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Start with a basic team comp 1 heal, 2 DDs, 1 tank and equip them with fitting trinkets like more heal for healer, more dmg/speed for DDs, more health and defense for the tank. Use combat items, they are there for consumption and make a difference, Choose skills to cover all areas like dot defence, moral, damage output and tanking/guarding. Learn different enemy types, possible combinations of them and boss behaviour.
Also you just need the head of one region boss, if you can´t win against the general try the 3 others. And prepare for the boss fight, don´t fight a boss in the first region. Hoard items for the boss fight, for example anti fire for the librarian, makes life much easier.
You need experience to win the game, as a beginner there is no way to power through all 5 mountain bosses. Enjoy the ride, part of the fun in this game is to learn and to try new combinations.
Its not you. Its the game. I'm presuming that the studio got cocky after DD1 success and now they won't listen to feedback. Apparently, the first 1 was more accident than genius. I'm hoping the modding tools are powerful enough for us to this this ♥♥♥♥♥♥♥♥.
You'll need a tank and a healer to round out the team - I would recommend Plague Doctor and Man-at-Arms. Plague Doctor is great at taking out the back line and providing clutch heals. Also remember to equip a self-heal on both the Gravedigger and Hellion (they both have a couple of good options here). Vestal/Crusader is also a great filler if you have enough unlocks.
The Flagellant is probably the single strongest character in the game right now, but he also runs the risk of fighting Death, and if you're already struggling, it can be a total run killer.
Also if you want to make the game easy, equip the Carrion Eater pet. It provides a metric ♥♥♥♥♥♥♥ of healing to damage heavy comps.
Now all your team is free to attack / heal.
What group are you running?
And the game ist not to hard. It's fine.
I've lost my first 5 runs too.
After that I tock the easy mode torch, beat every confession once to see the bosses and unlock the skills, and switched after that to the normal and infernal torches.
Now it's rare to lose a run. It still happens, but most of the time it's just one character that dies thanks to unlucky dots or what ever.
Generally what you want in the first region is trinkets and mastery points. Things that will set your run up for success. You want to avoid difficult prolonged fights because they're going to leave you weak and stack up the stress.
Also as mentioned before, with the Dreaming General fight, it's not about whether you damage the roots, it's whether you hit them. Abilities like Tracking Shot and Bellow will still remove the roots. Items also work, but they tend to run out pretty quickly here and I would always always always recommend carrying a good restorative on one of your members.
It is important to get your team's general strengths and weaknesses. For example, for General, you must have at least 2 heroes which can damage rank 4 at least once per round. It is recommended to have a 3rd hero to damage rank 4 due to the massive damage he does.
Advice: Positive/Negative tokens are a MASSIVE game changer. Vulnerability, Blind, Strength etc. are always going to bring you closer to victory.
You're not supposed to grind, but the game basically is build around the grinding. When you unlock everything, it actually becomes enjoyable and fun to do challenge runs.
Finally, use the Radiant Flame when you start a new run during the first Inn. It slightly makes your game easier, but not by a whole lot. It does reduce your final candle gain, but it helps you learn the game.
The party I used to beat the Seething Sigh was a Hellion, Highwayman, Cleric, and Plague Doctor. Focus on the body and only attack the lungs when they are inflated.
The Librarian in the burning city was the easiest lair boss to get the trophy for. Also save healing items for the last boss and as many inn buffs as you can.
2. The only grind needed is going for hero shrines. By the time you have a few heroes with all skills, you're going to also have plenty of candle unlocks like new hero paths, bounty Hunter, better inn items, better stagecoach, etc.
3. Try pushing for the lair boss if you have the bounty Hunter available. I don't think he's available in the first confession. I recommend unlocking his altar of hope skills up to Finish Him at least.
4. Grinding for hero shrines is better in confession 2, with more regions to explore, and bounty Hunter and also Sluice region (more opportunity for candles and loot). Just end the expedition at the final inn if you managed to collect a bunch of candles and didn't want to fight the boss. Push on to the boss otherwise though, the loss isn't bad and use each failure to better learn the fight.
5. For tough flights like lair bosses, read up on wiki, make a plan including combat items, and switch to the planned team composition and combat items just before entering the lair. I NEVER stick to one set of skills through an entire region. Swap skills and items as you learn how each fight works and know which fight to expect.
Always go into the Sluice if you can. Its (almost) free loot and mastery points.
Pick your regions carefully. I find the starting comp is good against the Sprawl and Shroud lair bosses but not so good against the other two.
Take the Radiant Flame if you aren't doing so already.
Be bold. Pick fights. You'll get loot and mastery points which you can use to make your party stronger and the rest of the run easier. Personally I find assistance encounters seldom worth taking and the hoarder only useful in the last region when I've built up enough relics to afford indelible trinkets. (I don't recommend fighting the first lair boss if it shows up toward the start of the region, though.)
Pay attention to which stagecoach items synergize with your pet. For example: if you took the Reanimated Rabbit pet then focus on food gear. (You should still take other stagecoach items if they're useful, though.)
Negative relationships make a run go downhill quickly. Avoid them if at all possible. Use the big affinity items at each inn first and then fall back on whiskey to handle any remaining negative affinities. You should aim to have no negative relationships and multiple positive relationships at the Mountain.
Not true. I just beat Seething Sigh with no casualties or even Death's Doors using the Crimson Court party (Warlock Occultist, Virtuoso Jester, Scourge Flagellant, Tempest Leper). I've also done a Grand Slam with The Unusual Suspects.
Also the first one was better in many ways.