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It really does need something to make it "fun" in some way, but I'm not sure what. Honestly, I've turned the Crimson Court module off on my new game until they figure something out. Once you discount the 200 or so upthumbs the DLC got in the first 6 hours of release (you know, before anyone had actually played the content), it's clocking about 50% positive since, so obviously I'm not alone there.
I think the number of enemies that inflict the curse should consist solely of certain very powerful enemies who should be feared (or explicitly sought out in desire of creating a cursed character and hoping you survive.) As it is the curse feels less like a Vampire thing and more like a Zombie invasion.
A way that doesn't require me to dig deep into the late game through a horde of enemies that can and will infect your entire roster and which will also spill into all the other areas.
And how about we don't do that instakill thing anymore?
Wasn't the deaths door mechanic put in place specifically to prevent that?
Also why can't my vampires do vampire things?
Like get a 5th ability that leeches life or is class specific when in bloodlust.
Or how about just grab some dudes off of the stage coach and drink their blood instead of only drinking that specific kind of blood enemies have to drop which makes it this awkward kind of resource management thing this game was obviously not built for.
I would like to see tougher enemies, instead of handicaps to the player.
A: Is FAR too easy to get people infected with it. Not to mention once you've done the first Courtyard quest the mobs that can cause infection start spawning bloody everywhere so there's literally nowhere safe.
I would change this by drastically reducing the chance of infection by non-boss monsters(Especially the mosquitos, eeeeeugh.) and possibly removing infection attacks from some non-boss monsters as well.
B: The curse isn't a tradeoff, it's a HUGE negative. If the curse were a real tradeoff it would at least add an interesting bit of decisionmaking. Now it's just bad.
Why is the curse bad?
All but the first tier of hunger WILL cause characters to lose their turn doing something negative. This is a big deal and a surefire way to disable the courtyard for some.
The curse is a big pile of negative modifiers. Not a buff X debuff Y type-deal.
Bloodlust is a RNG fiesta that still isn't that great. Wanted to get some HUGE DAMAGE in? Sorry, your hero ranted for 2 turns then turned around and smashed your vestal's face in.
What needs to be changed here?
First off: Ditch the random negative actions from all but wasting level. It's a huge malus to have even a 10% chance of "pass turn" let alone something truly negative.
Second: Make the curse a true tradeoff. Vampirism should have some benefits, right?
Whether that be lifesteal, disease resistance, bonus speed, extra damage, dodge maybe even extra prot. Make it so it isn't just a big pile of negative stat modifiers.
Because right now there is absolutely ZERO reason to try and get the curse on a character. Rather than making the curse an integral part of a character's kit it is just a ball and chain dragging them down or possibly getting them fired from the roster instead.
But i woul not be against total rework of it, it is just kinda boring right now.
And you know what? If that was it (with ability to use exclusive trinkets, obviously), that would be totally fine, problem is that there are way too many negatives to it. Random actions, seriously? In a game that already loves to screw you over with random actions already, be it a boss, stress or quirk? Was another one really necessary? And stress bursts too, really? When you already added another stress dmg "horror"? And not only they can die from that crap, but also infect everyone else in hamlet unless you handicap yourself and only heal infected?
Oh, but then you send uninfected on the mission, they get infected, because you didn't go far enough, and the cycle continues...
It's better to show infected the door rather than manage them, because curse now is really like a ball and chain. And I almost forgot the fanatic... So yeah, what are the cons of curse?
25% dmg, +4-7 dodge, bleed, blight, stun resist and that's when they have blood. In passive, they have amazing +1 speed... Wow.
And let's not forget the fact that your backpack/inventory is not bigger and you need to bring with you damn blood to the dungeon, taking away some space you desperatedly need.
Leave the buffs as they are, but remove the random action/stress BS with the ability to heal the curse after beating the first quest, but with slightly higher price. And with bigger progress, make it become cheaper. Or even better, make new building all together to heal CC and maybe even add some small buffs for infected. That would be a better trade off, rather than annoying as it is now.
Indeed, I was referring to the passive effects.
At passive effect the curse gives:
BAD
-5% stun/blight/bleed resist.
-10% maxhealth.
-5% virtue chance
GOOD
+1 speed.
THIS IS TERRIBLE. Like, absolutely, incomprehensibly terrible. I would NEVER EVER EVEEEER keep someone with a trait that would do this.
It only gets worse after.
Craving gives:
BAD
-10% stun/blight/bleed resist
-20% maxhealth
-10% virtue chance
GOOD
+2 speed
Also, the character can at random: attack a teammate, stress the party, pass turns, stress people interacting with curios, deny healing/buffs, stress and damage self.
Of course, then you can give blood to trigger bloodlust
Bloodlust gives +25% damage, +15% blight/bleed/stun resist and +4 speed.
POSITIVES ALL AROUND... Except your character may or may not do any or all of the following: Deal stress damage to the party, move forward, punch a teammate in the face and possibly inflicting bleed/stun/debuff depending on the offender, deny heals/buffs and of course stress teammates a bit more.
I'm not even going to bother describing the wasting stat because it's basically an even worse form of craving.
So, to recap:
You basically have "all the bad quirks" except you can get more bad quirks, at any given time.
You can go berserk and roll the dice, praying you don't murderize your squishies if you roll a nat1.
You can infect your other poor sods by accidentally putting them in the same room.
Oh, and even trash mobs have a ~50% chance of inflicting the disease.
Have fu~un!
Seriously. This is NOT appealing in the slightest. Even if I discount blood as a resource in its entirity(Which, by delaying the first court quest, is doable allowing you to stack hundreds of it before having a single vampire on your roster.) this is a TERRIBLE proposition.
Why:
First off, you nerf every infected character, and with how easy it is to get infected that means your squishy, non-hitty characters get infected too and have literally 0 use for the berserk button.
Second: On EVERY stage that isn't passive your every move becomes a RNG fiesta just to see if they don't do something boneheaded and screw your party over. That might not be a bad thing at lv1 dungeons, but if your whole team skips turn against a buncha giants you're toast.
Third: Every moment you are NOT using berserk mode you are basically playing with nerfed characters.
Fourth: The Fanatic can and will screw you over completely in a couple of dungeons, forcing either teamwipes or retreats from the dungeon. YAY!
Seriously though. The curse needs fewer negatives and more positives.
But that's just how the game works! It isn't your friend and won't ever take you by the hand. So please stop asking for changes, just to make your own playthrough easier. That's not DD.