Darkest Dungeon®

Darkest Dungeon®

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BobbyGun Dec 20, 2024 @ 11:58am
Turn order...
I'd like to see a turn order. You never know who can take the next action. That's quite confusing.
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Showing 1-10 of 10 comments
Arroba Dec 20, 2024 @ 12:11pm 
fail .
what´s positions or 1º positions of your heroes ???
random or you want that ones be first and the others in the last positions ...
how you can remove the positions of the enemys , the enemys can remove the positions of your heroes .
Last edited by Arroba; Dec 20, 2024 @ 12:12pm
Ghoul Hunter Dec 20, 2024 @ 1:07pm 
I think it's fine as is. It creates more chaos in a game that is supposed to be chaotic and unpredictable.
Macdallan Dec 20, 2024 @ 1:12pm 
Originally posted by Arroba:
fail .
what´s positions or 1º positions of your heroes ???
random or you want that ones be first and the others in the last positions ...
how you can remove the positions of the enemys , the enemys can remove the positions of your heroes .

I believe you misunderstood what BobbyGun was requesting. They're asking to see the turn order so they know when each character will act in each combat round. That has nothing to do with what positions they are in.

Originally posted by BobbyGun:
I'd like to see a turn order. You never know who can take the next action. That's quite confusing.

I think they left a turn order display out of the game on purpose, as in it was a design decision and not something they simply overlooked. It adds another unknown variable to combat that the player has to deal with. You can see what enemies have not acted in each turn by the vertical white lines on the GUI, but you never know for sure when they are going to act. Might be a mod out there to give you that info, though.

Originally posted by Ghoul Hunter:
I think it's fine as is. It creates more chaos in a game that is supposed to be chaotic and unpredictable.

Exactly.
Last edited by Macdallan; Dec 20, 2024 @ 3:03pm
RopeDrink Dec 20, 2024 @ 7:10pm 
It was all for the sake of unpredictability and shaking things up behind the curtain. After all, if all it took was to be 1 SPD faster than an opponent to beat them in the turn order every time, most fights would have become very stale very quickly, and a visible turn order would have signposted it as one of the largest difference-makers of DD1's difficulty. So, slap on a hidden mechanic, tuck the turn order under the rug, and voila, same enemies but different battles almost every time thanks to all the hero/enemy SPD variables.

Currently, it's "SPD + 1d8", so even if you have a 9 SPD Grave Robber and a 4 SPD Spider, the Spider can still go ahead of the Grave Robber if it rolls high and the Grave Robber rolls low.

Alas, while this does add unpredictability (for someone who doesn't know the hidden mechanics), you can still swing it in your favor by being faster than the +1d8. For example, if a Giant has 0 SPD and a Grave Robber has 9 SPD, she will always go ahead of the Giant no matter what, because even 0+8 doesn't beat 9, nevermind 9+1d8 -- unless GR is debuffed and lowered below the threshold to something like 6+1d8, and then rolls low (like 6+1), while a Giant rolls high 0+8).

You get the idea.

Having said that, visible turn order is present in DD2, making combat a lot more predictable. I prefer it that way, but only because tokens, broader mechanics, and other elements ensure that seeing the turn order doesn't automatically castrate the difficulty of fights. It's a huge help, no doubt about it, but there are other things to worry about, coupled with stuns being infinitely less prevalent compared to DD1.
Last edited by RopeDrink; Dec 20, 2024 @ 7:25pm
BobbyGun Dec 23, 2024 @ 4:07am 
Thx for this ;)
Hamstercluster Dec 25, 2024 @ 5:39am 
You don't really need to know the deep numbers but an easy way to ensure your team order is safe is speed increasing or speed tanking. Speed up faster units while tanking slower units so they will play in that order, if you want to ensure your jester goes first then equip a feather crystal or other speed boosting trinkets, and remove and speed penalty quirks. If you want to ensure your crusaders always moves AFTER your grave robber or bounty hunter you can tank his speed with a legendary bracer or another trinket that lowers his speed even more. Since the rolls can add variance account for it in your builds. I think that forces players to think outside the box with their items and makes your trinket choice and what stats they change matter more. For mark synergy speed up the markers always, for riposte synergy tank the slower moving unit, since for example: highwayman and graverobber have great speed stats you won't need to worry about your crusader going first, but to be safe tank the man at arms speed or give a boost to grave robber, so if you have the three of them the turn order is GraveRobber Lunges -> Highwayman Duelist Advance -> Crusader Holy lance, the next turn you can immediately stealth then you quickly have Point blank shot into a stun or any other moves you want to use.
Nibbs Dec 25, 2024 @ 3:25pm 
Just do the math in your head.
sooshon Dec 25, 2024 @ 6:29pm 
Originally posted by Nibbs:
Just do the math in your head.
you can't because turn order depends on both SPD and some randomization each round
Last edited by sooshon; Dec 25, 2024 @ 6:29pm
Nibbs Dec 25, 2024 @ 9:59pm 
Yes you can. It's called probability, mate.
davidb11 Dec 27, 2024 @ 2:16am 
Originally posted by Nibbs:
Yes you can. It's called probability, mate.

That depends on a lot of factors, to be fair.
Sure, it's speed plus a 1d8, but let's not forget how chaotic RNG calls can be.
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