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I've boiled down the arguments to the thesis statements so you can see OP is just elitist scum. It's not objectively wrong, it's just that it's myopic, cruel and caters to niche appeals that would never satisfy the populous in any significant way.
Also I disagree on the heals in this game. They all have limited uses and/or cooldowns, you can't spam any of them forever unless it's Strategic Withdrawl (nerf this already, this move should only be usable once it gives MAA Block Plus and puts him back to like half health for god's sake, Flagellant has to get his inhaler for a couple turns and can't use Sepsis after two or three times I think. MAA shouldn't outshine Flagellant on self healing). Some of the heals in this game do make shorter Road Fights and even longer encounters a lot easier though (Battlefield Medicine smh). So actually you have a point on that. And characters with heals are better than those without, I don't see Highwayman giving himself three Dodge Plus and restoring a third of his health. I love Dismas but Gravrobber's pretty fine looking with that Absinthe. Actually add Grave Robber to the list of characters with heals that are way too good, Leper has two Solemnity uses and Graverobber can just pop her triple Dodge Plus heal three times in a fight. This was fine when Graverobber was bad but she's almost keeping up with Highwayman Damage now. Give Absinthe a one use limit and it's good.
Healing exhaustion sounds like Hellion's winded, except with a 3 turn timer like most tokens. Could be interesting but just adds to the learning curve.
I'd say DD2 is in a good spot when it comes to combat items, trinkets and other "minor things" a player can do to up the chances. There are quite a lot of options to countering bosses through usage of these. Particularly act 3 and 4 but also lair bosses.
Remember the old act 3 boss? That's exactly what it was. Bring speed+taunt or bust. How did people like it? THEY HATED IT and RH had to change the boss like 5 times.
and
In a post before you said that a game or challenge isn't difficult if you're making correct decisions and therefore minimizing risk factors. Now, you're suggesting a difficult game design should push the player towards making optimal decisions (e.g. party comps). Which of the two is it?
If I understand your point 1) correctly then healing output of the team is less than incoming dmg? If that's what it means then that's where DD2 is at (you could combine it with point 3). Not accounting for combat items any usual 1 healer team will eventually die to most encounters if you do nothing but heal. Most two healer teams will eventually die too. The reason good players don't die is because they can prevent most of the enemy dmg (by killing enemies quickly, disable, defensive measures e.g. taunt/block/dodge).
That's exactly where it's at right now. Thresholds and limit usage prevents you from spamming heals like DD1 and going infinite. I'd even argue that usage limit on heals is a counterproductive design. It's not making the game any harder for experienced players because you barely ever run in a situation where the fight is so long that you'd use up all the heals. However, it does make the game harder for beginners who have longer fights.
What would be the strategical consequences of this kind of change? Well, you'd want to run only heals that heal big chunks at once. So run a PD with IS and combine with a MAA tank. That's exactly where were are at right now but it would make the whole class balance even worse than it already is. You'd still want to run Foeter and use more of the "healing received" items that you get along the way. In terms of pets run rabbit or snake and stack up on healing tonics/kits/salves as much as possible. Other combat items would lose their value and it would be an auto-equip big healing items. You could completely neglect this mechanics through various trinkets, stagecoach and inn items with "healing received" (like the old act 3 boss).
That's where the game is actually at: enemy (potential) dmg output is higher than the team's healing. You can stack 2 healers but you don't have to. You can even run 0 healers if not combined with certain torches.
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Overall, the suggestion of a "healing exhaustion debuff" doesn't sound to appealing. It wouldn't particularly make the game any more difficult but just put an even stronger bias on the established optimal playstyle. I can also see a lot of ways simply ignoring or counteracting it. It might be a nice idea for a torch but sounds pretty bad as a general game design and would invalidate many elements of the game.
There are a couple hard single-player platformers. I don't like platformers.
There are indeed other games...if I want to play a trivial game.
You seem to be arguing that Darkest Dungeon shouldn't be hard. Like every other similar game. Unlike DD1 it doesn't say "challenging" on the store page, so that's a valid position. However, it would be nice if I didn't have to read the position into the post, but instead saw it argued explicitly.
I would prefer if nonzero hard games existed.
I would be fine with Red Hook making a version of DD where another player controlled the enemies, to take advantage of the self-balancing nature of PVP.
Regardless,
It doesn't. You can absolutely learn to win 100% of the time on Bastard's Beacon. Doesn't even look like you need a strict meta-comp; PD-CRU-MAA-FLG with CRU twiddling his thumbs uselessly in the back? Sufficiently powerful.
You can try to write a guide for nethack, but it's too long. There's too much stuff to master.
As with DD1, writing a guide to DD2 is largely about all the stuff to ignore, plus some boss gimmicks. You can hit 100% win rates on bastard's beacon without a special training regimen.
Nethack is not reasonably spoilable. Darkest Dungeon is very, very spoilable, because most of the mechanics not only don't matter, but are often actively holding you back (compared to just hitting the thing).
Generally what's holding players back is self-satisfaction. E.g. they're proud of the comp they came up with and don't want to hear - even from themselves - that it can be improved. The game has to be "hard," therefore whatever random jank they assembled is the best possible strategy. Perfectly logical, see?
CRU-OCC-JES-FLG. Triple artillery to the back, if they somehow live, JES finale. CRU or FLG main healer; your choice. Go full damage on the OCC.
The obverse of self-satisfaction is feeling like they can't be proud of any composition but the very best composition. Imperfection isn't allowed; the game has to be hard so they don't have to admit to imperfection. Improvement isn't something to be proud of, because that means admitting imperfection.
Which is, in turn, a good thing as long as the game isn't actually hard. If they started to improve they would rapidly trivialize the game.
Secondly, the illusion of difficulty is highly valuable to anyone who wants to be win against a hard game without having to unlearn their initial reactions and play strategies.
I can't enjoy it. There's no reason to pay attention to my comp or, much of the time, even what the comp is doing. "Can heal? Can inspire? Great, comp wins." Play the game on autopilot. Give me FF12 gambits and I'll make the game play itself.
I guess what you're saying is: "sucks to be you, I guess"
As usual, off-topic. Consider starting your own thread to discuss those things. I would assume you've refuted the absolute heck of the post you imagined I wrote. I will not respond to a post that is not, in actuality, responding to me.
Strategic withdrawal would be a wonderful skill in a game that's actually hard. In this game, plenty of tools exist to prevent an MAA from ever hitting death's door in the first place, and it's generally a waste of a bar slot.
Yes, it's great for players who are already struggling. This is fine, except the part where, if they're struggling that much, it is unlikely that withdrawal alone will save them. Using withdrawal largely makes them take longer to learn to prevent damage or heal efficaciously.
Mantra+ and divine comfort are no-threshold heals with no use limits. If you want it, you can do that. In extremis, there's the chirurgeon's mixing kit, as salves also lack a threshold. There's also deathless, although FLG OP on purpose. Speaking of, endure has no threshold. Although there's also reflection, inspiring cry+, chaplain mantra+, and, effectively, take aim.
Maybe you don't think these things are worthwhile? They feel better, but other things feel even worse in exchange?
I can't imagine you really think it would be a better game like this, and if you do, you probably don't even realize your main enjoyment from video games comes from establishing yourself as better than other people and less about your experiences from the games you get.
I'm sure it would be a better game for you, but most people would prefer a game with more variety.
Your assumption is that the game is too easy because enemy damage is lower than the team's healing output and that's factually wrong (for most 1-2 healer comps). You can quickly check it by reading the wiki or test it in-game. Your proposed solution is to include a healing received debuff on the target whenever it gets healed. This, however doesn't really solve the presuming problem and at the same time would create a lot more problems in other areas. You can even test your solution by editing the game files and creating an infernal flame for this.
You say that you should NEED to fully utilize and take advantage of pulls, debuffs and such for the game to be fun but it's the fact that you don't have to and can do your own thing that makes the game fun. This is going to sound like a REALLY stupid example but let's look at Kirby. In Kirby you have the option to engage in the platforming and puzzles but you can also just infinitely float over everything. Is this the same as Darkest Dungeon? Hell no. Kirby is meant to be an easy silly platforming nintendo game. Darkest Dungeon is a punishing Roguelike. But even adding that degree of player choice, just giving players the option to ignore the deeper mechanics and use simple team comps, it opens up the game to a lot more people and gives it a more 'freeing' feeling if that makes sense. Like you're choosing to use something like Occultist and going for fun pull stuff and can because the game lets you, not because the game FORCES you to. It's not like you can just turn your brain off and ignore basic teambuiilding but even having that small degree of freedom helps.
Also I remember you were talking about a game where if you wanted to win you run the best possible and well suited comps, but there were still community challenges where you can compete with how far you get with bad or off meta comps. This is a cool system and properly hard and punishing games should use it.
TLDR: Darkest Dungeon 2 is the Kirby's Return to Dreamland of Roguelites.
Yes, it is seemingly easier with a heal/stress heal solid team. But the game works well enough that most comps still work for those who are up to the task. Especially with all the items.
When I was spending time on the discord, I witness folks making interesting challenges for each other, or for themselves. The boundaries of a base game's challenge need to be broad enough to cater to more than one player type, though, I would think. It does suck for those who find it too challenging, and I do what I can in these forums to help that.
But to my point, the key element of entertainment, at least that I have found, is the replayability through variety. I don't think anyone has done 17,160 runs yet, to try them all, or 4,392,960 if counting paths, much less skill choices.
I understand that some people find losing to be a fun way to play.
And I don't ever expect to win every run at ALL.
But in dwarf fortress, the game doesn't "end" Until you technically "Lose"
That's the games base format, it's HOW you're supposed to play.
You could technically keep a fortress running forever with good management and knowledge of the games mechanics, but that's not really how the game is played, because you can't "win" the game.
DD2 is different than DF. It has a final boss. It can be beaten like any other game with end bosses.
So no, I disagree. Losing is not fun in this game, and I honestly don't believe you, or anyone I don't know personally who would say that about THIS game specifically.
Maybe you're different than me, and that's perfectly fine. But I fail to see the "Fun" in losing a 2 hour run for any reason.
We already have replayability in the game without making losing a core "Feature" of the game lol.
My solution is about allowing Beacon to be genuinely difficult, instead of merely an exercise in using something like VES-JES-CRU-DST or HWM-JES-CRU-FLG. Right now if they tried to make Beacon actually difficult, all that would happen is that JES would have to be swapped for PD or OCC.
As above, it is wildly unlikely to happen in any case.
Due to the above fact, stuff like stuns is simply a waste of code and developer time. If anyone is using them, they shouldn't be. Debuffs are almost in the same boat. I can't remember anyone using weakening curse for the debuff. RUN blind is above the waterline but still very rarely used. Blinding gas may as well not exist (thankfully players understand). Not used enough to be worth the dev time. Non-seraph paths are essentially unused - hope they were basically afterthoughts. YAWP is only used for the taunt. There's also stuff if like maniac lashs gift... You can (and probably should) just ignore highway robbery.
Because you just don't need it.
Even if they were good, the hassle and complexity of using them would be negative, as the gain would be cancelled by new mistakes. Even if stuns were acceptably useful, many players trying to use them would end up behind by using them wrong, and would benefit by going back to [just hit it]. Meanwhile the players who are already good, and not likely to make mistakes, could win-more by using stuns, because you just don't need them. Good stuns would make the game even harder for poor players, and even easier for good players.
Now, if Beacon were the only mode and it required stuns to be useful, then stuns would be made useful. Players wouldn't have the [just hit it] option, so they would learn, by necessity. In this sense, removing the other torches could lead the devs to fix their game. And they could call it hard without a laugh track.
The remove-torches plan is merely stacking two kinds of impossible on top of each other, however.
But, of course, sucks to be anyone who finds it too easy. Just don't play vidja, lol.
https://steamcommunity.com/app/1940340/discussions/0/4205867749043706126/#c4355619963547118480
If parties in DD don't vary considerably in power, it's just a walking simulator. Pick whatever, do whatever, win anyway. If DD doesn't want to be a glorified walking (driving!) simulator, then bad parties need to get players killed.
Notably, with 1.3 million or so "characters" there's no way some of them aren't dramatically more powerful than average, not to mention dramatically worse. The only possible gameplay in a DD-style game is finding the good parties. Unless you include self-imposed challenges, but self-imposed challenges are dumb, as per my definition of a hard game.
I understand. You are still mad. Yes, I agree: you are angry.
I do in fact know ways you can be less angry, if you're interested. I'm just assuming you're not interested.
"I don't like you as a person."
Okay.
I will not offer a reciprocal personal evaluation.
If you fail to see the fun in roguelikes, why are you playing one? Isn't the fact you can't always win a detriment to DD2 in your view? Shouldn't you be trying to convince Red Hook to de-roguelike their game, instead of trying to convince me that I shouldn't want a roguelikes to be similar to rogue?
It is very likely that in the future I will be posting a "how to win every grand slam on beacon" guide.
This guide will be relatively short. It will, for example, barely mention trinkets, as you can't 100% if you rely on specific trinkets.
I have already released this guide for DD1. The only thing stopping anyone from doing DD1 deathless (and retreatless) is the fact it's tedious to play that safely. The guide is about a 25 minute read. If you hate losing, I recommend it. Will quickly get DD1 up to 100% mission clear rates.
In DD2, you can build a party that hankers for specific regions. Or...you can build a party that can totally ignore what region they're going to and kill region bosses for fun. Choose region based on ancillary rewards or purely on style points. It is vaguely difficult to guarantee an arbitrary boss kill region 1 on bastard's beacon.