Darkest Dungeon®

Darkest Dungeon®

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ZenDo Feb 17, 2015 @ 7:17pm
Do you use PULL and KNOCKBACK skills?
I don't use.Almost enemy have all range skills.I need tactical battle...
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Showing 1-12 of 12 comments
Dapper Feb 17, 2015 @ 7:32pm 
I plan whether or not I'll be using them before I go into a dungeon. Skirmish missions become a lot more hectic though, as a lot of enemies are so diverse there's really no benefit to throwing them around (in fact it's usually the opposite is true, as many rear supports in the game have huge stress/blight/bleed tokens when they are in the front rank).
Drizzt Feb 17, 2015 @ 7:46pm 
Pulling those goblet skellies in the ruins to the front prevents their high stress attack and they'll use their weaker dagger stab instead. If you don't have enough damage to take them out that is.

I'll also use the lepers knock back attack if that is one of his starting skills but only because of its higher accuracy and debuff potential.
KenseiOmega Feb 17, 2015 @ 7:59pm 
I use pulls frequently if my composition allows it. Those back row enemies are usually dangerous as hell. Knockbacks look good on paper but I find it's almost always better to just punch the threat in the face and kill it.
hghwolf Feb 17, 2015 @ 8:10pm 
Barely ever. There`s times where I thought "man, I wish I had a push/pull right now" but I prefer killing the enemy most of the time.
Dapper Feb 17, 2015 @ 8:12pm 
Pantera has basically brought up the exclusive example where I always use (or wish I had use of) a Pull skill.
Gibbles Feb 17, 2015 @ 8:47pm 
I used push/pull skills early on and they worked well. With better trinkets/crit chance/stun chance as the game progresses push/pull skills lose a lot of value.
Wayreth Feb 17, 2015 @ 10:58pm 
Originally posted by ZenDoJP:
I don't use.Almost enemy have all range skills.I need tactical battle...

False. There are some enemy units that have no attacks in certain positions. Every unit in the game has a close range ability (although it may not be active for the player).

Pushing and pulling enemies is the reverse of leaping Forward or retreating Backward. The main difference for players is the ability to understand how to use position for ones team: Traditionally, Melee up front, support in the back.
To deal with the opponents, the player needs to have either a better grasp of the enemy and the ability to act upon it.

The Leper, Bounty Hunter and Plague Doctor the the only units that affect the enemy positioning. It's not hard to see why they aren't played much from that.


Reasons to 'Push them back' Bounty Hunter & Leper
If there are multi-hitting abilities, some times you do not want to hit the ones in the current positions and reposition them so you hit more of what you want.
Some of them won't attack if you push them back far enough.

Reasons to 'Pull them forward' - Bounty Hunter
The above does apply.
Some times you want to kill a particular unit in the back, so you pull the one in position 4 to hit with other units.

Reasons to 'Shuffle' - Bounty Hunter & Plague Doctor
This one is more of a duzeyt due to significant differences of the abilities.
Bounty Hunter's Flashbang has a Stun attached.(cannot be used while on friendly position 1)
The Plague Doctors does not have anything. (cannot be used on enemy position 1)

The
Bounty Hunter Flashbang
has the Stun with a possible benefit in repositioning in your favor. At worst, it is a possible high chance stun. Stun can alway sbe useful, and this with over 100 Stun makes it possible even to stun something with 95 Stun Resist reasonable (even with the +20 Stun Resist Buff)

The
Plague Doctor's Disorienting Blast
may be the worst of all abilities in ghe game. It does minimal damage, has a limitation against single enemies, and has no additional effect. On the positive side, the Plague Doctor's other skills give him something to do. On the other hand, it makes it questionable why any Player would use this skill for any situation. Even if it applied a low level Blight or Disease or Debuff, it would be more useful useful. At this point, the Embodding Vapors would be a better choice in many more situations than the Disorienting Blast.
Last edited by Wayreth; Feb 17, 2015 @ 10:59pm
ShakespearOnIce Feb 17, 2015 @ 11:00pm 
I stopped using push/pull skills somewhere around Veteran difficulty because most enemies seem to just resist the move effect.
MrMurLock Feb 18, 2015 @ 12:08am 
Push skills seem pointless to me, but pulls are a god-send especially when dealing with goblet / xbow skellies, fungal artillery and bandit gunners.
Pulling them not only limits their damage/stress causing abilities, it also displaces the the enemy group, sometimes making a second opponent pass their turn.
Baddamobs Feb 18, 2015 @ 3:45am 
Not always useful, but when it is, it SUPER is, hence I always bring at least one or two options with me.
UR|Dialetheia Feb 18, 2015 @ 3:55am 
Originally posted by ShakespearOnIce:
I stopped using push/pull skills somewhere around Veteran difficulty because most enemies seem to just resist the move effect.

This is worryingly true. At some point in the transition between Veteran and Champion, enemies seem to receive a helluva Move Resist buff. (Related: i wish we would be able to see their Move Resist. stat, it is incosistent that it's hidden, when all other resistances are not).

The way it is now, as great as moving skills are, they all but lose their usefulness on a character whose trinket set is not entirely dedicated to keeping them viable(and even then, with a much reduced range of application). I kinda feel that was not the intention with them.
BallisticOctopus Feb 18, 2015 @ 4:11am 
I use them a whole lot. Arbalists, Fusiliers, Couriers are all enemies whose threat level drop drastically if placed in the front rank, to the point where I usually ignore them until they're the last ones left.

On the flip side, Bulwarks, Cutthroats, Brawlers, them fungus zombies and such enemies can't do anything (literally) if you throw them in the rear-most rank.

Naturally, some encounters make such skills completely irrelevant. Like Gnashers or spiders. Sometimes it's better to just smash face as hard and fast as possible.
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Date Posted: Feb 17, 2015 @ 7:17pm
Posts: 12