously unlucky on the double Shuffle Ambushes. Those two runs were going extremely well up until that point. I had a couple other act 4 runs that got blasted early, but those were at least partly my own fault, due to taking an early lair that I probably shouldn't have and then death spiraling. It still greatly annoys me how hard it is to recover from a slightly suboptimal victory though.
seems to override your move resistance
Have you tried Sergeant? I know his 100% move resist works against Leviathan, who also ignores Immobilize, so I'm hoping it also works against Reach.
At least one hero, I feel, is outright useless because she doesn't do anything well enough.
Gonna take a guess that this is Runaway.

God, she's SO bad. Smokescreen+ is pretty solid, and it's nice that Cauterize doesn't have a threshold, but everything else about her is just worse Plague Doctor. That may be part of my problem is that I'm trying to drag her through act 4, since what I've read about reach made me think she might actually be good in that specific fight. Mainly due to bleed removal and that he has a DOT vulnerable phase. I really just wanted to win with her ONCE, but maybe I should stop trying to force the meme. Can't believe there are people who think Occultist is worse.

One other hot take... based on the videos I've seen of DD1, I actually really prefer the look of 2. 1 looks like somebody couldn't decide between a dark and serious art style or a cartoony SD art style, so they just chucked them both in a dollar store blender. 2 picked a lane and went with the dark and serious style and actually looks pretty damn good. Although fair point about it being harder to make mods for.
 
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I'm starting to wonder if I might have just gotten insanely, ludicrously unlucky on the double Shuffle Ambushes. Those two runs were going extremely well up until that point. I had a couple other act 4 runs that got blasted early, but those were at least partly my own fault, due to taking an early lair that I probably shouldn't have and then death spiraling. It still greatly annoys me how hard it is to recover from a slightly suboptimal victory though.
It could also be your playstyle. I tend to take very mobile compositions that can dance back and forth quite a bit (typically PD/Jester/HWM/MAA, or even Occultist/Jester/GR/HWM), so shuffle ambushes is actually the least bothersome of the lot for me. (I fear frenzied enemies far more, for example).
Have you tried Sergeant? I know his 100% move resist works against Leviathan, who also ignores Immobilize, so I'm hoping it also works against Reach.
I have not, but I have taken a Leper with 120% moveres before (lucky inn item, already had innate moveres). No dice. Turn 1 and he gets shuffled to the back by Ravenous Reach and it just spiralled from there. I don't expect bosses to fight fair, but I do expect them to at least obey the rules the game insists it has.
Gonna take a guess that this is Runaway.

God, she's SO bad. Smokescreen+ is pretty solid, and it's nice that Cauterize doesn't have a threshold, but everything else about her is just worse Plague Doctor. That may be part of my problem is that I'm trying to drag her through act 4, since what I've read about reach made me think she might actually be good in that specific fight. Mainly due to bleed removal and that he has a DOT vulnerable phase. I really just wanted to win with her ONCE, but maybe I should stop trying to force the meme. Can't believe there are people who think Occultist is worse.
Correct. Everything about her is half-baked (haha funny pun). Her fire DOT is extremely anemic and requires combo tokens to even hurt, it takes ages to get going, and the one skill which she has to convert it to actual damage requires her to be in position 1 and 2. Simply put, you're better off just running Occultist and doing the Chaotic Offering -> The Burning Stars combo, which actually deletes the threat immediately with none of the faffing about.

Anyone who thinks Occultist is worse is smoking crack. Runaway is by far the worse of the lot and she doesn't seem to fit into any composition I can think of. A warlock occultist is actually a very good ranged rank 4 killer and crit heals is always good.
 
PD/Jester/HWM/MAA
Pretty close to mine except I've been trying a few different things in place of Jester. Although it's Yellowhand Highwayman for this act, who is less row flexible than Sharpshooter. Plague Doc ended up in the front row and Man At Arms moved last, so I just couldn't get her protected fast enough, then they got a lucky bleed and a bad DBR roll on Highwayman.
I have not, but I have taken a Leper with 120% moveres before (lucky inn item, already had innate moveres). No dice.
Well that's some shit. I wonder if Marked is what allows it to bypass move resist?
A warlock occultist is actually a very good ranged killer and crit heals is always good.
Not too sure about this one. Occultists has some good stuff. Curses, especially upgraded curses, are great. Abyssal Artillery and Daemon's Pull are situationally good, but they CAN be good.

Wyrd Reconstruction though... I'm pretty convinced is bad. Since it's the one healing skill that has a semi-random output, it can heal for 0. Since it has a chance of inflicting bleed, you can actually hurt more than you heal. It heals based on a percentage, but the bleed is a flat amount, making it terrible for low HP characters. Crit Wyrd heals for a lot more, but it still suffers from that problem, and it requires 2 Unchecked Power. If you have 2 Unchecked Power, why aren't you using Burning Stars?
 
Yellowhand Highwayman
This right here is probably your problem lol. I'm not convinced the bonus the path offers is worth giving up all his ranged skills.
Well that's some shit. I wonder if Marked is what allows it to bypass move resist?
No idea. I never had a chance to test it fully, since none of the other team comps I got there used a Leper or Sergeant MAA. Though this one I have at the moment is promising (Occultist/Jester/Flagellant/Leper).
Wyrd Reconstruction though... I'm pretty convinced is bad. Since it's the one healing skill that has a semi-random output, it can heal for 0. Since it has a chance of inflicting bleed, you can actually hurt more than you heal. It heals based on a percentage, but the bleed is a flat amount, making it terrible for low HP characters. Crit Wyrd heals for a lot more, but it still suffers from that problem, and it requires 2 Unchecked Power. If you have 2 Unchecked Power, why aren't you using Burning Stars?
The base skill is bad, I agree, but the upgraded version is quite good, reducing both bleed chance and bleed damage.

There is one thing, however, that sets Wyrd Reconstruction aside from the rest: it has no cooldown, and it has no limits on its use. Which makes is far more spammable than PD's Battlefield Nedicine (3 uses max), Vestal's Divine Grace (3 turns cooldown holy shit), or even Runaway's Cauterise (require bleeds, also three use max). While the fact that RNG can fuck you over by letting you roll 0 and inflicting bleed, (and it has), the fact that I can use it every turn without limit has been a godsend otherwise.

It is still probably a healing skill best supplemented by someone with actual DOT clearing abilities however.
 
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I got 600+ hours in DD2, playing since EA. Lots of the shit @Lord of the Large Pants says i agree with but many of those issues become a moot point with experience. My main point of critique is that most characters/comps are complete dogshit compared to others, same for trinkets, skills, paths and whatnot. The game is extremly limited in what works and what is just brutally unfun bullshit, much like DD1, which i hate with a passion.
Runs also take way too long for what is basically a Roguelike, do yourself a favour and speedhack the game via CheatEngine, the ridiculously slow animation speed just adds to the in general too long runs. And skip the fucking Tangle in Act 2+, it is very poorly optimized, i drop into single digit fps with a 3060ti.

Virtuoso Jester, Alchemist PD, Sharpshot HWM and Vanguard MaA work on all content and can handle every situation with ease, it's the comp i took for the Grand Slam achievment. The +50% HP trophy from Foetor lair is the best trophy in the game by a long shot, the - to DBR is meaningless with a HP pool as big as it adds, i make it a priority to get in every run. Killing the lair boss is easy enough even with only two skills mastered and a PD with no Blight res piercing trinkets. Also, use the Radiant Torch, candles become meaningless at a certain point. The racoon pet is the best pet in the game.
Gonna take a guess that this is Runaway.

God, she's SO bad. Smokescreen+ is pretty solid, and it's nice that Cauterize doesn't have a threshold, but everything else about her is just worse Plague Doctor.
Arsonist Runaway on Pos 3 is solid and fun in everything but Act 3, she shines against the Act 2 boss in tandem with PD. Only half her skills are usable, though, a problem she shares with virtually every other character.
 
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This right here is probably your problem lol. I'm not convinced the bonus the path offers is worth giving up all his ranged skills.
In general, I agree. I took Yellowhand specifically to deal with the token generation on Reach with Highway Robbery+ and Double Cross. He's not as broadly useful as Sharpshooter, but I don't think he's as bad as people say either. Yellowhand can still put in work. His lack of position flexibility is annoying though.
The base skill is bad, I agree, but the upgraded version is quite good, reducing both bleed chance and bleed damage.

There is one thing, however, that sets Wyrd Reconstruction aside from the rest: it has no cooldown, and it has no limits on its use. Which makes is far more spammable than PD's Battlefield Nedicine (3 uses max), Vestal's Divine Grace (3 turns cooldown holy shit), or even Runaway's Cauterise (require bleeds, also three use max). While the fact that RNG can fuck you over by letting you roll 0 and inflicting bleed, (and it has), the fact that I can use it every turn without limit has been a godsend otherwise.

It is still probably a healing skill best supplemented by someone with actual DOT clearing abilities however.
Respectfully Disagree, But I Still Love You

It's spammable, but high risk. If I had a nickel for every time I rolled a zero on a Death's Door Wyrd, I'd have two nickels. Which isn't a lot, but it's weird that it happened twice... in a row. If you're REALLY unlucky, you can bleed and kill them on their turn, which hasn't happened to me yet, but it could. I think Wyrd would be respectably good if it had a threshold of 50 rather than 33, a healing floor of (say) 5%, or both. As it stands now, it's too high risk for too little potential reward.
Arsonist Runaway on Pos 3 is solid and fun in everything but Act 3, she shines against the Act 2 boss in tandem with PD. Only half her skills are usable, though, a problem she shares with virtually every other character.
Even though Arsonist is what I've been using, constant risk of self-damage on a relatively low HP character is pretty damn annoying. At some point I want to try her as row 4 Orphan. and just spam Firefly. In general though I just don't find her damage ramps fast enough, and for the fights it does, PD usually has more damage AND have more utility.
 
Like a half hour run is the max amount of time I'm willing to give a game to arbitrarily waste my time, three hour is the length of actual good games.
Maybe some bullshit AAA game that costs $80 and is half cutscenes because the shithead who made it thinks he's Scorsese.
 
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I like that typo for Swine King but Swing King describes him pretty well.

Also you can't do that 3 PD + 1 Leper nearly as easily now. There were also lots of things that were basically cheesing game mechanics, like knocking the Anchorman to the back of the Drowned Crew so they could basically do nothing and would be helpless as you murdered them again.

They were actually right to fix a lot of those broken mechanics.

Even after that, though, almost all boss fights are just noticing the main gimmick and neutralizing it.

It's a fun game but it's nowhere near as tough as its reputation. Platformers like Cuphead or Super Meat Boy knock it out of the ballpark in terms of difficulty.
Please, I'm an Etrian Odyssey fan, this shit is almost cute in comparison.
 
It's been a busy few weeks and I haven't had much time to game but I cleared the act 4 boss with the same pd/hwm/flag/maa comp that I coasted the rest of the game with. It's great how they give you three of the best characters right at the start. Really makes you want to engage with the rest of the roster. Is there an excuse for why the rest of the DD1 roster didn't make it?
In general though I just don't find her damage ramps fast enough, and for the fights it does, PD usually has more damage AND have more utility.
PD is better in areas she should be bad in than Runaway is in areas she should be good in.
 
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A region generally takes an hour to cross, and you need to cross 3 regions (more like 2.5, as the first region is always half the length), so that sounds about right. That doesn't count any time you spend in the bonus region (Sluice), and time just spent staring at the inn thinking on what to do with the collection of options you have. RNG can and will fuck you over, but I long learned that the game basically punishes you for not bringing meta comps anyway.
Can you at least save after a region or get a full heal?
 
Can you at least save after a region or get a full heal?
HAHAHA FUCK NO

All games are iron man mode. Heals... sort of. Inns usually heal you, but only up to a certain amount, and they only do partial stress healing at best.

If you're asking whether you can leave the game and come back later, then yes. If you're asking whether you can undo a mistake, then no.
 
HAHAHA FUCK NO

All games are iron man mode. Heals... sort of. Inns usually heal you, but only up to a certain amount, and they only do partial stress healing at best.

If you're asking whether you can leave the game and come back later, then yes. If you're asking whether you can undo a mistake, then no.
I guess you can probably just copy the save files to the side and overwrite them if you fuck up, but talk about a game that doesn't respect your time. What happens if a character dies? Can you recuit a new one?
 
I guess you can probably just copy the save files to the side and overwrite them if you fuck up, but talk about a game that doesn't respect your time. What happens if a character dies? Can you recuit a new one?
That's a defining characteristic of roguelikes. DD1 has permadeath of characters but you can always just get more. There's no real lose condition except in the highest difficulty which has a time limit to win or you lose.
 
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