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Thanks for that guide's link.
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Speaking of Dark Souls. DS1 was my 1st soul game from DS trilogy and find it to be the easiest one. Have you utilized Poise and upgraded your armour? What in particular in that game that give you the most trouble where in other souls games don't?
Blight town
it was just too much
mostly my frames dying so, that¨s probably the problem
If I made you a meal with a random substance in it, would you ever eat it? I could literally be poisoning you. Obviously, you'd not eat it. So, why do we make games with this philosophy? Games are better with predictable patterns and strategies.
However, I think Darkest Dungeon works for the most part, RNG aside and invisible values ignored. Despite what is happening under the hood, the game plays well and is enjoyable to learn and grow in. Bad runs can happen, but it's not the end of the world. You even have the tools to abort the run and cut your losses. That's where the RNG is not too prominent, and it's still mostly a game based on knowledge, judgement, and decision making.
I'd also like to make particular note that all of us who are good at the game, use items or strategies to remove the RNG factor. How many people advocate speed and accuracy? Quite a few. It's because it removes the RNG factor. We enjoy the game, because we are surgically removing the RNG components.
In darkest dungeon you know what enemies you're going to be dealing with and what stats are the most important to succeed at rng rolls for and you can pick trinkets to improve the chance of success for those.
as two arbitrary other examples in slay the spire the cards you get to pick between after each battle are random but the enemies that you can encounter in each region are not and you can make a calculated decision accordingly what will be the most useful. Or in auto battlers the units that appear in your shop are semi-random but they're pulled from a pool shared between all players so you can look at every other player's board to know what units have already been pulled out of the pool and decide what kind of comp you should go for.
The game hasn't magically become 'more difficult' lately, and you can even check the code to confirm that for yourself. If you're wondering why it may 'feel' that way, take a look at the 25-50% failure window you mention. Just like in the Spider Train thread, the solutions are all clear as day. A lack of stats - and a clear lack of knowledge.
The game is bending over backwards to help you succeed, and for everything else:
If you don't want to miss? There's a stat for that.
If you don't want the enemy acting first? There's a stat for that.
If you don't want [insert attack type] to be resisted? There's a stat for that.
(etc)
The list goes on - and the game provides you ample means to resolve every cappable RNG check of import. The caveat is that you can't resolve 'all' of them 'simultaneously', because where's the fun in that? So long as you are at least half-aware of what's going on, that is more than enough to see even sub-optimal comps (like Quad Antiquarian) to victory.
You can start acquiring the stats you need from Week 5, even if you forgo farming trinkets, to a point where any half-decent player will be rofl-stomping Apprentice very shortly into a new save - snoozing on auto-pilot, farming trinkets, bolstering the barracks for the upcoming Champion spike, leading to a predictable "preset" finale, all of which is (mostly) resolved on the Embark screen, not in the dungeons.
You can (a) resolve the most important issues to facilitate your comp while accounting for the possibilities of what you lack (assuming you're aware of them), or (b) endure 50/50 coin flips, fail to grasp the holes in your team, and blame the game for whatever patterns emerge.
Never do short runs because you can't camp. You can camp in medium and large dungeons. Camp is an awesome stress relief. Good DD players only use church and bar for stress relief if necessary, don't use bar because you can lose trinkets. Hero can gamble a trinket for example. So you finish a mission don't click return to Hamlet and then do camp, have somebody who can prevent night ambush when camping.
Do large runs only if trinket is good.
Always have a good scouting percent when doing missions.
Medium dungeons are way to go.
Long dungeon isn't that great due lack of inventory space and you are forced to drop half of your loot. You need take a lot more supplies and can't just throw way important and cruical supplies. Usually take long dungeons if there is good trinket reward or you want lvl up hero for a lot of xp from one run
Short dungeons - never. Only at early game when you lack trinkets, healers
... and the Antiquarian.
If someone is having issues with money, then doing a few runs with the Antiquarian in your party will solve that pretty quickly. (And making sure that when you interact with Curios, she's the character selected). In the early game, I tend to stick an Antiquarian in the party at least every third run, and sometimes every second run.
It is needless time wasting and padding having so many negative mechanics stacked against us, it makes us waste time and resources removing these quirks and 'fixing' our heros.
And who the f*ck thinks it's a fun game mechanic to have your hero's randomly steal loot? Or lose trinkets while at the tavern?
I am so glad mods exist to fix this game, I am also glad we can disable all the ridiculous game mechanics like "monsters leave corpses" or hero's refusing to enter lower level dungeons! XD
It's hilarious to imagine a DEAD BODY blocking your abilities or getting in the way of attacking the remaining monsters...
It's also completely laughable the idea of our hero's refusing to enter lower level dungeons, I can not even imagine a legitimate reason for this.
yes, losing trinkets is possible at the tavern, so don't go there unless you have to. The church is a little more expensive for a reason.
Corpses make the game a little more challenging and act as something to plan your teams around, they add some depth to the combat and building your team with them in mind. People not entering lower tier dungeons, while having an in-game explanation, is also for difficulty, the game's challenge outside of endgame completely dies if you're allowed to bring heroes to lower level dungeons. In fact that's one of the few things Radiant difficulty changes that actually makes the game easier instead of just shorter and easier to manage.
I agree to a point. The negative effects can be mitigated by keeping stress down, focusing on stress dealers, and so on.
What really hurts is the RNG. Any game with RNG, will screw over the player out of no where. This game is NOT easy. If it was, anyone could beat it.
Just because try-hards and such have an easy time, doesn't mean it is easy. Is the game fair? No. The RNG removes fairness.
Want a challenging game that is fair but difficult? Try almost any Fromsoft game. Darksouls, Bloodborne, Armored Core. Those games, like DD, punish you for not using the mechanics as intended.
BUT they have no RNG. Once you get the hang of it, once it clicks, the game becomes fun. "Easer" in a sense.
RNG sucks. Always has, always will.