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Also from what I remember mods aren't really a thing because of how the game is made so its just kinda worse in that regard and mods are a huge deal for DD1.
I would say if it looks interesting to you its worth it but if you just want more DD1 get mods or get Black reliquary.
Red Hook really dropped the ball with dd2.
The combat is quite similar but feels deeper. The classes are more balanced and have more they can do thanks to paths. I enjoy the token system a lot.
The artstyle, writing, music, atmosphere, narration, etc are all top notch.
The overall game loop is not as well refined as the first game. Still enjoyable but much different. I think it's worth the money personally as long as you aren't expecting DD1 part 2.
Most of DD2's elements have been plucked straight from DD1 or its respective DLC, and either reshuffled or repurposed to facilitate a shorter but more replayable loop - akin to Slay the Spire - unlike DD1's more linear A-to-B once-off campaign.
Despite Red Hook wanting to shake things up and take a different approach with the sequel, there are more similarities to DD1 than there are differences - but it's not an all-out retread either, and that has disappointed a few people.
It's still a worthwhile purchase if you enjoy the art, music, narration, combat, themes, and overall gameplay style (stress, quirks, turn-based shenanigans, and everything in between) - but if you're looking for a literal DD1.5, check some gameplay first.
What kind of things do you find fun?
In Darkest Dungeon 1, you can use an antiquarian to buff your heroes with +10 dodge, on top of their dodge stat they already have. You have to math this out in how many turns before you can build up to a significant number, as well as keep in mind the numbers on your trinkets.
In Darkest Dungeon 2, an evasion buff would give a character an ''Evasion Token" which is consumed when the hero is attacked(same for enemies and their respective tokens). This token gives a flat 50% chance to dodge the next attack. Whether the attack misses or not, the token is consumed.
This allows for less complex, less math-crunching, fights. But at the same time, the token system allows for far more stylish and meaningful combos and synergies. Many of the heroes skills have been rebalanced and buffed(sometimes nerfed) to involve this token system.
Jester for example has an attack that puts a ''combo'' token on the enemy he hits(lots of other heroes can do this in some way) and many heroes have skills that do special things if they're used on an enemy with a combo token.
Many strong enemies now have death blow resistance like the player does, but they changed it to make it less RNG. They will have a ''deathblow resist'' token and when brought to death, they will instead be brought to deaths door and consume the token, and they will also get a weak and vulnerable token which makes their next attack do half damage, and they take 50% more damage on the next hit.
While some of the underlying systems are far less complex, the system actually works quite nicely and makes team comps feel much more synergized with each other. The game is also much harder because you can't really stall much, enemies are far more merciless in the damage they do and death isn't as "permanent" as it is in the first game so enemies can typically get away with more ♥♥♥♥♥♥♥♥ than they could in the first game.
It is 100% possible to start a new profile and beat the entire game in one fell swoop, thus, it is also possible to do so blindly (however unlikely that may be).
There is no need to 'die many times'. Like DD1, you are best served by knowledge more than anything else, hence most people fish for that achievement when they know what to expect.
If you think you need to die to get anywhere, you've much to learn, and that's the point of the formula. You can win (or lose), and simply restart with less concern over time/perma-loss until you achieve your goal(s). The more you know (and have unlocked), the easier it is.