Darkest Dungeon®

Darkest Dungeon®

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Doomerang 2015 年 8 月 18 日 上午 10:55
All the most helpful reviews are negative ...
And they all point at the game being balanced poorly and losing most of the fun factor. Is there a chance for this to be improved on? otherwise I'm taking it off my wishlist. Sounds like deja vu from world of warcraft, nerfing all the fun things and that to me is the worst thing a game can do.
最後修改者:Doomerang; 2015 年 8 月 18 日 上午 10:56
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目前顯示第 61-75 則留言,共 147
levitatingspleen 2015 年 8 月 18 日 下午 1:45 
引用自 Atlas
this has been on my wishlist for a long time. i was about to buy it but was shocked to see all the top reviews are negative from people that formerly all loved it but mentioned that recent patches have 'ruined' it.

the reviews would let you believe that this is a universal complaint from the fans...is this true? im now in a wait-and-see mode about this game due to these reviews

I guess a lot of the people who are enjoying the game are simply playing it. Although it is a contentious update, and it is a game that fosters a lot of strong feeling, I'd say the community is divided sixty-forty on the issue. Rough guess.
Prexxus 2015 年 8 月 18 日 下午 1:52 
The game is in a way better state then it ever was. So if you wanted to buy it before, you can be damn sure it's even better now.
Baywatch 2015 年 8 月 18 日 下午 1:55 
引用自 Arngrim
...

You make some good points but, I'm going to have to disagree with you that not being able to heal outside of combat is the problem. I see no reason why direct damage, dots, buffs, and debuffs can't all have an equal place without the game changing on a fundamental level. Dealing as much damage as possible is the best option at the moment because most of the alternatives are crap in comparison or unreliable.

Limiting the amount of damage you take is key to playing the game and adding out of combat healing won't change that, nor do I think it should. I'd rather see them give us more reliable and effective methods of limiting damage.
Santana 2015 年 8 月 18 日 下午 1:57 
I've tried the game before with a pirate copy. I had a blast.
Now i've bought it and there's new stuff like corpses and other changes that i didn't like it at first. But hey, it's a strategy game. It's not supposed to be fun, it's supposed to be dark, hard, and smart.

And still is. They're adding much more complex mechanics that makes you really think about and trying to reduce those RNG crazyness that they had in common with XCOM Enemy Unknown.
Hans 2015 年 8 月 18 日 下午 1:58 
引用自 Pothocket
There are no mana bars or cooldown timers... healing outside of combat simply wouldn't work. Like, it would have to cost 3-5 sanity for each point healed or something. That's the only way.

The game is meant to be a war of attrition, the farther into the dungeon you go the more it costs you health and sanity. You're not supposed to be able to keep your heroes in tip top shape by design.

This is the basic flaw in their design, and while interesting at first glance, has proven over time it is not viable. No healing outside of combat has caused poor balance to stay true to this mechanic. There are also cooldown timers, your characters have to eat and the game has a ticker for this.

Trading stress for healing seems like a fair trade since your party would have to stop (in theory) to patch up wounds. The game can still be a brutal war of attrition with limited healing outside of combat. As I pointed out, the entire game has been (un)optimized around this ONE mechanic, when instead, this decision could (should) have been revisited.

As has been pointed out in other threads, this has turned into a race to the bottom in terms of balancing changes. As enemy HP pools grow and their prot jumps all over the place, this does NOT change the fact my heroes are squishy and MUST avoid damage instead of healing due to the way the game is designed.

EDIT :

引用自 Baywatch
You make some good points but, I'm going to have to disagree with you that not being able to heal outside of combat is the problem. I see no reason why direct damage, dots, buffs, and debuffs can't all have an equal place without the game changing on a fundamental level. Dealing as much damage as possible is the best option at the moment because most of the alternatives are crap in comparison or unreliable.

Limiting the amount of damage you take is key to playing the game and adding out of combat healing won't change that, nor do I think it should. I'd rather see them give us more reliable and effective methods of limiting damage.

Reliable mitigation skills would be great, but it would not change the core mechanic of "kill them fast." Why use a turn mitigating damage the enemy does to me when I can kill them instead? Have the battles been turned into such a war of attrition that they need to be dragged out? I still can't heal outside of combat, so even if I can reliably mitigate damage, at what point does that become balanced to justify the sacrifice in DPS?

Since the devs have already introduced balance changes to prevent "turtling" or whatever name you want to give a slower, methodical play style that favors stun locks etc, they need a make a decision. The "ignoring DR" sword cuts both ways as well, even if I drag battles out and reduce direct damage, that gives plenty of enemies time to stack bleed/blight.
最後修改者:Hans; 2015 年 8 月 18 日 下午 2:06
dlmcelroy0 2015 年 8 月 18 日 下午 2:01 
My impression, as a Kickstarter backer who has followed the game quite actively, is that RH are pretty steadily moving in a consistent direction with the balancing modifications, but it's taken a while for it to become apparent.

RH give virtually no concrete response to specific feedback, and I think that's the correct approach on their part - there is ZERO upside to telegraphing to the community what they are going to do. It will only inflame in advance those who are opposed, and it will also reduce the range of feedback they get - if the community knows they aren't considering certain kinds of fixes, they'll stop getting certain types of feedback, biasing it in one direction or another. By holding their cards close to their chest, they are getting a wider range of feedback, which is vital.

At this point it seems pretty obvious that RH are not going to balance the game by making all the classes equally competent in all scenarios. I think they are going for a more subtle approach, one where every class has strengths and weaknesses, and where there are certain scenarios where, despite a classes weaknesses, not bringing one is out of the question. Yes, this means that DD parties are less viable. Yes, it means that you need to bring a variety of skills in your party comp. Yes, it means that if you, as a player, really only enjoy DD strategies, then this game is going to be frustrating to you. RH Chris said, in this thread, 'Ideally you should never have to beat on corpses.' That is as close as RH has ever come to making explicit their intended play style for the game, and I think it's a huge clue as to their intent.

The problem is the first release wasn't balanced this way. No knock on RH there, it's pretty unrealistic to think they were going to get it 'just right' the first time out. Where this causes problems with the community is that the first look sets expectations. I won't say the game was easier than it is now (I'm actually having more success on my new C&H save, due to experience on my part, despite feeling the game is overall harder), but I think it was simpler to parse out the successful strategies. Direct Damage parties, where front line warriors could quickly slaughter front line enemies and pull the back ranks forward for free, were just too effective. They rendered shuffle skills moot. So we have seen RH progressively try to tune down the effectiveness of DD strategies. But that first impression set expectations in terms of how the game 'ought' to play, and I think it also set expectations, for some members of the community, on how it ought to be balanced to move away from that play style. Neither impression actually lines up with RH's eventual goal, I suspect.

I don't think there's any way around this with Early Access. You get the benefit of a large user base beta testing your product, but it also means that you are going to get some people coming on board for your game who are going to be negatively surprised about where it ends up.

There's a lot of complaints about 'nerfing' good skills. The critique seems to be that strong classes shouldn't be dragged down into the muck, but the weak classes should be lifted up. Doing that obviously means that the enemies need to be lifted up, across the board, or the game really does get trivial. That's a viable option for some games, but I don't think it works in Darkest Dungeon's case for the following reasons:

  • It doesn't fit the setting. DD is meant to be grim. Super Awesome Heroes with amazing abilities breaks that feeling.
  • you get a 'christmas tree' effect - the more the characters are larded up with Awesome, the harder it gets to balance, actually. I say this having run into this as a GM for Pen and Paper RPG's that suffered from this. You wanted to give the players cool stuff - equipment, abilites, etc. But it meant that you had to dial up the threats massively. Eventually everything gets so overblown that it kills the suspension of disbelief altogether (regardless of setting).
  • lifting up weak classes and weak monsters is functionally equivalent to pushing down the strong classes, and is more work to boot.

I'd like to call out that the 'user quality-of-life' changes are huge. I've gone back to early Let's Plays, and it's just excruciating to watch people try to navigate the town and get set up for missions. Huge improvements there. Speaking personally, I feel like I have much more agency now, in part because the choices I make feel more significant. Negative quirks are much more pressing now that they can lock, you have control over positive quirks, managing your economy is harder (there's just not enough money to take care of all your heroes as you would wish), diseases are more significant, and party comp/skill selection feels meaningful. I find that if I don't go with a variety of skills, tailored to the dungeon type, then I'm going to get into more trouble than if I took some care. And the fact that you can't maintain every hero means that choices you make for the few that you can, are much more meaningful.

A lot of this, particularly that last paragraph, is subjective, of course. But I think if you start from the assumption that RH is going to move in the direction of trying to strongly incentivize diverse party comps, rather than focused party comps, that's probably going to be a safe bet for judging if this game is for you.

Sorry for the wall of text. I have to say, this is the tamest discussion about the games' difficulty/balance I've seen in a while! Hoping it stays that way.

Best wishes to all.
Mithrandir3 2015 年 8 月 18 日 下午 2:05 
lots of negative reviews with people with less than 10 hours of play, explaining how the game ruined their fun. I don't think they know anything about the game yet.
Hooch 2015 年 8 月 18 日 下午 2:08 
引用自 sneakyfox
people giving praise or negative feedback isnt a representation of quality.
People giving praise or criticism on the QUALITY of the game (or other product / service) is in fact, a representation of quality.

There's a difference between a reflection of quality itself (which is what I'm referring to) and that of a good ending (which is something entirely different and completely irrelevent since no one has criticized this game based on its ending).

as far as playing casually would be like dont need to meta the game; and to not know the best strat and only use that. i feel you dont have to if i were to meta the game i would never use a jester i see only 2 moves the jester has that no other class doesnt have a similiar move that is better. the 2 moves being the party wide buff and the stress heal ability. some classes and comps are just stronger then others. you dont need the best comps to win though yes it maybe harder but its still doable.
That's not an issue of "casual" vs "hardcore" though. That's simply a matter of playing within the parameters of the game and deciding to mitigate time and resources. In other words, this game, like almost every other game in existence, has more efficient ways to proceed than others. That's nothing new.
Hans 2015 年 8 月 18 日 下午 2:20 
引用自 dlmcelroy0
Good points made.

I think the original problems with DoTs and other characters was their base damage was too low to be viable (GH and PD) while others had ♥♥♥♥ accuracy and many players just weren't interested in using them (Leper). So, a significant buff to bleeds/blights and base damage to weapons could have been one solution, but this did not fix the "positioning" mechanic. Even with corpses, the core problem with why shuffling is still largely a waste of time is that all monsters still have some kind of attack no matter what position they're standing in. Shuffling the enemies' orders doesn't have the same drastic effects it does on the player, therefore it is still not as effective as DD or now DoTs. If I could shuffle a back row enemy into the front and they can't attack, that would be great... trouble is they still knife me etc. Every. Single. One.

And as I stated farther up, no healing outside of combat, while admittedly an interesting mechanic, has complicated matters because DD has been nerfed into the ground and fights have turned into slug fests. Yes, this makes the game harder, but it has not resonated well with many players. Enemies have turned into bullet sponges/meat shields (double meat shields if you count corpses) and the game is currently not optimized for a "turtling" or defensive party set up. You simply can't out heal/resist damage at a rate that will outweigh dealing damage as fast as possible (which DoTs barely manage to do at higher levels).

So instead of an intense fight, you have slug fests with players crossing their fingers hoping the RNG doesn't bite them in the ass and lead to a crit fest that downs their party before they can react.
最後修改者:Hans; 2015 年 8 月 18 日 下午 2:23
Mr. Greenz 2015 年 8 月 18 日 下午 2:31 
In my personal opinion the corpses were a great addition as it actually gave a reason to bring along a plague doctor since before it was just a pointless class since the Occultist could do everything it could do and much more. Also Corpses can help you not have to play the shuffle game in order to be able to hit the enemy. People who are complaining now should have played the very first build where I had to restart multiple times because my party got wiped in the tutorial. In addition please realize that they are balancing for the endgame here and remember that there are more areas and enemies and bosses to come. Which in my opinion the people complaining about Hellion nerfs need to accept that there are other classes and move on; it's not the developers job to allow you to blow through the game with the Hellion train. But more to the point I think you will find in general that regarding steam is to take an in depth look at the salty reviews and compare them to positive reviews. Especially since this is a game where you control your own enjoyment of it and every restart brings different party members and items. You might not have to restart multiple times like another guy or find the corpse system bad since you haven't played it before the corpse system. So in essence new players need to pull up their big boy pants and decide if they need to listen to people complaining about the meta from multiple builds ago being ruined.
LukeBu 2015 年 8 月 18 日 下午 2:42 
Game is a lot of fun, but as of now, there is still a lot of balancing to do to catch many classes and skills up to others, and you can grind grind grind until you rich and have high level characters without too many losses. The second part isn't entirely a bad thing to have as an option for people less inclined to take risks, but without more content coming out and people just using the wiki to beat bosses people eventually get bored with what is in early access currently.

My main issue is that some skills seem like they would be balanced for really long fights, but players keep them short doing max dps at all times because then they take less damage and stress. It would be a more tactical game if this wasn't always the est option, if tactical skills that reduce stress and buff/debuff/poison/bleed contributed more in a shorter time period would be the best option i believe. With a more deeply tactical system with more viale options and some more interesting bosses like they already have, this game has the potential to be one of my favorite games of all time.

So far I have been impressed by the direction the team has taken, but saddened by some of the obvious issues being around so long. Examples: jester stress heal 10, because most enemy actions will add more than this so better to just attack. man at arms bolster and command, stats are so low he should just hit them etc. etc. Buffs that take a turn should be amazing, since you could instead half or kill an enemy, and DOTs shouldn't take 3 turns to catch up with other forms of dps.

TLDR Game is good, has potential to be amazing or grindy depending on dev decisions in the future.
Ponypony 2015 年 8 月 18 日 下午 2:46 
Im going to go leave a negative review as well. corpse system really ruined the game. It is no longer fun killing stuff when you have to slog through corpses. I enjoyed determining a good strategy and executing it, now it feels like a lot of classes aren't very useful. I hope devs change the system. I was actually playing like 5 hours a day on it before the update went out, haven't played much since then.
dlmcelroy0 2015 年 8 月 18 日 下午 2:49 
引用自 Arngrim
So instead of an intense fight, you have slug fests with players crossing their fingers hoping the RNG doesn't bite them in the ♥♥♥ and lead to a crit fest that downs their party before they can react.

(Thanks for the kind words, btw.)

I feel like this is as intended. This was my impression of the game from the first release - sweet Jesus, just don't let them crit train! Then you realize that the 'Murderous Highwayman' (TM) could clear entire mobs in a good hit, and that problem went away. They've basically just restored the prior dynamic.

I guess I'm just not having the same experience as you? I find my fights last about 2-3 rounds (Murderous Highwayman approaches usually had this one round less), with a few mobs being tougher (prior to latest patch): Rabid Dogs with their massive dodge are problematic for underleveled parties, and Armor Maggots also tended to be longer fights (probably not after this patch). But now, using level 1's with a bit of training and some modest trinkets, I get through most dungeons with a bit of breathing room (sometimes not much!). Level 2's are even better off. Due to economic reasons, I don't have ANY hero that is 'fully trained', let alone a fully trained party.

I also almost never have to beat on a corpse, and I take different party comps to different dungeons. I rarely recycle a party comp, mostly because I'm too scatterbrained to keep track of what I did a month ago (I don't get to play on a frequent basis).

In the end, in case it's not obvious, I like corpses. I've seen few comments on it, but for every skill that it affects negatively, there's a skill that benefits from the mobs not automatically sliding forward. And I like that I can't heal out of combat! It gives a sense of urgency to the missions. I know that it's a game of attrition that I am slowly losing. The question is, am I losing it faster than the enemies are?
Angoril 2015 年 8 月 18 日 下午 2:50 
引用自 Janitor Hobocaust 3
In my personal opinion the corpses were a great addition as it actually gave a reason to bring along a plague doctor since before it was just a pointless class since the Occultist could do everything it could do and much more. Also Corpses can help you not have to play the shuffle game in order to be able to hit the enemy. People who are complaining now should have played the very first build where I had to restart multiple times because my party got wiped in the tutorial. In addition please realize that they are balancing for the endgame here and remember that there are more areas and enemies and bosses to come. Which in my opinion the people complaining about Hellion nerfs need to accept that there are other classes and move on; it's not the developers job to allow you to blow through the game with the Hellion train. But more to the point I think you will find in general that regarding steam is to take an in depth look at the salty reviews and compare them to positive reviews. Especially since this is a game where you control your own enjoyment of it and every restart brings different party members and items. You might not have to restart multiple times like another guy or find the corpse system bad since you haven't played it before the corpse system. So in essence new players need to pull up their big boy pants and decide if they need to listen to people complaining about the meta from multiple builds ago being ruined.

Why do the corpses make you wanna bring a PD over an Occultist? He still is more useful since he can deal more damage, he can heal and he can remove corpses as well compared to PD that has just DOTs, a really mediocre melee skill and negligible support skills.

Not having to play the shuffle game... you mean classes like Leper and Crusader are viable once the front row is down if you don't remove the corpses, right? And if you do remove them, then your back row becomes problematic. Corpses didn't fix the issue that some heroes had with not being able to target front rows, it's still here. Now your front row can't attack back rows unless you use specific ones. But... wouldn't that be a limitation to a "you can do whatever you want" game? Nah, I must be crazy.

So you compare negative reviews from months ago to recent positive reviews? You should pay a visit to the review section I think, there are recent negative reviews of the game. Negative reviews that were written in the last month, not when Hellion was nerfed. For every negative review that does nothing but complain with no justification, exists one positive review that praises without giving a reason why. Every sensible person knows not to take those seriously regardless of the direction the thumb is pointing at.
dlmcelroy0 2015 年 8 月 18 日 下午 2:54 
I should also say that I agree with whoever said that 'turtling' is not viable. The amount of effort involved, in terms of planning out camp buffs and skill/trinket loadouts, in order to make a Dodge strategy work, is prohibitive. There only a few party comps that really make it work, and it's ALL IN - if you don't go for it full tilt, it doesn't work at all. But, that may just be the Dev's intent... I would like to see Dodge or Dodge/PROT strats made more viable, but as it is now it's hard to buff both at the same time.
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張貼日期: 2015 年 8 月 18 日 上午 10:55
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