Is Darkest Dungeon just not very good?

Is Darkest Dungeon just not very good?

I finally got around to playing it and while the setting and Mike Mignola rip off art style is my jam the game just feels like an ios roguelike with bravely default but shittier combat and an interesting but ultimately just timewasting sanity system.
I have tried a good 6 or 7 times to enjoy the game in any capacity but it just feels like i'm giving it time it doesnt deserve only because i am a sucker for the tone, style and themes of it when i would be better off replaying Eternal Darkness or Bloodborne instead.

What did you think of it? good game? bad game? failed attempt at something clever or tedious lack of depth beyond the art style?

Very RNG heavy, and having to grind up multiple parties for the final dungeon just adds unnecessary filler. Art and narration is bretty gud I'll give them that.

I liked it. Here, have some PD waifu.

I think its too RNG and that just feels like its ultimately pointless, like im playing a digital cardgame against a bot.
Like i love rpgs, right now im replaying Wild Arms 3 and its fantastic but if you take away the sanity effects and its management the rest of the game just feels like great art style and nothing else.

It's fun for the first 20 hours. Then it gets repetitive.

It's ok. Definitely a grindfest though

This for me
Once I hit the point where I have at least 2 or 3 parties worth of people above level 4 I started to feel the repetition set in and I also become worried about losing the higher leveled characters.
I really like the visuals, narration and ui though. I've always thought that one day I will get back into it and try to finish it but there's this big gap in the middle of the game where nothing happens.

Fixed it for you fam

No it's not
RNGfest, dungeons are very samey, and the devs are obessed with "difficulty" leading them to break any fun party combinations

...

This is the shit that made me drop it. RPGs are all about building a well structured party that can kick ass, the devs arbitrarily nerfing any kind of smart playing is absolute shit. It's like they want it to become nothing more than pure diceroll that determines success.

The problem that I have is that the character abilities are all very dull. When you level them up they don't get additional effects, either. It's all just boring number crunching without anything else to keep you going. I feel that they should've made combat a bit more exciting. You think the RNG would keep it interesting but it doesn't add all that much to the game in my opinion.
Other than that, there just isn't much else to do. You can finish upgrading the hamlet without much trouble so you end up accumulating heirlooms by the hundreds, that's a missed opportunity to give the player something else to spend them on. It would be great if you could spend them to get higher level heroes in the staging coach. Why the dev team hasn't done this is a fucking mystery I tell you.

something like once bleeding has stopped another two turns has another effect like dried wound.
If they do damage to an enemy during this time for more than 4(example) damage they start bleeding again. Like splitting open an old wound because you moved too much.

The game became a solely RNG shitfest that takes way too long to see what the results of the dice roll after they killed most party synergy.
The idea that your party members are supposed to be a resource that could be expended for the greater good as well is horrifically misguided as well considering what else is in the game, namely the terrible leveling system and long dungeons. Even the small dungeons without camping are too long for what you get out of them and the constant RNG throughout all that can end with horrible results even if you kept your torch lit throughout.

The devs really fucked it over trying to make it "hard" but ended up making Special Needs Training: Your 2 Hour Choices Don't Matter Edition.

I think the 'hard' they tried for really just feels hand holdey in a way. If i start a fight and instantly two crits one shots and kills a character thats not even upsetting, it just feels like you arent even playing and just watching with no player agency and thats more boring than anything else.

This right here, it often feels like the success of your characters is out of your hands, it's not up to personal skill but just luck and you can only watch what are essentially cutscenes where your high level experienced murderer is ambushed by a jellyfish or your doctor who treats open wounds all the time is very stressed by being splashed by blood, the thing they deal with all the time, it's not even hard it's just boring

There's so much RNG in this game, and you'll never forgive the fucking thing for killing your A-team so that you have to rinse and repeat until you win, kinda like bashing your head against a wooden wall to knock it through - you'd prefer to use some different tools, and all the while you'll be wondering why the fuck you're doing this seemingly therapeutic act when you can't even be sure of the outcome.

TL;DW The atmosphere is well done, but the combat/grind isn't that fun in large part because of RNG, and it forces you to through the grind especially in the late game. However there's evidence to show this is what the developers wanted.

It's just a decent dungeon crawler with a dark paper-doll style on it, and a nice narrator.
The game is pretty repetitive and has some mediocre balance, so if you're not a fan of shit like risk management or repeating very similar content, give the game a pass. If you're looking for a game that you can go through deathless, then look elsewhere, because eventually you're going to have someone eat a few too many crits in a row.

A lot of people get frustrated with the game's RNG, how easy it is to lose heroes and be penalized for 'nothing' (especially when people don't recognize/realize certains perks risk characters auto-interacting with curios), and how Red Hook balanced the game by just hammering dominant strategies with a nerf bat up until just after release (repeatedly punishing endless healing, crippling the Knight Train, constant Hellion nerfs, etc).

That said if you like the gameplay, or can stomach it for the style, then just hunker down and learn through experience; learning what items and skills work together and why, how to prepare for bosses and what to bring to different dungeons, and so on can turn the game from "bullshit RNGfest simulator" to something more along the lines of NuCOM ft. Wayne June.

Autists can't handle bad luck waxing their waifus and hard work. Holla Forums is packed with autists. It's unpopularity here should come as no surprise.

Once I knew that heroes can't go to the final dungeon twice I just stopped playing. It's grind for the sake of grind. I get that it's thematic since no one would knowingly go into cthulhuland twice, but there comes a point where you've sacrificed gameplay too fucking much in the name of sticking to a theme.

dumb in the context of Darkest Dungeon because risk management implies there are significant elements that remain completely in your control, such as movement in every other turn based strategy game, rankest dungeon's controllable elements are positioning and items, which are handled poorly because there are very few cases where your party should be switching positions on the fly purposely, and items in battle are mainly to stop DoTs and remove debuffs, things that are really not worth wasting a turn over.

Fun and totally avoidable with skill!

Honestly i bought Mordheim in the same sale and it does all of that better and that game is like a 7/10 quality wise at best.

Like everyone else in this thread says, the game is like playing a slot machine.

10/10 aesthetics tho.

The game is actually good, as long as you know what the game offers.

Great music/sounds, amazing narrator and actually nice gameplay. The main problem of people with the game is that they don't like iron man mode AKA death is forever and thus the grinding multiplies greatly thanks to needing more heroes to replace those who died.

The gameplay is not only like in any RPG where you're bashing to win, it's most about risk management and with that in mind you can actually run Deathless even when luck is not in your favour as long as you know what you're doing, ofcourse RNG can be brutal but even then you can always forfeit the quest to save all heroes which is actually the point of the game.

I have finished personally the game twice, my first run I only lost 6 heroes, the second run I only lost one hero and because even knowing I was risking it I pushed forward.

The minimum amount of heroes you will need to complete the game is 4 teams of 4, you can swap gear between them so there's no grind for trinkets.

Now, for what the game made actually bad besides the obvious grind/RNG:

Interaction with the dungeon; it is amazing how the best way to finish a dungeon is to actually not touch anything since most of the time if you do, your heroes will get a penalty. The risk is far too great compared to what you may get for a reward, you learn soon enough which things has 100% reward (or quest items) and only touch those.
Bosses before end game; each boss has a gimmick that "forces" you to play in a certain way. For example, the witch forces you to hit the cualdron to save the hero that is about to get eaten, all these gimmicks are fancy and shit but the problem comes when the actual best strategy is just bash every boss head in and forget about the gimmick transforming every boss in a DPS race.


tl;dr: Only a good game for those who like RPGs with lost forevers and grind.

You should have brought a fast PD Tomoko waifu with you to heal that character.

it's just too RNG for me, not to mention it felt like the developers were actively patching out any kind of strategy in order to stack the deck against you. that coupled with the senseless grinding that ramps up near the end means it's just boring to play

it looks great though, i really like the art

A new planned $4.99 DLC adds a boss that can randomly appear anywhere killing your entire party.

Then go look up Hellboy and B.P.R.D


Normals and the dark souls meme were a mistake.

They will be adding a easy quick mode next month along with the vampire dlc.

Yeah, the devs were actually sitting in Twitch channels watching streamers and patching the game to fuck up their working strats. Kind of a douchebag move by them tbh.

This doesnt seem like it would improve any of the games flaws.

the big thing for me was how in one build they added corpses that you HAD to destroy to get at the enemies behind them, while the enemies could behave as if the corpses didn't exist vis a vis attacking as if they're in the front row. the fact that there was a visual obstacle that you had to deal with but the AI didn't really fucking pissed me off

The biggest problems people have with the game are RNG and the grind.
The RNG wont go away, but they will be adding the quick mode to reduce the grind.

Would you fug her with or without her outfit?

Both.

This is what ultimately ruins the game for me. The dev quite clearly doesn't want you to have fun. You aren't supposed to find neat builts, figure out interesting combos or anything else. Nah, fuck you, just grind away and lose because ebin difficulty. It's like the dev got too high on memes about difficulty to bother finding a balancing point between difficulty and a sense of reward, because why would you play a game where there is absolutely no pleasure to be gained from it? If I want to bang my head against a wall and get my hard work tossed out in the trash, I'll just go back working in a fucking office. At least I get compensated in money for the misery.

It's a real shame, too, because the atmosphere, the graphical and sound design is top notch. It's just the fact that the dev is a masochist intent on sabotaging his own project.

I would say that your party makeup and their chosen skillsets are absolutely in your control once you're tackling real dungeons. Hero-specific statlines, camping skills, and ability selections are absolutely vital to surviving new content and tackling Champion-level dungeons routinely.


What was your party makeup, and what did you encounter?
Bringing along speedier characters with stuns or guards can be a lifesaver when trying to transition into Champion level dungeons.


I love the game, tabletop and vidya, but I think wargaming style RNG is a different beast than DD's more RPG oriented flavor of dicerolls, more akin to something like the Fantasy Flight 40k games.

If you play with torches on there's literally no difficulty in the game at all.
You wont get shuffled, you barely get stressed.
The only hard mode is playing torchless because then the RNG can eat you up.

Shameful

Dark Souls was a mistake.

Kids don't understand how to play around RNG, and because of that just say "its bad" I honestly think its because most of the people here have OCD/autism atleast a little and don't know how to deal with things they can't predict.

I like how fanboys deflect flaws with the game while also fellating themselves.

The game has flaws indeed but when you see the nerfs you understand why.

We're talking about 1 man army kind of overpowered shit in a game where you're suppossed to go in a party.

The game still has combos that are strong as fuck and classes that are intended to go into certain areas like the crusader is suppossed to go into the catacombs.

That image gives me an idea
Is there Plague Knight/Plague Doctor crossover porn?

...

It's grindy RNG shit. I wanted to try out character builds and learn the game, but I saw there was going to be a fuckton of grinding and gay shit so I said fuck it, it was clearly a not very fun game for desperate autists looking to test their existence. Lucky I didn't play long enough to get a lvl 6 party wiped because of RNG.

You have to be FUCKING retarded to like this nigger. Oh, sure, he sounds nice except he repeats the same 5 lines 5000 times and you can't turn him off. I would kill myself if I had to play this game for 200 hours just because of this ass of a narrator.

This user didn't find the options menu, baka.

Fuck I'm gonna feel like an idiot if you can turn him off, but I swear on me mum I checked, even looked online and people said there was no option.

Just checked.

well shit, brb reinstalling nah just kidding

user Reviews: Darkest Dungeon

Darkest Dungeon is a gothic horror roguelike seasoned with a healthy dose of lovecraftian horror for good measure. It advertises itself as a game about making the most out of a bad situation. Heroes will die, missions can fail, enemies - even bosses can ambush you unexpectedly, and when the tension becomes too much, the characters in your party will often refuse orders or act of their own will whether you want them to or not.

At its most basic level, Darkest Dungeon is about risk and resource management. Once you know what threats lurk in what areas, you can assemble a party with appropriate advantages. Once you know what possible results come from interacting with which objects, you can assess whether it's better to try to open that locked cabinet or just ignore it. If you've played FTL, these interactable objects (collectively referred to as curios) function a bit like beacon events. Choose to interact with the curio and one of a set number of outcomes will happen. Use an appropriate item on said curio and get a more (or less) desirable set of possible outcomes. I's very much about experimentation and learning what curio can do what, and once you know what items interact with what curios, it becomes possible to avoid any and all negative outcomes. Or you could just check the wiki like 90% of the people who play this game.

What the game does best is setting a mood and atmosphere. The artwork is beautifully stylized, the music works well with the environments, and stress and affliction systems along with the permanent nature of death and the fact that a string of bad luck can result in unavoidable death even with perfect play does help add to the oppressive and dark atmosphere this eldritch horror RPG aims for.

One of the most repeated complaints about the game is the RNG, though in my own play I've only found this to be an issue once (in which a character at full health was targeted by three attacks in a row, killing her before I had an opportunity to act). Much, if not all of the difficulty can be mitigated by proper risk management. Focusing fire and removing enemies quickly is often better than attempting to heal through incoming damage, and while two bosses can attack randomly, one (The Collector) is a pushover if dealt with correctly and the second (The Shambler) only attacks if you explore in total darkness, which can easily be avoided.

Speaking of the bosses, there are several. The game boasts 36, though a much more accurate number would be 16. This leads to the biggest problem with the game: the pacing. With the exception of the endgame bosses, each encounter (boss and regular) comes in three levels of difficulty, which are little more than tweaks to damage and resistance values. While each of these bosses is unique and comes with its own challenges, fighting three different variants of the same Necromancer really isn't. A bit of repetition comes with the territory of any game that relies heavily on procedural generation, but unlike games such as Binding of Isaac, FTL, or Spelunky (which can be beaten start to finish in about 45 minutes, an hour and a half, and 20 minutes respectively without much trouble), Darkest Dungeon drags on, taking an estimated 80 or so hours to complete from beginning to end.

As a personal note, I also find it rather unfortunate that the game has such little story to it. There's an ancestor who dabbled in things man was not supposed to know and you are cleaning up his mess. That's about all there is to it. All of the personality the game has went into the setting. Your assembled team of four lambs to the slaughter are given no personality or characterization, and while you are given the story behind each boss encounter as to how the enemy came to be and its relation to the ancestor, there's little actual fluff beyond that.

Overall, it's a game worth experiencing if dark horror or risk/resource management are your thing, but not one you're likely to come back to once you've experienced all it has to offer.

You forget forced deaths in the final fight.

That does not matter at all. It's just to scare the player the first time, after the fight there's nothing more to do so you may as well that you lose all the characters. It's quite stupid the loss since it means nothing in the end.

As said, those deaths are pretty irrelevant since it's the final fight.

Also, they're actually avoidable, but it involves a specific setup. Basically, the Heart of Darkness uses his autokill move at 2/3 health if you have 4 characters alive and again at 1/3 health if you have 3 alive. If you can take him from 2/3 health +1 down to dead in a single hit (difficult, but possible), he dies before using it and everyone lives.

And again, the story implies one of two outcomes:

or

Choose your poison, the ending is pretty much open giving you to think one of the two.

they patched that out


vets give EXP bonuses

Glorified mobile game. I can just see the microtransactions that rescue your dying heroes or let you skip the grind, they missed a huge opportunity. It looks and sounds really cool, shame about the gameplay part of the game though.

DD started out great for the reasons mentioned - art direction and such - but the devs decided to shit up their own game by "balancing" everything into the ground until only endless grind remained.

This is the biggest issue for me. The enemies don't at all play by the same rules. Most can hit your people from anywhere, there's no effects outside of buffs/debuffs and bleed/poison (which have zero difference besides enemy resistances). It's a hard game because the challenge you're facing can do shit you never could and holds all the cards. There aren't enough elements at play to make you feel like there's a way to gain ground or an equal footing. You either slap shit sideways or get critted/spooked into oblivion, I've never seen a middle-ground.

I hate the fact that they only have about 8 actual bosses (not counting the final dungeon), but they inflate that by reusing them with jacked up stats to make it 24 bosses. To me that says the most about how little thought the devs put into the game, and how much they love grind and repetition.

The game would've been much better if the darkest dungeon itself was not available from the start and instead of needing to level heroes up to an arbitrary level to be able to stand a chance, you merely needed to unlock and clear the bosses of each of the other ingame areas.

I thought the bosses on higher difficulties would be different. Or enter some kind of "this isn't my final form" mode after you beat them. Or maybe get unique reinforcements during the fight. Or at the very least get some new attacks. Nope. It's fucking nothing. Same shit with buffed stats.

As someone who just finished Swine God,Flesh,Vvulfand Necromancer, I found cash a bigger issue than grinding resolve,especially after the stage-coach allowed upgrades up to lvl3 and 2 heroes heroes straight off the bat,saving money and time.The fact that tere are many positive town events that that helps resolve levelling a lot.
Strangely I started getting better and more stable results from dungeons above lvl1 once I started to actually use the Antiquarian,better trinkets,keeping the torch at >75% supply and quirks besides the obligatory cheap-ass ring and basic trinket.Also learned when to make investments,taking risks that pay off and cut losses to save said investments if things went to hell,like losing a party member before the Dungeon is half-way done or before the boss.


I think it's still possible,saw a video a while ago where some fag tried it with 3PDs and a Leper with Power brace and Martyr's seal with a lucky crit after getting high on skooma.

it's a rogue lite, OP. You can't not like the cheap looking flash animated garbage that it is, because it's a Holla Forums approved genre. It's also western, major points there for being a western indie game with no SJW stuff in it.

remove the gimmick names and these are all really low level game play traits in any game, ever.

Again,it's nowhere near as brainless or there would be no point on pimping them out with trinkets or paying attention to negative/positive quirks.
A Vestal with a Healing+ quirk and no +stress quirks is much more useful than a Vestal with stress raising quirks.
A Houndmaster with Fear of Humans,Fear of Beasts and slow reflexes is sub-optimal and almost unusable with trinkets on him being wasted on a superior alternative.Same with a Crusader who's fragile.

Nevermind the shit like deseases from pigs or possibly infectious Curios, where they effectively cripple a hero if nothing's used to negate it.

Varying torch brightness have different effects that can fuck you over or boost your chances of success.Walking around with low light can end with you getting blitzed but there's extra loot and crit chance in general gets raised.

Depending on your classes and setup position shuffling can really fuck you over if you don't have heroes with constant movement capabilities,so walking around with low light can end with you getting blitzed but there's extra loot and crit chance gets raised.

My point is that It's not groundbreaking shit but it's nowhere near "Next to no Customization or tactics".

...

I made it to the end of the gap but then still stopped as im a chicken and wanted to have three partys ready for the DD.
Anyway, in some weeks they'll add the fastmode and a few new enemys, maybe ill try again then or just wait through for the dlc/try pitchblack dungeon when its adapted to the upcoming update.

these tbqh OP

Adorable, but I thought women don't feel erotic stimuli in their breasts?

Not entirely true.
Nipples have many sensitive receptors, such as genital corpuscles, which are a type of cutaneous receptor also found in the penis and clitoris.

It's very fun at the start then it gets grindy as fuck

I thought it was great for the first three hours or so, but when the second dungeon was not different at all from the first, and it wasn't viable to go on two runs with a hero back to back due to having to lower their anxiety, it started becoming a boring grindfest.

I think it has a good basic idea, just mod it to have more than 6 levels for heroes and so you can just go through the game with one crew if you want/can and I'd play it. The constant switching to lesser teams was tedium incarnate.

The game would be easy if you could do that and worthless, you're just a casual with a short attention span who can't appreciate what the game has to offer.

See, I actually thought the fact that you have to switch your roster up was a good thing. The only issues with that I had were in the early game when your options are limited and the crusader is a fucking item stealing asshole that you can't cure because you need to complete like 4 missions before you even unlock the Sanitarium.

Even a hero with 30+ stress is good to go for another trip,faggot.

Does that mean you could get a girl off just by playing with her titties?

It's certainly possible, but it would require the receiving woman enjoying it combined with a specific level of stimulation dependent on each woman's preference.

Can confirm it's possible, albeit difficult. Requires the woman have enough sensitivity there, though.
Things you learn when you have a gf.

Passive stat modifiers. Keep the ones with good modifiers, fuck the rest. That's all there is to customizing the characters too, they all have the same skills just unlocked with $, there's no customization of stats by leveling or anything like that.

Passive stat modifiers, 3/4 of them useless trash. Plus they're the only customisable part of character's inventory. Armor and weapons are shared by all characters of each class, you're only paying $ to get to the next gear tier and get some stat bonuses. You literally have two just inventory slots for each character and all they do is give some % modifiers to stats.

4 slots on a 2d plane. No freedom of movement. No real positioning because enemies can hit the 3rd row with melee attacks somehow. Retarded shit with bodies on the ground blocking attacks. There are flash games with square or hex grids that are 10 times more complex than this.

Protip: hit it until it dies. Every game has this.

If you don't have these completely figured out by your second or third medium dungeon you're retarded.

Unless you want to challenge yourself there's absolutely no reason to fight in low light because the game throws so much loot at you even at full light you can't carry it all.

Don't touch the curios if you don't have the right item.

It's not completely 100% brainless but it's barebones and lazy, advertised as a hardcore rogue-like when it just barely has the basic features of a dungeon crawler. Strip the fancy names and there's very little underneath.

Good taste

I wish Mordheim had received more attention. It's one of the better Warhammer adaptations.

I loved Darkest Dungeon. The thing most people seem to complain about is character deaths, but early on I realized I wasn't supposed to get attached to any individual hero, and my advancement in-game was really tied to my overall status/gold/town/etc. The RNG factor hurts more if you feel a character you care about is robbed from you due to bad luck, but it matters less if you're just thinking about your overall progress. I don't cry over every murdered footman when I play Civilization, after all.

That said, I think it would be cool to have something in game that would recognize your important heroes who were cruelly murdered. I know there's a cemetery that shows their names, but I mean something more. You know, like if a higher level character dies permanently, they have a chance at dropping a relic of remembrance for their heroism or something, and if you go back into the dungeon and retrieve it from their corpse, you can get some free levels for a newer dungeoneer to cut down on grinding, or an equippable item or something. Something good enough that you maybe don't want to immediately ragequit and uninstall when a favored hero dies, but not so good that you'd intentionally let a high level hero die to minmax the rest of your party.

Nobody really seems to give a shit about the generic heroes they send into the dungeon, the issue with permanent character death in this particular game is that losing a hero you've spent a long time grinding up results in increased tedium for the player. You're forced to trudge through content you've already been through to get a new character up to snuff and that's really fucking dull.

It'd probably actually be better if they WERE people you cared about on an individual level. If each hero had a personality and quirks that made you want to see them alive, it'd probably be much closer to the intended affect of feeling despair when one of them goes down because you want to see them live till the end.

That's why I think some kind of level up token for retrieving the corpse would be good. Maybe use it to get your next hero to the level -1 of the hero who died. The tricky thing is, it would be less monotonous and more terrifying to lose a hero if there were actually some sort of fail state, but putting a hard fail state into a game where you might be pumping dozens of hours of time would have its own drawbacks.

I think the issue with Darkest Dungeon is that the goal the devs want to achieve


Is like the antithesis of fun. Death is around every corner, losing a hero you've spent a long time crafting into the perfect killing machine does hurt and you're obviously very scared as a result. But the problem is that ninety percent of the time the game's just not actually any fun to play, and once that initial intensity runs out you're left with somebody who's bored at best and outright frustrated at worst.

I have to agree with that. I was just playing modded STALKER and had to run through the Red Forest (a deathtrap full of electrical and gravitational anomalies, mutants and brainwashed soldiers) while it was pitch black. It was the most tense and nervewracking moment of the session and I loved every moment of it. Of course, before and after that I was having a good time artifact hunting and chilling out in camp and then I made loads of money from all the loot I found.

Darkest Dungeon is like running through the Red Forest forever. It's deadly, unforgiving and exponentially more likely to kill you (or your characters) the longer you stay. For the first 10 or 20 minutes it's exciting, but afterwards it's just tiring and you want to stop playing. I get that DD is supposed to be stressful and bleak but I don't think you can carry a whole game on just that. The gameplay doesn't carry it, that's for sure.

Absolutely disgusting

...

That reminds me, did they ever introduce a catch up mechanic? It's kind of hard to use them as disposable resources when you can't bring new characters on easy runs to grind them up quickly, or recruit more powerful heroes from the get go.

That really pissed me off actually, why the fuck would a mercenary who still gets scared of the shit going on refuse to do an easy cash grab run? It never made sense to me.

Actually you can do that.
You can power level characters (can bring a lv0 to a lvChampion) on higher level dungeons and you can hire from the get go higher level characters (lv3 max to hire when max level is 6).

The same that there is an event on the game that lets you resurrect one of your dead party members, its RNG but you choose who gets to live again.

What's more, there's another event where higher level heroes will not refuse to go to a lower level dungeon with bonus exp just to babysit other heroes you want to power level in easy mode.

I dunno, I just don't really feel it takes *that* long to re-level a single hero every once in a while, and if you're doing things right you'll almost never lose anybody except to truly random fuckery that honestly hardly ever happens. Yeah it sucks when it does, but if you take responsibility for the 95% of the game you can control, the 5% you can't isn't going to make or break a campaign.

I stumbled upon that boss unintentionally. The game said "Go use a torch on this curio and see where this goes." So, I did. Before I know it, I was in a boss fight. I managed to beat the boss by plaguing it over and over.

No.

I don't know how to feel about it

First run, got my heroes killed very easily cause had no money left.

So restarted and went for a run with no one dying
but later at veteran people were dying left and right.
But that is not the problem, rather became so tired cause there was nothing new really. Sure new enemies, bosses but what you are doing in the game never changes.
It is just to much RNG to be fun.
What I mean is, I miss my freedom to explore, thought it would be more then a walking simulator.

It is kind of the same problem have with 'Sunless Sea' where you notice very soon that there is no more content and nothing else then story is holding you over board, the gameplay just becomes something like the same actions to be repeated again and again, it becomes pure grindingi.

I honestly got back to it on latest patch and did the following:
Got the darkest dungeon cheat table for cheatengine

Get all your upgrades to town so you don't have to grind for that crap

then run the game at like 3x (+) speedhack so you don't spend all your time on the filler which is just watching the same animations and walking corridor to corridor, you'll enjoy it much more

in its present state the devs fucked over the game, if others want to buy it keep in mind all the stuff i do above I NEED to do to make the damn thing playable

post plague doctor lewds

I'm just going to go on a wallofrant about grinding and game mechanics and skinnerbox-effect. But wait, It's been done so many times that I'm just gonna say what I think:
Devs of Darkest Dungeon have made the best game they could, with the limited time and resources. They failed at many points, but in the end, did manage to push out an amazing dungeon exploration party management trainer.
Here at Holla Forums we fail to see the real market. DD was not designed for Holla Forums, nothing is. Bitching about minor patch changes here is fine, but don't think for a second that Holla Forums matters. It does not matter at all. We are the

great idea, lets see if it has any traction though.

And for those who didn't get it:
Darkest dungeon can also be fixed by editing a few text-type files.
The game can be fixed to your liking. Not too hard, not too easy, any patch you don't like? just make your own patch. And while making them, share.

Nah, if you're gonna do this then just play another game.

Depends on the game don't you think?

And after a playthrough, you should have an option to do NG+, even if the devs didn't put one in. Maybe some user figured a way of doing it, and you don't see that as a good extension to a game?

I think the game is good but it forces the grind a little too much. The base game is basically XCOM's Long War, and I don't have the patience for 100 hours of beating my head against a wall until I get enough favorable RNG.

They're coming out with a game mode sometime soon that's supposed to cut a playthrough down from ~100 hours to something like 40. That's still a lot for how repetitive it is but it's a lot more manageable.

Can't risk manage I see….gitgud

There's a time and place for everything, but a fuckload of combat RNG in a permadeath game is not it.

The meme is still going strong I see.
The complaint isn't that there is RNG, but that there is too much of it. That it overwhelms the mechanics. Darkest Dungeon is very much a game about resources and endurance. About choosing how much shit you take with you on a delve, sacrificing money, both in investment and in how much shit you can take back. This is "risk management", as you put it.
But here's the thing, the risk being managed here is being deep in the dungeon, with no food, torches and with everyone bleeding. It is not all four mobs of the very first enemy party targeting your vestal and critting her twice, crippling your run from the get fucking go. Yet, this is what happens all too often.

See the problem ? The management does not match the risks. You have a game that is ostensibly about attrition, but the thing to dread is encounters just up and deciding to fuck your shit. Anons aren't bitching about bad luck, but about that bad luck being gratuitous and ill-designed.

You shouldn't get fucked up at all prior to Champion dungeons.

This one time i had some enemy in the Weald shuffle my occultist to the first position of the party, and pic related critting on it for 60 DMG.
First battle AND an ambush.

The unclean giant is definitely the worst thing in Darkest Dungeon. With the Swinetaurs even if their damage is high as fuck at least it's consistent and somehow manageable, and the champion enemies in the cove and ruins are relatively piss-easy. Whenever you face one of these fucks you constantly have to stun+debuff his ass and when you can't it's praying he does anything but getting a good treebranch smackdown on someone because if he does most of the times that's half+ a healthbar gone, and sometimes it's an instant death's door

Maybe if they wanted to make a game where you get unavoidably ass raped by RNG, they shouldn't have added permadeath.

Not when the game itself is fundamentally flawed enough that any enjoyment you get from it quickly dissipates. Once the Radiant mode is put in I might try the game again, see if it's more tolerable.

I enjoy the basic dungeoncrawlan gameplay of Darkest Dungeon and don't mind the high randomness at all. What irks me about the gameplay is the macrolevel.

First of all you don't really lose anything except time if one of your party members dies. You've got to go through the hassle of leveling a new guy up and equipping him with stuff, but in the end you're not really punished for fucking up. Games like this NEED to punish you for screwing up, else the whole thing doesn't feel rewarding.
Then you've got to grind the same areas over and over to upgrade your village. Why? It doesn't add anything to the game but tedium.
Resource management in general is terrible. You can just hire a new party of 4 adventurers, dive into a dungeon with barely any supplies, complete the quest then fire everyone in order to gather enough resources to sustain your main party. Awful design, again adds nothing but tedium.
This leads me to stress and trait management. It's absolutely awful and forces you to grind for resources because you have to rest your core party after every regular quest.

Here's how the game should've been:
It starts you out with 4 adventurers (it could offer different starting parties as a way to add variety and difficulty levels, also make them unlockable for replay value). Over the course of the game you can hire a LIMITED number of new recruits, preferably give the player very limited options so he has to deal with suboptimal party combinations. If one dies, he's gone forever. If you run out of adventurers it's game over. One game would take way less time than it does now, though - four hours, maybe. Stress management would still have a place in the game as a way to force you to mix up your party members. Resource management is important because you have a limited amount of dungeon dives before the game ends. You will most likely not have enough to upgrade all your heroes to the maximum.
At the end of the run your score is determined by number of adventurers died, time taken and resources acquired. Unlockables are rewarded for completing certain objectives.

My review:

TOO FUCKING LONG

THE GRIND WEARS YOUR SANITY DOWN UTIL YOU LEAVE IT UNFINISHED

They are about to add a "radiant mode", which is a short mode that goes from 80 hours (lol wtf) to 40 (still a lot of time)
I will replay it then

It's fine…

I mostly play it when I want to play a game but can't be arsed to use the keyboard.

Well I guess I am a lazy fuck