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Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬

DLC Inc posted:

I've been waiting for a new character to drop before playing again but I haven't seen much about what's next in quite a while

Rumor has it they will add Bounty Hunter next. Don't know exactly when, but they decided to focus on gameplay mechanics over adding an additional biome at this point in development so probably sooner than later.

They had overhauled trinkets and added new cultist enemies recently. Combined with adding a third path for each hero its been fairly interesting.

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DLC Inc
Jun 1, 2011

Panfilo posted:

Rumor has it they will add Bounty Hunter next. Don't know exactly when, but they decided to focus on gameplay mechanics over adding an additional biome at this point in development so probably sooner than later.

They had overhauled trinkets and added new cultist enemies recently. Combined with adding a third path for each hero its been fairly interesting.

He was my favorite in the first game so that would def get me to jump right back in again.

You're not wrong that the sequel has less of a long-haul grindy feel, there's def a lot of inspiration from other games "1-run" thing where you don't have to micromanage an entire village/upgrades/30 other heroes but the game def needs like 3 or 4 more heroes to play with and the usual tinkering for bosses/areas. The combo system has gotten some great buffs from what I've seen and that encourages a lot more team synergy for fights. It's not a total downgrade---in fact the team did say they wanted this to stand on its own so DD1 would still be worth playing, for the unique game style it offers---so I'm still optimistic.

The difference now being that there are so many roguelike games flooding the market + this one doesn't have the bonus of the big Steam community following it and being on the ground floor like DD1 had.

Chamale
Jul 11, 2010

I'm helping!



The sequel is designed to play a session in a few hours. The combat looks better, and the new friendship system is a significant improvement. However, there was something really special to the way Darkest Dungeon made you fall in love with a set of characters over many months of play and sometimes brutally murdered one of them. Having a character die in Darkest Dungeon II feels like a Pokemon getting knocked out.

Magitek
Feb 20, 2008

That's not jolly.
That's not jolly at all!
I'm sure a lot of people have seen this before, but this short analysis video articulates a lot of my feelings on DD1:

https://www.youtube.com/watch?v=ziqXwyCjuFE

I like DD2, but it's not a sequel. This would be like SimCopter being called SimCity 2 and marketed as such.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Thing is, if they kept the Hamlet management dungeon diving gameplay loop it would feel derivative and more like an expensive DLC. Don't get me wrong, I was hoping they'd expand on Hamlet development, not throw it out completely.

But realistically, the game was gradually moving in this direction; Crimson Court had much longer dungeons that could be run as a marathon then color of madness was simply an endurance match. The focus has gradually been more on the fights themselves. A lot of people got stuck in some doldrums in the first game, a surprisingly low percentage of players have beaten DD1 and were just mucking around for weeks and weeks.

Here in the sequel, the metaprogression means you'll still make headway if you keep falling on your face. Unlocking everything doesn't mean you have to do a perfect job; if anything muddling your way through figuring out the mechanics is pretty rewarding in terms of building hope (the resource that unlocks stuff).

Count Uvula
Dec 20, 2011

---

Panfilo posted:

A lot of people got stuck in some doldrums in the first game, a surprisingly low percentage of players have beaten DD1 and were just mucking around for weeks and weeks.

I'm perfectly happy with DD1 having never beaten it, I haven't done any of the actual Darkest Dungeon quests on any of my last like three hamlets when two of those have done all of the Crimson Court and Color of Madness content :v: I'm not sure what percentage of players actually care about whether they've finished the game or not.

PosSibley
Jan 11, 2008

21rst Century Digital Boy
Everyone is acting very clingy around Audrey, the grave robber.


Actually, it's more like a six legged monster.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
They're just concerned. Death Seeker and Weak hold on life? They're right to be.

Yinlock
Oct 22, 2008

The Hamlet was what tied the original gameplay loop together, it made consequences feel more "real". One of your star adventurers losing their mind and/or dying is A Problem not just because you're going to have a significantly worse time on this dive, you'll also have to deal with it back home. At the same time it is a recoverable situation so you're encouraged to just roll with it. Without that it's just "welp run dead better restart"

My theory is that the devs want the "best of a bad situation" gameplay where everything is falling apart and you have to make tough choices and sacrifices just to survive, while the player strategy has always been "stop that bad situation from happening in the first place". Thus why there's kind of a weird gap between what Red Hook wants to make and what people enjoy.

Of course DD2 is by no means bad, it just can't quite fill the shoes it's trying on.

Yinlock fucked around with this message at 18:51 on Aug 12, 2022

Bogart
Apr 12, 2010

by VideoGames
Also 3D stuff is going to be way harder to mod for which I feel like is going to really undercut that long tail of modding that DD1 is still enjoying.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Given the immense amounts of Overwatch porn it can't be that difficult.

There are already existing 'reskins' using the same "skeleton" (orphan/Firestarter, and cabin boy/altar for example). It's likely we'll see modded heros spun off existing assets.

Panfilo fucked around with this message at 01:33 on Aug 14, 2022

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Yinlock posted:

My theory is that the devs want the "best of a bad situation" gameplay where everything is falling apart and you have to make tough choices and sacrifices just to survive, while the player strategy has always been "stop that bad situation from happening in the first place". Thus why there's kind of a weird gap between what Red Hook wants to make and what people enjoy.

To be fair the game itself kinda beat that into us. "The cost of preparedness..." after all. Of course the real trouble starts when despite all preparation a set of spider crits(as an example) throws you into panic mode or sets off a chain reaction that throws you for a loop. Or status effects start swinging things. Or...

Yinlock
Oct 22, 2008

Bloodly posted:

To be fair the game itself kinda beat that into us. "The cost of preparedness..." after all. Of course the real trouble starts when despite all preparation a set of spider crits(as an example) throws you into panic mode or sets off a chain reaction that throws you for a loop. Or status effects start swinging things. Or...

Yeah tbf there's nothing wrong with those cases and it's where a lot of the fun comes from, but Red Hook seems to like trying to force it which is where a lot of the friction comes from. See DD2's insanely snowbally stress as an easy example, it's very very easy to kick off a downward spiral.

e: or was, not sure if that's still the case nowadays

Yinlock fucked around with this message at 21:14 on Aug 18, 2022

Chamale
Jul 11, 2010

I'm helping!



My favourite type of game is one where things fall apart and you have to try to salvage it somehow. Darkest Dungeon, Left 4 Dead 2, FTL, XCOM 2. The original Darkest Dungeon does such a phenomenal job capturing that feeling.

Yinlock
Oct 22, 2008

Chamale posted:

My favourite type of game is one where things fall apart and you have to try to salvage it somehow. Darkest Dungeon, Left 4 Dead 2, FTL, XCOM 2. The original Darkest Dungeon does such a phenomenal job capturing that feeling.

Hitman is also great at this and inevitably ends up with most of the level dead and stuffed inside a single bathroom

OzFactor
Apr 16, 2001

Chamale posted:

My favourite type of game is one where things fall apart and you have to try to salvage it somehow. Darkest Dungeon, Left 4 Dead 2, FTL, XCOM 2. The original Darkest Dungeon does such a phenomenal job capturing that feeling.

I hope that you have played Invisible Inc, the purest form of the genre of Tactical Oh poo poo Simulators.

Ainsley McTree
Feb 19, 2004


Chamale posted:

My favourite type of game is one where things fall apart and you have to try to salvage it somehow. Darkest Dungeon, Left 4 Dead 2, FTL, XCOM 2. The original Darkest Dungeon does such a phenomenal job capturing that feeling.

Playing left 4 dead back when it first came out and everyone was still learning how to play was so fun. So many fond memories of desperate last stands where I'd get nabbed by a smoker at the last second and got left behind or something. I tried replaying it again a few years later and the only people still online were like, 12-year old commando squads who knew all the exploits on every map and called you slurs if you couldn't keep up

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
You can still bounce back in DD2, in fact of the examples listed the game is quite similar to FTL. Unlike the first game, you can't die of heart attacks (... yet) and while paranoid/hateful/etc can be crippling to deal with you can definitely clear them off. The key is nodes and low stress; below 4 and it's easier to accumulate positive affinity through banter and each hero pair that "agrees" on a decision in assistance encounters or curios also builds affinity. The Inn is another obvious place to rebuild it as well.

I've also had runs where I lost 3 heroes total over the course of the run and still won, ultimately cycling through a total of 7 heroes played in all (there ought to be an achievement for playing as every hero in a single run, would be fun).

AtillatheBum
Oct 6, 2010

Justice ain't gonna dispense itself.
I'd say DD2 better captures the "make the best of a bad situation" for me. In DD1 if you got more than a couple deaths or wipe in a run without having beaten the boss you basically just had to write it off and live with the fact that you were going to be one week behind for the campaign forever. That isn't even that big of a deal but the fact is still there. In DD2 if you lose people as long as you can limp to the finish line you can still salvage the run and even if you can't finish anything you do accomplish still gives you progression on your Hope level. It makes me actually want to see how far I can get rather than just writing the run off once I take critical damage to my squad.

DasNeonLicht
Dec 25, 2005

"...and the light is on and burning brightly for the masses."
Fallen Rib
great opportunity to mention one of my favorite roguelites, Dungeon of the Endless, where you can go from dominating levels with a carefully managed team to nearly party wiping because of a small mistake, greed, overconfidence, or bad luck and figuring out how salvage what little you have left to sprint to to the end. I strongly recommend it, especially for anyone who wants to beat a game in one 2-to-3-hour 4-to-6-hour sitting. also worth noting: great characters with different play styles and team combinations, tongue-in-cheek flavor text, sci-fi setting, pixel art, one of my very favorite soundtracks — they probably owe some royalties to FTL

edit: updated the time it takes to beat a game based on a recent playthrough

DasNeonLicht fucked around with this message at 22:07 on Aug 20, 2022

jokes
Dec 20, 2012

Uh... Kupo?

Gonna throw up a second for Dungeon of the Endless-- just an extremely good game.

It's also one of the few games where, when you die, you categorically believe it to be because you hosed up and not because the game decided to gently caress you over for whatever reason. Another game that kind of reminded me of that was Into The Breach, where you know deep down that there was a correct method/solution that would have succeeded, you just picked the wrong one.

Darkest Dungeon will sometimes just absolutely gently caress you for no reason other than the randomness and it's hard to vibe with it as a consequence.

DLC Inc
Jun 1, 2011

https://twitter.com/DarkestDungeon/status/1565094664994459648?s=20&t=Yas1XiT9Dsq6Dot1NLoreg

Looks like meat---and playing this game---is back on the menu next month for me. My favorite boy finally arriving.

Samovar
Jun 4, 2011

I'm 😤 not a 🦸🏻‍♂️hero...🧜🏻



OzFactor posted:

I hope that you have played Invisible Inc, the purest form of the genre of Tactical Oh poo poo Simulators.

It helps that you have no base in that game, that the overworked map has you always running from being captured too. It gives you no space to breathe.

Field Mousepad
Mar 21, 2010
BAE

DLC Inc posted:

https://twitter.com/DarkestDungeon/status/1565094664994459648?s=20&t=Yas1XiT9Dsq6Dot1NLoreg

Looks like meat---and playing this game---is back on the menu next month for me. My favorite boy finally arriving.

I was hoping for the flagellate but that's cool too

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
*Snorts approvingly*

Best Friends
Nov 4, 2011

DLC Inc posted:

https://twitter.com/DarkestDungeon/status/1565094664994459648?s=20&t=Yas1XiT9Dsq6Dot1NLoreg

Looks like meat---and playing this game---is back on the menu next month for me. My favorite boy finally arriving.

Why is a bunch of his head missing? Was he a zombie the entire time and I never noticed?

Samovar
Jun 4, 2011

I'm 😤 not a 🦸🏻‍♂️hero...🧜🏻



Best Friends posted:

Why is a bunch of his head missing? Was he a zombie the entire time and I never noticed?

Aesthetic choice. Look at the axe shaft.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Or he could be an enemy.

DLC Inc
Jun 1, 2011

Oh yes, ohhhhh yes

https://twitter.com/DarkestDungeon/status/1570097053484875776?s=20&t=ghVm5VzBkWjyF-77cMDSug

The concept of Bounty Hunter being a non-perma hired hero is....certainly a choice when the core group isn't so big to start, but being invulnerable to both pro/con relationship stuff may help out in the long run.

a shitty king
Mar 26, 2010

DLC Inc posted:

Oh yes, ohhhhh yes

https://twitter.com/DarkestDungeon/status/1570097053484875776?s=20&t=ghVm5VzBkWjyF-77cMDSug

The concept of Bounty Hunter being a non-perma hired hero is....certainly a choice when the core group isn't so big to start, but being invulnerable to both pro/con relationship stuff may help out in the long run.

Tbh one of my favourite parts of the game is the hero shrines, even if mechanically they don't always work. So much character though. So I'm disappointed he's not got any.

Warden
Jan 16, 2020
That's a weird way to implement a new hero when there's only nine heroes so far.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
I want to believe this is a stopgap option while they finish his backstory quests or something. He's too rad to be relegated as a mercenary.

And if they are going to keep him a merc then he better be overtuned to make up for costing you money and not getting to use him all the time.

DLC Inc
Jun 1, 2011

Panfilo posted:

I want to believe this is a stopgap option while they finish his backstory quests or something. He's too rad to be relegated as a mercenary.

And if they are going to keep him a merc then he better be overtuned to make up for costing you money and not getting to use him all the time.

I believe the article does mention he's a great deal more powerful than the other heroes:


quote:

The Bounty Hunter is as versatile as he is deadly. A lifetime spent stalking the shadows has honed his prowess to an uncanny deadliness. He is stronger and tougher than his peers- boasting higher base damage, resistances, and overall enhanced combat efficacy.

A consummate professional, the Bounty Hunter will not gain or lose affinity with the party. He is here to do his job, and has no interest in fostering friendships, or petty bickering. He is still vulnerable to stress, however, as any sane person should be.

So if one of your characters is being problematic/too stressed/etc on a run and you run across Bounty Hunter, you can hire this souped-up killer who has no time for friends or petty squabbling.

I'm a bit mixed on him probably getting no backstory segments but on the other hand, the Bounty Hunter being a mysterious, silent force of nature available to the highest bidder is a different and unique blip in the game that I'm willing to accept. It'll likely be more acceptable once there are around 12 characters total for the starting roster but the disappointment is valid for getting a character who is more or less a 60% chance of appearing/getting hired mid-run.

Warden
Jan 16, 2020
Decided to give DDII a whirl after the last few patches.

Met the Cultist Exemplar, which is unavoidable region 3 Guardian fight and another unavoidable fight at the Mountain. Hahahahaha, gently caress you game.

Googled "Cultist Exemplar" and several of the first page hits were people complaining on different threads Reddit about how ridiculously over-tuned it is and one of the devs thanking them for valuable feedback.

Ainsley McTree
Feb 19, 2004


To be fair, this is very much the kind of thing that early access is for. I checked it out early on but decided to put it down until the full release, I suck at these kinds of games even when they’re fully tuned, I knew the risks

Warden
Jan 16, 2020

Ainsley McTree posted:

To be fair, this is very much the kind of thing that early access is for. I checked it out early on but decided to put it down until the full release, I suck at these kinds of games even when they’re fully tuned, I knew the risks

I played the first game's through earliest early access, and I don't remember them ever initially over-tuning anything to this degree.

Chamale
Jul 11, 2010

I'm helping!



Yeah, the Cultist Exemplar is as tough as the first final boss. They seem to keep ramping up the difficulty, and I don't enjoy it. The great thing about Darkest Dungeon was spending a long time with each character, and they would only die if you screwed up or got terribly unlucky, so there was a real feeling of guilt.

DLC Inc
Jun 1, 2011

Warden posted:

I played the first game's through earliest early access, and I don't remember them ever initially over-tuning anything to this degree.

DD1's first year of early access went through radical rollercoasters, I'm not too worried about whether or not they will tone down stuff (they likely will) but I do feel doing early access for this on something other than Steam did rob them of a very large and valuable group of guinea pigs initially.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Like the Hag or the Dreaming General, it's a difficult fight if you go in blind, but a lot more manageable if you figure out its patterns. To help you a bit:

Exemplar has a setup attack that leaves a combo token, then a 'finisher' that does massive damage+blight to the combo target. He also has an aoe that does horror on 2 targets and a pretty devastating exultation attack if he gets 2 worship tokens. What fucks over most people is getting slammed with 25ish dmg+8 blight which is the ole deaths door then dead on the blight/Bleed tick (a common killer in DD1). But wait there's more! He can also sacrifice the other cultist, which gives him +6hp restore/turn and riposte. Finally, there's the fact that he's got 75% resists across the board.

All this sounds like bullshit, but the main issue is that it's just a big jump in difficulty from the other cultist types. Given he's intended as a mini boss, that's reasonable- the Fanatic was no slouch in Crimson Court and he was a mini boss as well.

He's certainly beatable, and the best counter is block+ or dodge+ tokens, combo removal skills, paths that get bonus Bleed /blight chance. Tank The Fall/Exultation, kill the other cultist so he can't sacrifice it, and whittle him down.

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Warden
Jan 16, 2020
There's a big update with huge changes to the meta-game coming up.

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