Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem















That being said, I absolutely loved this add-on. It was filled with a lot of flavor - the story really brought me into the mindset that I am in the position of a nepo-baby ruling my little countryside hamlet with an iron fist. The arc in its totality is so full of flavor, and of course the creature models were stellar !
The actual end-game fight, the one that acts as the climax to this arc, was profoundly difficult.
It definitely had me sweating, literally - but that's what many people sign up for when it comes to Darkest Dungeon. I'll also say that, reading the comments I'd gained a lot of insight into the fight, knew what to prepare for, and at the end of it all ended up having a very good time !
Honestly, I felt like a G E N I U S when I realized that I could use Stun to great effect against these mobs, saving my party from catastrophic failure while gaining these VERY flavourful trinkets that I love so much.
Maybe me playing it on bloodmoon didn't help, but I still believe the mod could hope to have some other solutions than to kill the rabble, as was mentioned earlier. The cleric has a lot of prot and gets 28 regen on a whim, and the friar can delete one of my guys while stealing all that deleted health. The rabble is the only thing close to being killable, and that's only because their dodge is moderately high instead of insanely high.
Sick mod aside from that, though.
i try mod list top this mod, but not fix.
if anyone know the reason, please tell me
Then I find out the way, way more difficult, unintuitive solution is how you actually get the mod's rewards, and there are no refights.
*Cool.*
Also the trinkets are blatantly overpowered, but that's not a huge deal - don't like don't use and all
It's unrealistic for many, probably most, teams to outpace the friar's insane healing output without a lot of luck, and he mostly focuses on his bodyguard instead of the crowd. The crowd, on the other hand, is insanely squishy and a massive target, and punishes you for *not* attacking it, instead of undoing all the damage you dealt when you did.
Especially without any refights it just kind of feels like I got punished for not knowing to build a hyper-built-for-purpose team to deal with a mechanic there was no warning of before or during the fight.