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Also, I want to say awesome game overall, love the graphics, theme and style of it!
These are bad enough and depending on turn order and AI rng it can already kill anything with absolut no counterplay, but most of the time you can avoid it if you take the right minions and the wrong minion doesn't get stunned or pushed in a wrong position.
What's even worse it doesn't even need super combos to kill your run, the dwarven warriors seem to have a skill that debuffs their armor but must either ignore armor and deal over 350% damage on or deal 450%-500% damage and all that on a non crit. That's more or less the least dangerous enemy on floor 2...... able to oneshot 12 armor dark knight with at least more than 40 health with no buffs or debuffs involved, maybe even had and insanity damge debuff
Just hope what ever they target is at high health especially the dark knights and that the dwarven warrior isn't buffed/ your minion isn't debuffed. Also you might have to, on top of that remove debuffs , remove buffs or stances from enemies, BUT don't forget to maximize damage to kill quickly enough before you get screwed. The elite version of dwarven warrior I think deal around at least +80 damage or so with that move if they just want to.(but I don't remember and only had that 1 time) Most things that kill me don't even care about the bonus from higher quality ingredients and the 20 vigor buff you can get for those minions with artifact.
I understand having floors focus on having to deal with debuffs or powerfull buffs/stances or being stress ressistant or having to end battles quickly and so on.
But you can't add all of these at same time along with additionally giving enemies counters to most things you can do , making almost all enemies the extreme main thread that needs to be focused on , give them oneshot abilities that either can't be avoided by good play or could only be avoided by good play if the enemy doesn't decide to combine it with another move before it is your turn again, make them all the while drain you the longer the fight goes on at all times, have enemies that need to be stunned/knocked around constatly , enemies whose debuffs need to be dealt with before they lead to oneshots, enemies that get stronger over time, enemies immune to stress , have ward/armor and ways to deal with wards/armor and one even can remove dodge iirc. Now you can have ALL of that in a single fight, several time.
Either you need to make minions super replaceable or not give the AI the ability to win no matter what depending on their rng alone. It seems like the AI rng might be way more deciding than whatever you do or whatever you have done in a run.
I mean I got better in the game and some unlocks help, I found a lot more good combos etc., but if I think about it I don't think any of that really prevents the more or less onshots or even then a crit or another enemy attacking the target again still can do the job. The game is so great, but probably needs quite some balancing and slight changes to some mechanics. It doesn't really seem the difficulty in itself ,but that enemies could just win if they just want to or if the wrong enemy party spawns. It seems that they put too many things in the enemies of a single floor / battle, at least the way it is balanced right now.
ARTIFACTS: give bonuses depending on the situation. To much weak and situational, since you cannot buy a specific one and you have to rely on randomness, other to the fact you can use only 4 of them basically, and their effects untill now are not real gamechangers in any way.
ALCHEMY: allows you to upgrade minion parts (plain > green > blue > purple) (even if exchanging parts makes you lose the original ones, which is a great loss that they should change). If one relies on this, they still oneshot you. All of you know how much difficult is to upgrade a minion to purple parts, so is absurd that all that work is annihiled in one shot, even more if your playstyle relied on retriving parts to powerup your minions like that. This applies to equipment for minions too, who is lost due to a oneshot.
SPELLS: Extremely useful, but you need at least 1-2 turns to build up mana with your minions, and this obviously forces you to use minions who do so (so no vampires for example), and forces you to use the abilities to do so. Is a bit to slow, because even supposing you can use one "oneshot spell" on a foe, there is not always this possibility, and is not fair that one have forcefully to rely on that spell to go on with the game.
RAGE: this is the same as for spells. My first run was focused on rage building and in using final abilities of my minions, so you can imagine how usefull was to play on the rage path, with no spells, when I came to oneshotters.
FEATS: extremely useful, but they require a good expense of building points to maximize their income (*) and obviously are to much to take. So you will take only the ones you want (for example the oneshot ability for 75 mana that requires 12 points to be took). Which still does not allows you to play on the same ground of your opponent, since building up 75 mana takes a lot, while they oneshot as normal action.
* the path needed to boost your game is to build as fast as possible the buildings that provide architecture points and exp for Iratus. This way you get to build everything else much more faster and you get much more exp, which will give you more talents. even more, you should move on the map in a way to get as much exp for iratus possible, relying on the yellow sources too other than on the encounters. Obviously, even if this is the most efficient way, means that the game forces you on this path if you wanna play on the spell/rage/alchemy paths, since you will need the building points to build the structures who gives you mana/rage/parts, and to get the feats to boost them.
Any abiliity that shuffles enemy units around is good, or a straight-up "Interrupts stances" ability.
For example, look at Bride, Lost Souls, etc. Many minions have abilities than shuffle or interrupt. I consider Lost Soul best, because her shuffle spell can ignore wards and is guaranteed to go through.
2) Replace DK with Bone Golem and forget about 1shots on your frontline.
A "tank" with 70HP and only 10 health increase potential is a joke. Not to mention it hits like wet noodles. Only marginally good on 1st floor and on Cakewalk.
PS: and the answer is not "because the bone golem has to be unlocked", because since all the games are connected, one can easily do (as I did) a playtrought based to unlock only a specific minion, and then start a new one in which you have that minion from the beginning.
Right now the DKs are terrible for the front lines, but don't get me wrong so are a lot of others. Bone Golems are the best front-liners right now, imo. They have large health pools, over 200 after skills and items. They have CC, their ult stun. They have a self-heal of 25+ (scales with their vigor) that is also a stacking damage buff (on crit, which you can force with a talent). They have a movement ability to break stances and shuffle the enemy. They have a support option of applying 2Block to another party member (or 1block/ward). And, if all else fails, they can kamikaze for big damage (scales again with their vigor). I mean, almost every skill is useful (cept maybe that last one) and/or has more than one function.
What does the dark knight have? No hp, no cc, a bad self-heal, no enemy shuffle, etc. All the dark knights have going for them right now is their stance, which when paired with aoe buff/debuffs is impressive, but none of that matters because they die too fast. Even just buffing their vigor won't help in a drawn-out fight, that'll just mean they die on round 2 instead of round 1. And, it's going to be hard to make them all that much better, because while they are in their stance (doing the only useful thing they can do), they won't be doing anything else.
The lost soul heal part ignores ward (it's not an attack), the damage part doesn't (it is an attack). The lost souls are similar to the bone golems, in that most of their abilities are useful and they generally serve more than one function.
Thanks for your suggestions guys.
Using the moment I want to say thank you so much for this game, it's been long overdue since Disciples and Overlord days, and I am having a blast playing. The atmosphere and quality level of the game is amazing.
Now, back to balancing...
You guys seem to have moved from 1-shot clownfiesta of Darkest Dungeon to more prolonged fights, increased HP pools and so on. Overall it makes the game more fun to me and feel more tactical, instead of zerging something asap like in DD, when fights are decided by turn 3-4 depending who had the most crits, me or AI.
The whole stress damaging mechanic also revolves around you being in the fight for some time to make it work. Maybe a bit too long, as many have stated, due to low chance to make a killing blow on 0 stress, which makes vigor-damage teams just so much better. After all, if it's dead, it doesn't fight back, which is not the case of stress.
Now, any sort of instakill mechanic just invalidates all of the above, increasing the amount of weird RNG, both for the player (Head Hunter and soulgem with 1% to instakill on stress damage), and for the AI (Headsman, elven scouts with 250% stances, etc)
Now, in Darkest Dungeon, when the AI is planning to use a NUKE ability, it clearly designates a target spot for said ability (e.g. Wulff deleting slot nr.3, please guard it NOW or suffer).
That is somewhat allright with Headsman - you can see who got marked and try to block it up/move it away/shuffle Headsman away etc.
In case of Scout, however, the shot is going into a random minion, most likely 1-shotting it if it lands into a backline dude/dudette, I guess that is why topic was created in the first place.
Overall I am completely fine with hard hits into specific locations, as long as I at least understand, where the shot is going, or at least I can see what enemy ability is doing. Right now it's a mystery what AI can do.
And I am completely not fine with 1-5% instakills - these abilities are so heavy RNG, in my opinion that has no place in strategical/tactical game. Would be fine if that was a shooter.
Headhunter needs something else for the flavor - for example, a mark to double the damage or make all hits crits, like AI does. Would fit very fine with his kit and feel. E.g. "we are going for THIS guy now" ability.
As for the frontline options - yeah, right now, as soon as you unlock Bone Golem, there is literally no reason to run anything else in first 2 slots. All other options are so mediocre it hurts. Either BG is so good, or everything else is so bad - bottom line, this needs to be looked into.
Take care and thank you for this nice game!