Darkest Dungeon® II

Darkest Dungeon® II

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Bowzzer Jun 1, 2023 @ 5:12pm
Anyone else think Grave Robber is too weak? My favourite damage dealer doesn't pull her weight
makes me sad :(
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Showing 1-15 of 24 comments
Jaggid Edje Jun 1, 2023 @ 5:31pm 
I don't know that I'd say she's "too" weak, but she definitely feels weak in comparison to some of the other damage dealing classes, at least until you get her a really great combination of trinkets. With the right trinkets she feels pretty solid, at least to me.
Last edited by Jaggid Edje; Jun 1, 2023 @ 5:32pm
Pixel Peeper Jun 1, 2023 @ 5:36pm 
As a Deadeye she's not terrible. Maybe a bit underwhelming, but she hits anywhere decently hard and provides little perks (corpse removal, DTH RES Piercing). Most notably she has two ways to heal herself and can put up a significant number of Dodge tokens. If I'm running ranged Highwayman and Grave Robber, she's going in Rank 2, he's going in Rank 3.

Poor Dismas has very little going for him defensively speaking, which I suppose is why he greatly outshines Audrey in damage.

My main beef with her is that two of her paths require her to Stealth, and Stealth (and the action economy surrounding it) is garbage. She wastes an entire turn, helps the enemy focus-fire your team (one fewer target), and then maybe, maybe the Stealth bonus will compensate for the damage she missed, except it'll be less frontloaded.

Two entire paths ruined by bad Stealth design.

Although, if you're willing to risk making her a Nightsworn, and you happen to get the Silent Treatment, she's going to be quite the monster. Fragile, but she'll be hitting very hard.
Xgpmcnp Jun 1, 2023 @ 6:52pm 
Nah Grave Robber carried the ♥♥♥♥ out of my run that won Act 3, by far. Especially with good trinkets, her damage is bonkers. Super reliable and self sustaining with good damage, mobility and side things like corpse removal!
Ignosius Jun 1, 2023 @ 7:15pm 
While she won't be your heaviest hitter, I think she's more than versatile enough to make up for it. Can hit all ranks, has a DoT, corpse clearing, self sustain... She'll fit pretty well into any group.
Pixel Peeper Jun 1, 2023 @ 7:22pm 
Originally posted by Ignosius:
While she won't be your heaviest hitter, I think she's more than versatile enough to make up for it. Can hit all ranks, has a DoT, corpse clearing, self sustain... She'll fit pretty well into any group.

That's what I like her for.

In a game like this, reliability is very, very valuable.
RakashaLeo Jun 1, 2023 @ 7:23pm 
I only survived act two thanks to the last minute poison darts and a pick to the face from my graver robber and a flag surviving 3 deaths door blows.

I will say the flag and it's toxic is just still too overpowered to me compared to the other heroes, but that's me personally. It almost makes him feel as if he's necessary for a run with toxic, the self heal, and the deathblow resistance.

As for a grave robber I wouldn't mind seeing the grave robber doing a little more extra range damage as a base as we really don't have that like we used to with say, an Arbalest as in dd1. Unless of course we see their appearance later.

Just some ideas
faebinder Jun 1, 2023 @ 8:04pm 
No way weak... Weakest character is that fire throwing wanderer.
Grimwulf Jun 1, 2023 @ 8:39pm 
One of my fav characters actually. If you manage to get a GR with Deadly quirk (+15% crit), just go sraight to the hospital and lock it. When playing Deadeye GR with Deadly, you'll have 50% crit on throwing dagger and 100% confirmed crit if the target is marked. 80% on darts, which is also pretty reliable - no crit tokens needed.

I ran a team with Alchemist-PD - Virtuoso-Jester - Deadeye-GR - Ravager-Hellion and had incredible fun. All these characters are fast, hard-hitting, and apply DoT and Marks. You win most battles before any opponent gets a chance to make a turn.

GR's constant crits keep your team at zero stress (with Revelry as a panic button). And being such a heavy hitter already, you can just put purely defensive trinkets on her. This quirk is really a game-changer on her.
Last edited by Grimwulf; Jun 1, 2023 @ 8:40pm
Cassilda Jun 1, 2023 @ 10:20pm 
Ah yes, the Grave Robber. She can fit in almost any position, attack any rank easily and reposition like its nothing, has a wide variety of skills, including crit damages, blight, corpse removal and stealth, with solid self care options. Yeah sure maybe her raw damages aren't that impressive but thats the price you pay for such an incredibly versatile character.

Its true that her sleathy paths require some trinkets to really shine, but she is hardly the only one.
Lynfinity Jun 1, 2023 @ 11:54pm 
Nightsworn GR constantly crits for 35-50 when performing Lunge while stealthy. And that is without any particularly strong quirks, trinkets and/or inn buffs. Sure, you have to "waste" one turn doing Shadow Fade, but I find it hilarious that a mere dagger does damage equal to Leper's greatsword.

If this is "too weak", then I'm a unicorn.
The Face Jun 1, 2023 @ 11:57pm 
Originally posted by Lynfinity:
Nightsworn GR constantly crits for 35-50 when performing Lunge while stealthy. And that is without any particularly strong quirks, trinkets and/or inn buffs. Sure, you have to "waste" one turn doing Shadow Fade, but I find it hilarious that a mere dagger does damage equal to Leper's greatsword.

If this is "too weak", then I'm a unicorn.

Not even shadowfade sometimes, an upgraded dead of night fixes her, stress heals her, and cloaks her. It's pretty fun sometimes
Pixel Peeper Jun 2, 2023 @ 12:05am 
Originally posted by Lynfinity:
Nightsworn GR constantly crits for 35-50 when performing Lunge while stealthy. And that is without any particularly strong quirks, trinkets and/or inn buffs. Sure, you have to "waste" one turn doing Shadow Fade, but I find it hilarious that a mere dagger does damage equal to Leper's greatsword.

If this is "too weak", then I'm a unicorn.

Lunge does have a 20%/30% crit rate which is quite high, and a crit does 19 or 20 damage which isn't bad at all. Though of course, unless you have a dance team, you can only use it once every couple turns.

At the enhanced 7-13 damage for the Nightsworn, plus the 50% damage increase from being in Stealth, that's the equivalent of 10.5-19.5 damage every couple turns, which wouldn't be very impressive (it averages to 5-10 per turn, in which case you could do better just spamming Glint in the Dark for 7-10 as a Deadeye). But the crit rate and ability to bypass Block/Dodge bring it up to a very decent number. Of course it's less frontloaded and you're more subject to overkills. And the Nightsworn does have -20% max HP on top of already-low Grave Robber HP.

To me Nightsworn feels a little weak, awkward and demanding. But if you get the right trinkets (most notably the Silent Treatment)... you do get constant crits, and 2/3 of the time don't have to waste a turn on Stealth, you can Pirouette instead for even bigger damage.
Lynfinity Jun 2, 2023 @ 12:36am 
Originally posted by Pixel Peeper:
At the enhanced 7-13 damage for the Nightsworn, plus the 50% damage increase from being in Stealth, that's the equivalent of 10.5-19.5 damage every couple turns, which wouldn't be very impressive (it averages to 5-10 per turn, in which case you could do better just spamming Glint in the Dark for 7-10 as a Deadeye). But the crit rate and ability to bypass Block/Dodge bring it up to a very decent number.
Doesn't even have to be upgraded. First encounter in the Valley, a big boy spawns among two regular Gaunts. By the time my GR was ready to use Lunge (which is Turn 2), he had 36 HP and one Vulnerable token. Guess what happened? "CRIT! 37".
Originally posted by Pixel Peeper:
And the Nightsworn does have -20% max HP on top of already-low Grave Robber HP.
Which is hardly an issue since you'll be spending 90% of the time in stealth. The only real threat are AoE attacks.
Originally posted by Pixel Peeper:
To me Nightsworn feels a little weak, awkward and demanding.
Pretty sure that's the point. Deadeye is your go-to choice for consistent damage and Nightsworn requires a bit of setup for a big payoff later. Haven't tried Venomdrop yet, so no comments there.
Lynfinity Jun 2, 2023 @ 12:41am 
Originally posted by The Face:
Originally posted by Lynfinity:
Nightsworn GR constantly crits for 35-50 when performing Lunge while stealthy. And that is without any particularly strong quirks, trinkets and/or inn buffs. Sure, you have to "waste" one turn doing Shadow Fade, but I find it hilarious that a mere dagger does damage equal to Leper's greatsword.

If this is "too weak", then I'm a unicorn.

Not even shadowfade sometimes, an upgraded dead of night fixes her, stress heals her, and cloaks her. It's pretty fun sometimes
True, however my current team has her together with the Occultust and, in most cases, by the time I remember the existence of DoN I've already cleared all the corpses thanks to Daemon's Pull lol.
Pixel Peeper Jun 2, 2023 @ 12:43am 
Originally posted by Lynfinity:
Doesn't even have to be upgraded. First encounter in the Valley, a big boy spawns among two regular Gaunts. By the time my GR was ready to use Lunge (which is Turn 2), he had 36 HP and one Vulnerable token. Guess what happened? "CRIT! 37".

Yeah, the math adds up. At baseline, Lunge would do 5-11, 7.5-16.5 with the Nightsworn bonus to Stealth, and a crit would max the damage at 16.5 and then add 50% on top for 25 total. With Vulnerable it would add another 50% for a total of 37.

Of course, unless you have crit quirks, there's only a 1/5 chance of it critting at that point, and set up the Vulnerable token first. And you have to Shadow Fade on the first turn, doing no damage.

See, that's what it is about the Grave Robber. Her normal damage is wholly unimpressive, her value is mainly about how reliable she is. With the Nightsworn you're going to be wasting a lot of time, but you're going to get some exceptionally big crits, and you're gonna notice those.
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Date Posted: Jun 1, 2023 @ 5:12pm
Posts: 24