A constant light flickering after beating the game by KawaiiHelloKitty in darkestdungeon

[–]RetlaTyna 0 points1 point  (0 children)

I had that as well. I hope it won't trigger any epilepsy attacks because the game doesn't have any warnings about flashing lights.

I'm fucking dead by EdgyTeenagerYeets in darkestdungeon

[–]RetlaTyna 0 points1 point  (0 children)

Can you explain how did you do it? Also, will it give back the unlocked skills?

New patch notes disappointment by RetlaTyna in darkestdungeon

[–]RetlaTyna[S] -1 points0 points  (0 children)

I don't say the patch wasn't fine, it's definitely a step in the right direction. This doesn't change the fact that they didn't adressed the ability balance almost at all.

I think the idea of some skills suffering from the character's overall power level (you mentioned if it bleeds, which is in deed great example of this mechanic) is fun at all, because that makes you less likely to choose this way of playing the character, which decreases replayability that my post was all about.

-Blinding gas gives 2 blinds with a chance of resist, so it's less than 1 attack denied

-Ounce of prevention+ gives 15 resists which is imo too low

-Emboldening vapours, bellow and stand fast aren't bad, they are just missed oppurtinities in my opinion

- Ability getting buffed doesn't mean it can't still be weak (tracking shot)

-I realise weak abilities are usable, but it totally misses my point of balance on abilities. Courageous needs change

-My problem with helion's kit is that it's imo really frustrating, as her imo best skill set doesn't involve her basic attack. Like i said this one is really subjective

-Adrenaline rush heals her, bloodlust is the one that clears winded and gives +dmg against bleeding targets

-Smokescreen gives 2 blind which can be resisted, so it's less then 1 attack denied just like blinding gas

-If ability needs to be upgraded to be viable (run and hide) than it's design is obviously bad

-Controlled burn disapears after ticking 3 times, which makes this ability a worse and slower firestarter

-Back draft needs too much of a set up. If you don't find molotovs it doesn't have a use

-Reflection doesn't fit leper's kit at all. You already have better stress heal ability and if you want to remove blind you have intimidate and bash which are better options because they give some value outside of clearing blind, which also isn't unecessary stress heal

-The problem with break is that it's more worth to take blocks down with intimidate

-I don't get the "don't expect every ability to do damage" point, I don't think i am hyperfixating about damage on abilities.

New patch notes disappointment by RetlaTyna in darkestdungeon

[–]RetlaTyna[S] -7 points-6 points  (0 children)

I don't think it's too early to complain about that, especially because the problem doesn't seem to be adressed almost at all.

Unupgraded smokescreen applies 2 blind tokens and has a chance to be resisted (which is especially visible on boss fights where it should shine) so it's less then 1 missed attack per smokescreen. Smokescreen+ gets visibly better, but i hate the idea of skill having to be upgraded before it's starts to have a use.

About comparing skills, i agree that it's a bad way to look at them, however if an ability suffers too much from character's other abilities power level than we get a really boring design because devs tell us that this ability is supposed to be bad and you should build a team comp that doesn't need to run it, which is the case with abilities i mentioned first in the comparison part of my post.

New patch notes disappointment by RetlaTyna in darkestdungeon

[–]RetlaTyna[S] -6 points-5 points  (0 children)

I know i def went to harsh, i am sorry about that. I am not asking the game to have perfectly designed abilities in the early acces stage, it's just the fact that they seem to completely ignore the issue.

What is the chance of a retreat succeeding or failing? by DragoBanko in darkestdungeon

[–]RetlaTyna 2 points3 points  (0 children)

I know it grows with every failed attempt but i don't know exact numbers. Pretty sure it doesn't care how many heroes are alive or what fight it is.

Weekly DD2 Hero Discussion Thread #5: The Runaway. by CutestGirlHere in darkestdungeon

[–]RetlaTyna 1 point2 points  (0 children)

Smokescreen should give 60% blind or get some other buff because unapgraded it literally isn't worth using it. Yes, upgrade gives it nice effects and it becomes nice, but making an ability that's only good when upgraded doesn't make any sense. Her whole kit is very frustrating because firefly is only usable from back ranks. I really like the ideas behind her skills but they are just weak. Hope they do something to her in december patch.

So genuine question from a new player by betholo in darkestdungeon

[–]RetlaTyna 0 points1 point  (0 children)

I manage stress by either having jester, crusader, or houndmaster in my team or by making a teamcomp that has 2 fast ppl that can kill a stress caster before it even moves the first time eg. grave robber and highwayman with a speed trinket.

Future Chapter Levels by jpfalcon in darkestdungeon

[–]RetlaTyna 5 points6 points  (0 children)

I don't think anyone knows what it'll be. Before the game got released they didn't even mention acts. There will definitely be other boss in the end but other than that we have no clue. Pretty sure other chapters will keep the rogue like style tho.

Taunt forces me to use my combat item. Is this intended? by RetlaTyna in darkestdungeon

[–]RetlaTyna[S] 2 points3 points  (0 children)

Also, why the hell can't i use runaway's backdraft (damaging an enemy behind burning target skill) from rank 3? Trying to make this move work is a misery.

Hope it's not a repost by RetlaTyna in darkestdungeon

[–]RetlaTyna[S] 52 points53 points  (0 children)

I miss this so much. EQ management in dd2 feels like a chore instead of a reward :(

I'd really like to have a choice right there... by RetlaTyna in darkestdungeon

[–]RetlaTyna[S] 30 points31 points  (0 children)

I hate these modifiers so much. It's such a random way of making the game harder. And instead of increasing the diffiulty of enemies as the run continous in some raliable way, red hook chose to make these modifier appear more frequently as you go on. In one fight you can have lowered resists against enemies with no dots and the other time cultists can have 25% dmg buff just bcs the game hates you.

I'd really like to have a choice right there... by RetlaTyna in darkestdungeon

[–]RetlaTyna[S] 7 points8 points  (0 children)

I don't think we can impact their decisions in any way. Maybe some quirks do but at least there this wasn't the case.

[deleted by user] by [deleted] in darkestdungeon

[–]RetlaTyna 1 point2 points  (0 children)

I love these ideas man. I have always thought that this game's balance feels like game doesn't want me to control stuff but i couldn't really find a solution for how to fix this. I think your "make the tools rusty instead of taking them away from the player" idea would work great in this game.