I'm analyzing this game in a near vacuum. I did not play DD1. I actually found it looking for a replacement for Star Renegades (a criminally underappreciated game, despite the gay ultracringe writing). I've played long enough to unlock all the character progression and core wagon upgrades, and most of the items. So far I'm stuck trying to reach the act 4 boss. More on that later. After all this, I have two main grievances with DD2.
I have never seen a game with so many different ways for the RNG to fuck you over. Every one of them feeds into every other one until you're suffocated in an ever growing snowball of shit. A single bad roll can cascade into a run dying three hours later.
Despite being a game that gives you a wide variety of options on paper, DD2 brutally punishes player creativity. Every choice is a trap. All flexibility is illusory. You have a thousand decisions to make, and 999 of them are wrong even on a good day.
Let's take those in order.
Randomness. First, the Stress system. Stress is measured on a scale from 0-10, with negative meta-effects starting at 4 and with 10 Stress having immediate and dire consequences. You gain Stress basically whenever the game feels like it. You can get it randomly while traveling or fighting, you can get it from certain enemy attacks, and a few other ways. Getting rid of stress is much, MUCH harder.
If you max out stress, you suffer Meltdown, which craters your HP, reduces ALL relationships with that character by a substantial amount, and may give a negative quirk. There's a small chance to go Resolute, which does more or less the opposite. I don't know the exact chance of Meltdown VS Resolute, but anecdotally I'd guess Resolute is about 20-25% chance. Now in a sense that's fair because hitting Resolute is absurdly powerful and you shouldn't be rewarded for mismanaging stress. But Meltdowns are potentially catastrophic, occasionally unavoidable, and Stress is punishing enough even without them simply for what it does to relationships. Even Flagellant, with his semi-immunity to Meltdowns, doesn't want to actually max Stress.
This brings us to the absurd anti-strategy mechanic of healing thresholds. Simply put, most Stress removal skills can only be used is stress is already at a certain number, usually 5. This means that Stress sticks even if you're actively going out of your way to reduce it. Why? Because fuck you, that's why. A similar mechanic exists for HP healing, and it's about as bad.
All this means that if you leave a battle with ONE character in bad shape, it can cause you to death spiral in your next fight. HP heals between fights, but not very fast. Stress? If you leave a battle with medium to high stress on anyone, you're probably going to have even more at the start of the next fight, plus worse relationships. So now you're in a fight with the enemies at full strength, furiously treading water and trying to prevent a Meltdown/death while getting your ass beaten. You can't afford NOT to help the hurt character, because you can't afford the long term consequences of a Meltdeath. But in the short term you can't afford to not be doing damage to thin the herd, because then your other characters are getting into a worse and worse position, and they might kill your wounded character anyway. Your choices are definitely lose now, or probably still lose later. One bad fight can demolish a 3 hour run, even if you win.
And all that is assuming you have one of the good anti-stress characters, like Man At Arms or Jester, plus a good healer. If you DON'T, bend over and kiss your ass goodbye.
Onto the relationships. The game's relationship system is bad. It's wildly biased against the player in ways that are completely unjustifiable.
I don't just mean that it's hard to get good relationships, but that's true as well, so let's start with that. Relationships start at 9, which still has a small chance of negative effects. You're not immune to negative until 13, while the chance of negative rises greatly at 8. How do you gain relationship? Well, it's partly random. Use support skills, maintain high Flame and low Loathing, keep Stress low. The opposite is also true, and the RNG pretty much always works against you.
A lot of relationship comes from Inn Items. Most of these are semi-random and can lower relationships instead of raise them. Generally they're weighted toward raising, but you can get unlucky. This is especially true for full party items, which will probably lower at least one relationship and may push it into a worse bracket. You have 6 relationships to manage, and even ONE of them going negative can be devastating. These items are also expensive. Every buck you spend on relationship items isn't going toward other buffs. There are also negative and positive quirks that affect relationships, but negatives are much more common and powerful.
What do you get for all this? Semi-random bonuses or penalties, depending. The bonuses are not guaranteed to (practically) help you. The penalties are guaranteed to hurt you in some way.
Okay, I will grant that some of the bonuses are pretty disgusting, especially uncapped healing and stress reduction. But they're often on a move you don't use/equip, and some bonuses are more useful than others. Both in effect, and depending what character they land on. Negatives? Well, if you're lucky it's on a move you don't use and you "only" lose a move slot from being forced to equip it. If you're unlucky, it's on a move you DO use and you get punished for it every time, because you can't afford not to. Got Envious on Tempest Leper's Chop? Well, go fuck yourself I guess. Now some of these penalties aren't THAT bad, and being down a move slot isn't ALWAYS the end of the world, depending on party composition. But sometimes it's fucking terrible. Like most things in DD2, it's all up to RNGesus.
Oh, and then there's this. When visiting a location, you often have a choice of what to do there. This choice usually comes with a relationship shift. One character will want to make one choice, and two characters will want to do something else. The characters who agree with the choice you make get +1 relationship, and the characters who disagree get -2 relationship. Now in practice, this honestly isn't that big a deal as far as relationship management goes, despite the difference in numbers. But I bring it up because it's a clear and easily understood example of how hilariously hostile and unbalanced the game is against you. It perfectly demonstrates how the game punishes you for the decisions it forces you to make, no matter what path you take. Every single action in DD2 is one step forward, two steps back.
Also there's diseases. Diseases are allegedly rare (but not really) status effects that persist between fights, and are either annoying or expensive to cure. Either you have to get lucky and find the rare Leech item at an Inn, or you have to scuttle your otherwise optimal routing and visit a Hospital. Not all diseases are equally horrible, but I've had them destroy runs. There are ways to lower your odds of disease with careful play, but again, ONE bad fucking roll... It's not the worst mechanic in the game, but it's probably the most pointless in terms of random punishment. Absolutely nothing would be lost by completely removing it.
None of this, in isolation, is usually enough to break a run. The problem is what I said before. Every little fucking domino crashes into every other little fucking domino until they're all laying shattered on the ground. But usually only when it's working against you, not for you.
One last note on this, which was actually the thing that led to me uninstalling the game and writing this screed. A catastrophic lowroll that can send an otherwise unstoppable run careening into a brick wall. And even if you know it's coming, there is absolutely nothing you can do about it*. The Shuffle Ambush. Sometimes you start a fight and your party ends up in random positions, in a game where positioning is very, VERY important. (There are other Ambushes as well, but they vary from "not actually that bad" to "dangerous but manageable".)
Yes, there are movement skills, but not everybody has access to them. And even if they do, while it's better than using a move action, a Man At Arms using Hold the Line is a Man At Arms who's letting the rest of the team get the shit beat out of them. And you may not get a turn order that lets you get everyone where they need to be. Meanwhile, by turn 2, the enemy has casually deleted half your team because you couldn't kill/disable their damage dealers fast enough. There are certain things you can do to reduce ambush chance, but even if you keep the Flame high, it's very, VERY hard to keep Loathing at zero. Plus, how do you reduce Loathing? Resistance sites. Where do you get Ambushed? Also Resistance sites. This is why I haven't fought Ravenous Reach yet. If this happened once I'd chalk it up to bad luck, but it happened TWICE, on consecutive runs.
Bottom line: You have to be lucky every time. The enemy only has to be lucky ONCE.
*Yes, The General's Dream can prevent this (I think it kicks in before shuffle, I haven't tested it). This assumes that you have a party that can beat the General cleanly, AND they don't ever want to move again, AND the Tangle spawns early enough, AND the General drops Dream rather than Nightmare's End, AND you make it to the inn before you actually need to use it. The General's Dream is ALWAYS a fake solution and anyone who says otherwise should kill themselves.
Okay. Let's go back to how the game artificially limits player choice. Nearly all of this comes back to the design of the Mountain bosses, the end bosses for a given run.
The Lair bosses, which are like semi-optional mini-bosses, are relatively not as bad. Librarian and Harvest Child are doable for most balanced parties. Dreaming General is either a gimme or completely impossible, depending on whether your party can hit back row twice a turn, every turn, while still keeping up damage in the front. Leviathan is kinda BS, but all they would have to do to fix him is remove his sooper speshul Immobilize bypass on Undertow. Whatever tester approved that one was smoking crack.
I'm not even going to go into the broken mess that is the Shambler, since you have the option to walk away from it. The only rule on fighting it is... don't. You'll be penalized (negative quirk) for retreating, but you'll also be penalized for fighting it, even if you win. The mastery points are nice, but of the 5 possible unique loot drops, only one is really worth using even if it was free. I'm convinced that 95% of Shambler victories are net negatives, never mind your generally poor survival chances.
So yeah, Mountain bosses. I'm only going to discuss bosses 2 and 3: Seething Sigh, and Focused Fault, because that will pretty well cover the problems.
The problem is that it's not enough to build a generally strong, well balanced party. You MUST tailor your party for the SPECIFIC boss. If you don't, you will fucking DIE. Now I think this was done so a player doesn't come up with one OP party and use it for everything (even though there's an achievement for doing exactly that). In practice, it's the opposite. Because the bosses have such autistically specific requirements to beat, it ends up railroading you into a very limited set of viable party compositions.
Seething Sigh is lengthy but relatively easy fight, IF your team is built for it. You need to be able to hit the front row for 12 AND the back row for 9, direct damage (not DOT), every turn, without exception. The first is easy. The second is... well, it's not hard, but the choices are narrow. It's basically Ravager Hellion or Sharpshooter Highwayman. Yes, there are other characters who can sort of cheat out 9 back row damage per turn, but out of 10 characters and 3 subclasses for each (not counting Wanderer, because why would you), exactly 2 can do it consistently. On top of that you need a way to handle Blind, plus probably a healer without an action limit because it's a pretty long fight, plus a way to handle knockback on your frontline. There is absolutely zero margin for error in this fight. If you fuck up a single turn, roll for anal circumference. If you didn't look at a guide and showed up with a party that's generally strong but doesn't meet these hyper specific criteria, congratulations, you just wasted the last 4 hours.
Focused Fault is worse, but in a different way. Focused Fault is the living avatar of the game's "because fuck you, that's why" attitude. Focused Fault shows how the devs seem to go out of their way to shut down what should be viable strategies by making special exceptions to the game's general rules. First, there's the way phase one works. I'm not going to go into detail, all you need to know is that the mechanics are unique and stupidly opaque. Read a guide. If you don't, you'd probably take 4 or 5 losses (at several hours each just to get there) before you figured out how it's supposed to work. And sometimes you can't do the positional manipulation you need to because the enemies have dodge. Why do the enemies have dodge? Because fuck you, that's why.
Assuming you did everything right in phase 1, here comes phase 2. The character you set up in phase 1 gets blasted with two attacks per turn for up to 40 damage, in a game where 60 HP is quite a lot for a character. Also he crits for 60 at a 30% rate, in a game where a 15% base crit rate is pretty respectable. So what do you do? Block? Dodge? Woops, he copies positive tokens on crit! So even though you have absolutely no choice but to reduce the damage somehow, you're still punished for actually doing it. That's DD2 in a nutshell: The game forces you to do something, then punishes you for doing it. Oh, and he has special, unique, arbitrary immunity to Blind. Because fuck you, that's why.
Anyway, that means your choices for dealing damage are DOT, or block piercing skills like Burning Stars. (Dodge is too risky for you and too hard to work around on him, IMO.) Direct damage won't work. Why did they effectively prevent direct damage strategies on this boss? Because fuck you, that's why. Oh also every time he hits you he reduces the healing you can get. (This is so you can't stall infinitely. I dislike the implementation, but I don't really have a problem with the concept. It's probably the least offensive design decision on this boss.)
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.
All that is why DD2 totally blows. This game personally fucking hates YOU, the player. Now there's probably some sweaty neckbeard out there with 15,000 hours in the game and a 200 full random unupgraded deathless Stygian Grand Slam streak who's going to explain that ACKCHYUALLY every retarded design choice in this game is a really skill issue. The game is perfect, it's the children who are wrong. Just highroll, bro.
Fine. I will concede that's it's probably mathematically possible to win from any starting position if you're insane enough. But there are two things I want to tattoo on the inside of the eyelids of every "muh hardcore tactical rogueli[k/t]e" player and dev.
Randomness != Difficulty
Difficulty != Quality
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.
But I ain't even mad.