![]() ![]() Your thoughts on this comp would be appreciated, and I'd love to hear you guys out on your views on characters and teams.ĮDIT: Hellion in this setup could be changed for something else, but YAWP is working out rather well. Most likely going to have this comp be m main group for money making apart from a secondary comp I'll set up once I get my first antiquarian. And it's obvious that the comp suffers a little bit in the ruins with some of the regular mobs having very high bleed resistance. During those 5 weeks I did 2 ruins and 3 weald runs, just to rush the bosses for possibly good trinket drops. The composition has its flaws though, no blight, only one stunner (due to houndmaster being in 3rd row, 2 stunners at times once surprised which is an upside) and semi reliant on bleeds. The upsides of the comp being rather good damage, a lot of healing, quite a few bleeds, good stress recovery and decent cc. They have now done 5 weeks worth of torchless dungeoning in a row, always leaving with close to no stress gained from each run (aprox 40 total at worst between the four). Vestal - Houndmaster - Hellion - Flagellant With my most recent save file I got lucky and managed to get a I used to love the HWM but as of this expansion I've come to like a trifecta of houndmaster/flagellant/vestal. Revel in an all new narration performance by voice actor Wayne June, a brand new expansive score by Stuart Chatwood, and bone-crunching sound effects from Power Up Audio.Just another discussion where I want to hear you out on your favorite characters or comps and why you like it/them. The audio team from Darkest Dungeon is back. Journey to the Mountain and face down five terrifying manifestations of your weaknesses.ĭarkest Dungeon’s genre-defining art now improved with no expense spared on 3D visuals, animation, and visual FX. Rest your weary, shell-shocked heroes at the Inn, where you can relieve their stress and try to improve their relationships with a variety of diversions and delights. Manage their stress and interaction to keep the team together until the bitter end.įrom the burning Sprawl to the diseased Foetor, the long road to the Mountain will challenge your strategies and your endurance.Įxplore five distinct regions, each with their own unique creatures and challenges. Choose what’s important to you as you formulate your assaults on the Mountain.Īs travels progress, heroes bond with each other or grate on each others’ nerves, leading to desperately needed combat synergies or journey-ending dysfunction. Even an untimely end will arm you with resources that can be spent to improve your next journey.Įngage with a massive system of upgrades and boons that opens up new strategies for each expedition. Roguelike Runs, Each With Its Own Emerging StoryĮach expedition lasts from 30 minutes to several hours. Unlock their full potential via new skills, paths, items, and more. Uncover and experience the tragic origin stories of each hero. The all new Token System helps make your decisions impactful while adding even more depth of play. The ground-breaking genre-defining combat from Darkest Dungeon returns, but everything from stats to rules has been refined and improved. Tried and True Turn-based Combat, Improved Gather your courage and ride out into the chaos of a world undone.įour heroes and a stagecoach are all that stand between darkness and salvation. The greatest dangers you face, however, may come from within. Pretty much every party Ive ran has had Plague Doctor and Jester in slots four and three, and then only slots one and two are open. In DD2, one of my frustrations has been that there is a very standard party comp. Form a party, equip your stagecoach, and set off across the decaying landscape on a last gasp quest to avert the apocalypse. There were so many different party comps, and they all could be pretty viable, if you knew what you were doing. Darkest Dungeon II is a roguelike road trip of the damned.
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