Darkest Dungeon®

Darkest Dungeon®

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Not a fan of the new Stealth mechanic
Mainly because if you don't grab the shieldbreaker, the anti-stealth skill outside the Occultist are all terrible. It feels so rushed and so heavy on the "Punish you for not grabbing the dlc" scale (I have the dlc btw).

Shieldbreaker is the only DD class that actually deal good damage to stealthed enemies. Other skills deal minimal damage and because you waste the turn on your DD to reveal the stealthed enemies, the chance of that crone/shaman dying on the first turn is very slim, giving them free turns to wreck havoc.

AoE damage skills are still too niche because spreading damage is bad compared to focus firing. You have to be someone like PD with the Stun and blight to actually feel like using AoE on the stealthed target without feeling like you're losing something.

The most disappointing part is that The Vestal, who has many light-based attack, can't even do anything about stealth.

With this patch, if I'm going into a Vet or Champion level dungeon, it's always going to include Abalest + Occultist or BH + Occultist with my Occultist using + SPD trinket. This way, the occultist can use the mark right at the start of the fight and get the Crone/Shaman marked,revealed and killed before it gets to do much. Other comps that don't use this strat or SB just feel so gimped now in Vet/Champ. (especially with SB making quick work of those high prot enemies as well, something HWM and Gr can't do)
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Showing 1-6 of 6 comments
Enfys Ellezard Oct 27, 2017 @ 4:57am 
AoE should actually destealth enemies, but not fully. Either getting hit once by Stealth should reduce the duration by 1 rnd or make them targetable but with reduced accuracy while they're still stealthed because you now have a general idea of where they are from that AoE attack.

It feels so rushed, as if they plan on making us mod the game to fix it and allow theory crafting again instead of just put the same 2-3 chars in every comp now because the stealth is in pretty much every stage.
Zadavaka Oct 27, 2017 @ 5:18am 
I think reason to existence of the new Stealth mechanic is to give more use to AoE attacks and niche, less usable skills without total rebalance of character skills. You know in DD - focusing a target > AoE attack. Also how often do people use skills such arbalest's Rallying Flare?
Sir Francis Oct 27, 2017 @ 6:15am 
Stealthed enemies always are the ones which would die first in a battle, often without having done anything to the player. its essentially a small buff to those foes.
and its not like just about any good party can afford to ignore an enemy for two turns so in no way you have to use the reveal mechanic.
But i agree, the vestals illumination should be able to destealth.
Slayer1557 Oct 27, 2017 @ 6:49am 
Originally posted by Sir Francis:
But i agree, the vestals illumination should be able to destealth.
But people might actually use it then! We can't have that.
Originally posted by Zadavaka:
I think reason to existence of the new Stealth mechanic is to give more use to AoE attacks and niche, less usable skills without total rebalance of character skills. You know in DD - focusing a target > AoE attack. Also how often do people use skills such arbalest's Rallying Flare?

Honestly, adding an entirely new mechanic that just draws out a fight even more than usual isn't the right way to rebalance heroes/monsters. It'd have probably paid off more if they just buffed the heroes/monsters in the first place instead of doing this. But that's just my two cents.
Last edited by a real miko (true); Oct 27, 2017 @ 7:00am
Enfys Ellezard Oct 27, 2017 @ 7:13am 
Originally posted by Zadavaka:
I think reason to existence of the new Stealth mechanic is to give more use to AoE attacks and niche, less usable skills without total rebalance of character skills. You know in DD - focusing a target > AoE attack. Also how often do people use skills such arbalest's Rallying Flare?

Yet most AoE are still terrible and skills like Rallying Flare are too situational to carry around all the time outside maps like Weald. All it does is limit the already situational skill to become even more situational like how Gravedigger is even more useless now.

They're not improving the game with this kind of change. Situational and weak skills need a direct buff, not random add-on slap on top of it. What happens is that the only useful option become mandatory, which further limits viable options more than it creates.

This kind of change is just lazy because it only takes adding a few line of codes or reusable function. If they really want to add new mechanics, they need to start reworking skills that actually fit the intended role. The only skill change that follows this rule is the Occultis mark buff.
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Showing 1-6 of 6 comments
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Date Posted: Oct 27, 2017 @ 3:48am
Posts: 6