How do i get gud?
How do i get gud?
Just spam stuns and take accuracy trinkets. If you want a really braindead comp go Vestal-HM-Leper-Leper, it works everywhere.
Realize heroes are a disposable resource and act accordingly.
I'd love to play this game.
But I simply cannot deal with the fact that I lose whole characters when they die.
And I can't even overlvl them, so they won't die for sure.
And when they die, I also have to lvl new ones, so that I can continue going in the higher lvl dungeons.
>its too perma-punishing for me
>stop recruiting crusaders and lepers, they a shit
>learn each region's threats and weaknesses. for example warrens enemies have high prot, inflict bleeding, have high blight resist, are extremely weak to bleeding. bring supplies accordingly
>most important stats: scouting, speed, acc
>hoard heirlooms for buildings. spend only on stage coach/guild/blacksmith until you got vintner, bank and cartographer running
>stop sinking gold on lost causes. if your favorite man at arms has become a syphilis, 3-awful quirk locked in coke ridden mess, stop investing in him and drop him
Darkest dungeon is like firaxis xcom in that it tricks you into getting attached to heroes and thinking they're super valuable when they aren't. In fact they're even less important than in xcom.
If you're playing on bloodmoon then yeah it can be a bit of a pain but even then it's not the end of the world as long as you level stagecoach.
Can i just ignore every curio i can?
>getting gud at rng games
no and you would be insane to do so. curios give you money, can make you learn new quirks or lose negative ones
Ignoring curios is much better than getting a bad interaction from a curio. Curious is the worst quirk (IMO) precisely because it's likely to give you really bad curio interactions.
You can just scum and wiki the curios if you want but whether that compromises the game or not is up to you. I personally play without touching curios at all.
>trial and error the game
>little bits of RNG just to fuck you
>ruins other fun builds because only I the developer can decide how you play
>lengthens DLC pathways after complaints
literal trash fire, what you figure out in 20 minutes or a couple dungeons is the exact same formula for the rest of the game
sure you can use other party comps but why would you?
interacting with objects on the map are a fucking trap, even if you have the proper stuff, half the time you're inventory can't hold anything
They always fuck me in the ass and i have no idea which items to use.
Feels like just an unfair gamble with little reward and very high risk.
you know you get icons beneath each item you've tried on each curio right? it tells you the result in the future. also just use your brain, what else would you use on a holy altar but holy water, or herbs on alchemy table?
most books are a bad idea, if you see a bucnh of them just move on
And if you can on the cove give some scooby snacks to the oysters
trial and error, 90% of them have no serious negative consequences, you just lose the item you used
alternatively you can use one of the many pics online that show you what to use
Pay attention to enemy movesets, see which abilities can target which rows. Make sure to have a method of dealing with stress dealing backliners, dispose them first. Shit there's so much stuff to talk, I can't think of any specifics.
Ask me anything you want about the game, I have 450hr something in it and have beaten it multiple times.
It's XCOM for dummies. Do the small amount of thinking required to get a good setup, then just hope for good RNG.
Stack specific trinkets and make specific comps (stun, riposte, crit, bleed, poison, mark) then figure out which area is weak to what and stomp it, figure out which enemies are ballbusters and kill them first, 4x antiquarian for 0 torch gold farm, level 0 hero in the DD then imidiatelly retreat and fire him for cart/trinket reroll, stall fights for stress/hp heals, always bring enough supplies and as always remind yourself simple as
Keep your torch on 100, run 4 crusaders through the ruins. remember that blight is good in ruins and on undead, and that bleed is useless in ruins, and works good on humanoids.
be sure to focus on upgrading your Hamlet, getting rid of bad quirks that effect combat, and upgrading your hero's equipment and skills.
trinkets MATTER, anything that gives ACC, CRIT or straight up damage is good, SPEED is also important, both high and low once you get good at party comps you'll want some heroes going last and others going first.
make sure that your party synergies with itself, (shufflers being able to return to their previous locations with other shufflers, marked for death teams having enough marking, bleed/blight being able to DoT every row etc)
it really comes down to knowing what heroes work in which location and what parties to run where.
its a time investment, but once you understand the game itself, it's not too bad.
also fuck the cove and fuck the courtyard, crimson curse is your friend and your fucking enemy, and make sure to prepare for camping quests with shieldbreaker so you don't get fucked by snakes desu
>mod it to fit your skill
It's what I did and it's vastly more enjoyable.
Don't touch the stack of books. It's not worth it.
why is the artstyle so similar to this?
Figure out good team comps. Some aspects of a good comp: Has a healer. Has a stress healer. Has a good damage dealer who can hit the backline. Having characters who can restore their character order with certain moves if they get shuffled or pushed (for example crusaders joust is great because if he get's moved to the back he can move himself back while attacking). A comp that is suited for the enthronement you are going to (ie not bleed comps in ruins, using Plague doctor in high level coast maps to cure the insane bleed stacks before they trigger, etc.). It is best to fit all of these conditions or you are leaving things up to chance.
Use good trinkets, healing boost trinkets are strong. Damage and accuracy are really good and speed is also good when paired with good damage. Certain characters are more reliant on them than others like the Leper who will struggle without accuracy boosting trinkets. Try to always do missions that will give you new good trinkets.
Keep your torch lit at 100 for most set ups this is easiest. Keep your HP high and stress low whenever possible. Use lots of items on lots of curios so that you can learn their interactions (using them will put an icon on the item to tell you what ti does next time you are at the same kind of trinket). Learn to abuse stall mechanics. If you stall to heal reinforcements will come. The game calculates this by how many turns you spend not doing damage vs. the amount of enemies left. It will also trigger even if you are doing damage after a certain number of turns. You are always warned when you are a turn away form reinforcements (your characters will say something like "Why do we dwadle".)
Easier or harder?
it's a cool ink heavy artstyle
gedd it?
>Make sure every hero who's simple but useless out of a certain range has a move to get back to that range if they're pushed. Usually those moves are some of their best like Crusader's Lance and Point Blank Shot. They're so good, you might consider entering fights with the characters out of proper placement so they can start the fight off with big burst damage
>Understand that every tileset's enemies has certain weaknesses. The Cove is where this really gets important since so many regular enemies hit hard and have armor
>Don't interact with Curios you don't have a 100% memorized understanding of what item to use on them. Understand you'll have to wreck a few teams to build up that memory, unless you want to be a faggot and use the wiki
>Upgrade the stagecoach early so you can draft a random team just in case shit goes really south
>Upgrading buildings is more important than upgrading heroes
>Once your heroes get to a certain level they will be locked out of easier missions
>stunning moves are the best moves in the game. You always want at least half the enemy team stunned if you can manage it.
>If you have the option to end a run early but still have treasures on the map, get to their tile, snuff out the torch to 0, collect a maxed out chest, bring the torch back up to 100 and repeat until you're out of treasures or torches.
That's all I can think of off the top.
By not being retarded
The whole game is a casual filter, and wont hold your hand
>person crying about RNG and posts webm "proving it"
>every single time it shows that they went full fucking retard and chose the only option where death was possible
>vintner, bank and cartographer
que?
DLC
One of the shittest games ever made, braindead tactic depth, mobile game tier grind and performance and RNG up the ass. Yet it earned millions while actual good new tactics like Battle Brothers or Dungeon Rats remain unknown. It's you people holding the industry down.
>Battle Brothers
I was with you up to here, user.
It's a pretty competent tactical game that doesn't waste your time, I don't see the problem.
Early on it's really all about trial and error. You'll get fucked a lot by not knowing the full potential of heroes and not being prepared for the inevitable failures RNG and experimentation will bring. Don't worry too much about it, your heroes and trinkets aren't worth that much. Over time it becomes less about learning the game through trial and error and more about collecting trinkets and gold to get your heroes min/maxed for the role you're slotting them in a party. And in order to actually progress while doing this rather than lose progress due to RNG fuckery you have to really be on your best game and plan well. Failure is inevitable, but not the end. Late game is all about specialization and synergy, you want your party to work well together and your hero to have the absolute best trinkets for their role. This is especially true for boss and darkest dungeon missions.
You can't. The game is intentionally designed to screw you over, when when you're playing well. The game is always uphill and """RNG""" is against you.
kek