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Blighted Giants, despite their high HP, are relatively easy to stun in comparison to most size 2 enemies and are very vulnerable to Riposte considering how often he likes to use confusion spores. A properly built healer can easily heal off the damage they do with the branch, anyway.
Gnashers' low HP makes it easy for pretty much any unit with decent damage to one shot them. It pays to invest in Surprise with camping skills or the Ancestor's Lantern, since then you'll always be able to attack first and kill them before they can act.
Fungal Zombies are extremely easy to bait into a Riposte from a MaA and can be easily killed with bleed or armor piercing. Not really that much of a threat.
Crones are annoying but, just like every other stealth enemy, they can be easily killed before their stealth even naturally ends. More than half of the base game roster has a stealth break or some form of AoE that they can use to hit her, and her poor HP makes her easy to pick off.
It's easy to complain about high dodge when you don't take any measures to counter it. Accuracy boosting trinkets and camping skills are plentiful, and the Occultist and Vestal's dodge debuffs make weald enemies incredibly easy to hit. It barely makes a difference if you properly prepare for it.
Riposte would be nice probably. But I lost my only highwayman and man at arms doesn't deal enough damage, which I desperately need in Weald because of stress and giants.
With out mark and high accuracy you won't able to 1 shot little witches. They have really high dodge. Lvl 5 weapons with damage up trinkets still won't 1 shot her with out a mark or a lucky crit. And you need to get out of her from stealth 1st, but you have other problems besides that: Giant, another stress dealer (usually that high dodge lunatic)
I was using Ocultist for some time, but because of his unreliable heals and inability to AoE heal I lost some very valuable heros (rip Dismas...). With out Vestal I can't do any champion lvl dungeons, but I don't recall that Vestal has any dodge debuffs attacks
Vestal's Illumination debuffs dodge and breaks stealth at the same time. Great for dealing with Crones so that you can hit them easily.
There are other, less-ideal solutions as well. Occultists have weakening curse, but then you have to hope nobody needs healing. You can bring a leper but then a) you have a leper and b) if you don't have a debuff charm then RNG can screw you. And then not only do you have a leper, you're using a trinket slot on something that isn't accuracy or damage.
Or you can just eat the death's door debuffs. Bring extra food.
Cove > Warrens > Weald > Ruins.
P.S. PDs are godlike as usual. They can stun crones through stealth in most (all?) cases, and can cure dog rabies.
Seriously developers F-off with stealth. I'm struggling with game progression even with out stealth mechanic...
>he hasn't met the Hateful Virago
And c) Giant opens with Confusion Spores most of the time. Enjoy your 4th rank Leper painfully crawling back up to the front for two rounds.
I think the worst "normal" enemy encounter in the game is probably Giant>Crone>Virago.
Pounder was never difficult. It is a war of attrition, which is the only thing that separates it from being just another fight against common trash enemies. The thing you have to understand about DD is that X or Y is only 'difficult' if you're unsure how to approach it. The problem with that is: if you go around explaining this in detail, you can essentially spoil the whole game for people.
There's a checklist of things to know about the game and, once you acquire them, nothing is difficult (assuming the player is utilizing that knowledge). I tend to not bother being meta - played too long - so I walk around with funky comps and banal strategies for fun, yet still won't struggle a fraction compared to people who aren't in on the secrets.
I can't speak for everyone, but I've never had a problem with the Weald. The only reason I don't go there as much is because Ruins is my favorite from a musical and atmospheric perspective, so I tend to bias it over the rest, even if it is technically the easiest of the bunch (but then, I tend to go to the Ruins with bleed comps, so according to some people I'm making it more difficult for myself. But not really).
At the end of the day, the only thing that will sway me are the trinket rewards. Sure, heirloom-rewards from quests are nice too, but you usually find enough to fill your bag anyway no matter where you go, so unless a really nice trinket is up for grabs, I'm going to be an area I find pleasing 80% of the time. Half the time I don't care much about hamlet-event rewards unless I want to super-cherry-pick for a particular goal.
They all have their little niche. It is up to you to figure out how to approach that niche. Eg. if you had a favorite comp that was just 'decent', it would struggle with X area more than Y. Time to revitalize your strategy and try a new approach I'd say.
In one way, you can say the game is well-designed. If you're having a problem, rest assured a solution exists.
In my case, I consider it a flaw. The game described in the opening warning is a fun game, deep and almost unique on the market. The game where you win all the time is a trifling diversion. I preferred the game where the right answer to 'when do you abandon a mission' wasn't 'never'.
Although, for you, it may not be worth the effort of discovering the solution for yourself. In which case I have no problem with telling you how to play the game.