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Target back rows first.
Equip best gear.
Build in team synergy.
Make sure people have quirks cleared.
0 stress off before going in.
It can be done, and remember retreat is always an option.
Because you usually use 4-6 turns vs enemies in a fight, practically with the usual 25% crit chance the more turns you take the bigger the chance to get the crit, and here is the problem: the bigger the chance to hit the enemy with the crit, the bigger is also the chance to hit the enemy with crit when the enemy is on low or very low health ALREADY, rendering the crit actually USELESS. Why the heck should they even implement crit then if most of the time they are useless on anything else excepting bosses that require 20 turns to kill and with the exception for those special cases when you use specific abilities that increases the crit chance with iteration growth?
Sincerely I don't even know how could this problem be avoided, maybe giving the crit chance full incremental chance for the whole quest -one variable only for the whole quest, instead resetting crit chance with every fight.
Ai gets more predictable at higher difficultiest. (Because they get higher chance to attack marked target. lol)
Hidden values are psycholigical trick.
Players feels better when they are feel like they had much less chance to do certain things or if they get that "luck" in last moment.
That trick is used in almost every game novadays no matter of genre (rpg, fps, mmo etc.)
also "at least uncommon"
meaning everything that isnt common.
At champions you should wear very rare/rare/specific or just in shortcut Best trinkets you have in hamlet.
Grinding gold is basically 1-2 runs with antiquarian tbh.
Bad luck happens sometimes but the veteran dungeons and especially darkest dungeons the enemies are super predictable, especially in darkest where enemies are guaranteed to be in certain places.
“At least uncommon trinkets” yeah that’s definitely not good enough for a darkest mission and three rounds? Did you go into the fight with everyone on deaths door? You should spare no expense for those missions. And no jester or flag for the stress? Dude you underprepared and got wiped, simple as that
Knowing is half the battle. Knowing how the battles play out gives you the opportunity to plan ahead. Shambler, for example, will scramble your heroes and stress them hard. His summons get stronger over time, so you can't completely ignore them. Veteran and Champion dungeons introduce new enemies that warrant new strategies. Enemies also get faster, so neglecting things like speed/ambush chance, as well as accuracy, resists, etc will cause problems later.
Crits aren't useless on overkills, because a crit will heal stress and give the hero a buff (if you have CoM DLC). Kills also heal 3 stress which doesn't sound like much but when you are playing smart both crits and kill shots will really start to offset periodic stress ticks.
Jester and HM's stress heals aren't mandatory. I see a lot of newer players lean pretty hard on them. While they definitely have their uses if you know how to prioritize fights, newer players tend to try to 'spam' them (along with heals) in situations where they are going to receive far more stress/damage than they can recover. Simply prioritizing enemy stress dealers and wrapping up fights faster can go a long way to preventing stress build up. Knowing when to camp and when to invest in 'prevent night time ambush' abilities is also important. For instance, if you just finished a long, difficult fight and decide to camp, even with camping/abilities you might still not be back to full health/stress, so preventing a post-camp ambush can save a lot of aggrivation even if it is a gamble whether you would've gotten ambushed. If you look at the other effects, you'll find they tend to synergize well with the ambush prevention; Sanctuary gives a nice heal to any heroes already afflicted/mortality debuffed, for example.
If your party cant do that reliably most of the time it is just a bad party, back to the drawing board. Or you get really good at healing stress.
The endgame is real hard, thats why it is the endgame.
Other than the rest of the casual experience, it requires a team that is actually GOOD.
If everyone is afflicted youre 100% supposed to leave the dungeon if the boss isnt almost dead at that point. That simple.
You lose 1 vs you lose them all, 3/4 of the grind prevented by being less dense.
Here are some good examples to learn from, they show how to get through with low stress:
With flagellant:
https://www.youtube.com/watch?v=jk3vtOypsYE
Without, even as a guide:
https://www.youtube.com/watch?v=sxeX2duVAh8