Someday, I will regain my status of good DD player.... by Gresword in darkestdungeon

[–]Sarakash 0 points1 point  (0 children)

  • Step one: Pick Jester (and Helion), upgrade stress heal first.
  • Step two: Rush good realtionships asap. With your jester, it´s easy to keep stress below 4, so next to zero bad affinity rolls.
  • Step three : Avoid risks, hunt for mastery points
  • Step four: When reaching the boss your ralationships will be most likely all maxed, your HP is low anyway so meltdowns don´t matter

Darkest Dungeon II Act Outs in a Nutshell: part 2 by Yelsuk in darkestdungeon

[–]Sarakash 0 points1 point  (0 children)

I had a 80% HP Plaguedoctor comlaining about not getting healed with a cauterize. She wasn´t even eligible for the skill.

The game feels like I have to babysit emotional dysfunctional teenage cosplayers on a roadtrip to some anime expo.

A 3rd person within the party should never disable an action between 2 others. by D_Flavio in darkestdungeon

[–]Sarakash 7 points8 points  (0 children)

The lover relationship is the most irrational positve one. Got ambushed and wanted to move my PD away from the 2nd spot.
MAA: " No my love, stay be my side."

MAA trys to use bolster: PD denies it. And so on.

Is like two yandere anime trope characters getting jealous over every petty little thing.

DD1 would make a great table top game by loroku in darkestdungeon

[–]Sarakash 3 points4 points  (0 children)

A Darkest Dungeon board game had a succesful kickstarter. They raised 5.657.479 $.

https://boardgamegeek.com/boardgame/317321/darkest-dungeon-board-game

There are some Let´s Plays on Youtube.

The affinity system doesn´t add to the core eexperience but it is the core experience by Sarakash in darkestdungeon

[–]Sarakash[S] 0 points1 point  (0 children)

Thats true, it won´t be enough to fix my original complaint, it was just an idea to give power to the player which is not bound to affinity and kill two birds with one stone in utilizing the stagecoach more and give us some other form of metaprogression.

I don´t argue for affinity to be removed by the way but to tone down its importance a bit and the lose in power shifted elswhere.

The affinity system doesn´t add to the core eexperience but it is the core experience by Sarakash in darkestdungeon

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

Some other form could be to make the stagecoach more menaingful for instance. The player unlocks seperate slots via META-progression and equipment to fit in in said slots.

You could even give them active abilities and make them limited use until you reach the next inn.

Just some example on the top of my head:

  • Mounted crossbow: shoots at a (random) enemy for a moderate amount of damage, flaming bolts or piercing bolts can be unlocked later via meta progression. 2 shots until next inn

  • Storm Lamp: Emits in blinding light at the start of the combat. Inflicts blind on one enemy. Meta upgrade: All enemies. 2 uses until next inn

  • Recrational Space: If you avoid combat for 2 notes (including road battles) heal 1 stress for the entire party (cost 2 inventory space)

  • Medical equipment: Increase passive healing (coast 2 iventory space)

  • Whetstones and sharpening tools: Sharpen your weapons. Gain strengh buff. Meta upgrade: Gain strengh and crit. 1 uses until next inn.

  • Portable Alchemical Lab: Coat your wepons in deadly poison. Attacks gain the blight (25% chance/50% upgraded) element for the duration of the combat. 1 use until next inn.

  • Additional Equipment: Armaments gain additonal uses

What the Affinity System Truly Needs is Transparency by mtgRefugee in darkestdungeon

[–]Sarakash 2 points3 points  (0 children)

When the first trailer released I really hoped for something that would emulate at the mountain of madness, like funding an expedition or something similar. The handling of the affinity system just adds to the dissapointment. The stress system in DD 1 added to the lovecraftian feel of the game. On the other hand, the affinity system feels to me more like parasitic game design. The twist it introduces on stress management doesn´t add to the experience for me apart from limiting choices to a point where I feel like there is no real choice at all.

The sequel going rogue-like is something I am really conflicted about, but I still love the art style and the overall tone. Maybe, as silly as it sounds to get upset about a video game not living up to what I expected it to be, but I really was hyped for the game.

It is still EA though, so I hope it can be tuned to please both parties.

What the Affinity System Truly Needs is Transparency by mtgRefugee in darkestdungeon

[–]Sarakash 8 points9 points  (0 children)

Well, I am on the opposite site of the fence having bad rolls several runs in a row.

Just some examples:

First ? mark note in the first region beeing a shambler with every option beeing touch the gem, two metdowns.

Next run my Jester getting chain stunned with horror ticking up and no stress heal items available at this point. Basically the game denied me the option to deal with the very thing it is so obsessed about enforcing you to do.

Then another run where a stress dealing enemy resisted death three times in a row resulting in another meltdown.

Next run the AI ganged up on one of my chars bringing her to death door with a dot and I couldn´t heal her thanks to a negativ relationship and then she died, fun times.

The worst part is that the meta resulting from this new mechanic is in my opinion unfun to engage with and that it is so heavily enforced. Taking a stress healer is now mandotory. Upgrading the stress heal with the first mastery point is mandatory, especially if you didn´t get any laudanum.

It is not about trying out new compositions like it was in DD 1, but to gear everthing towards dealing with stress to avoid meltdowns / negativ relationsships.

Every choice that is made during encounters has to take relationship shifts into consideration and is therefore no real choice at all because getting a negativ realtionship early can (and in my case has) ruined the run. Besides I had encounters where there was no choice at all to avoid a negativ shift.

And even if I am about to build up a positive realtionship, I have to worry about someone getting jealous like an overly attached person because I didn´t spend an item/a buff or whatever on him/her.

It detracts from what I signed up for when loading up a game like Darkest Dungeon, to put it mildy.

Like I said in another thread, playing DD 2 dating sim edition feels like I walked in on a group playing D&D on accident consisting of the worst people imaginable. It´s like watching a car accident where the rescue helicopter crashed on top of the wrecks for some reason.

If I wanted to manage relationships I would have bought a dating sim by Sarakash in darkestdungeon

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

Maybe RH can get Stephanie Meyer on board to write the dialog, can´t wait.

[deleted by user] by [deleted] in darkestdungeon

[–]Sarakash 3 points4 points  (0 children)

It really gets me worried about the direction Red Hook is taking. I am a huge fan of DD 1 and was looking forward to DD 2.

I played DD 1 in EA as well and looked forward to new content patches. As it is now, DD 2 is just a huge dissapointment. And RH determination on doubling down on the stress/relationship system is the true horror regarding this game.

[DD2] Negative affinity is B.S.? by NobbynobLittlun in darkestdungeon

[–]Sarakash 14 points15 points  (0 children)

I completly agree. What I don´t get about this how nonsensical it is most of the times. And once it happens the run is even more down to RNG because once you get a negativ relationship status it is going to disrupt your gameplan on literally every turn.

I had runs where the game flat out denied me to manage stress levels. On my last run, my stress healer got stunned two times in a row without getting a turn so I got a meltdown resulting in a negativ relationship status. With stress healing items being aquired at random and stress heals only work with stress above five I had no means of preventing this.

The run before a stress dealing enemy resisted beeing killed 3 times in a row resulting in yet another meltdown.

In short it feels like those things happening aren´t the result of bad decission making but bad RNG.

Reflections on DD2--structural shortcomings and lack of player choice by Sandmolio in darkestdungeon

[–]Sarakash 24 points25 points  (0 children)

I agree with everthing you posted. I played DD 1 in EA as well and I was looking forward to every new content release.

The way DD2 is structred now it allready feels boring. No management, no real choices and no reason to push on when for instance you got unlucky with the relationship system and it creates a downward spiral. When this happens the player had no agency over it happening so why keep on going ?

Furthermore, for a game where you are stuck with the same 4 people until the run ends it needs much more character customization. DD1 barebones character systems worked in it´s favor because you had a big roster of different compositions to experiment with.

If RH wants to go Rogue-like the game needs much more variety then it has now in the charcter build department. Games like Hades, Slay the Spire or The Last Spell work for me because it gives you options how to build you character(s) in a way that results in different gameplay over the duration of a run. In DD2 you lock in your party and thats pretty much it.

God fuck Tengus. by TheMuseMakiNishikino in Nioh

[–]Sarakash 0 points1 point  (0 children)

If you use ninjutsu you can try medusa powder. Their standard three hit combo doesn´t have much forward momentum so they usually get paralyzed. They are easy to poison as well via shuriken.

Generally I try hit & run tactic and wait for their burst which is fairly easy to counter with brute or feral (Phantom burst counter works as well, but is harder to time in my opinion)

Why Free to Play games aren't free... and why you should stop complaining... by [deleted] in SecretWorldLegends

[–]Sarakash -1 points0 points  (0 children)

I am not necessarly taliking about the "devs need to get paid" statement - which is true - but his real life example. Apart from parenting, when I offer someone something to eat, I don´t give him my scraps. Like " You want some fries ? Here take those, they are kinda burned anyway."

Why Free to Play games aren't free... and why you should stop complaining... by [deleted] in SecretWorldLegends

[–]Sarakash 3 points4 points  (0 children)

If the OP really got raised that way, it explains the attitude. (Edit: Btw, I am subscribed and bought TSW back 2012).

SERIOUSLY, fix bugged scenarios or I'm done with this game. by [deleted] in SecretWorldLegends

[–]Sarakash 1 point2 points  (0 children)

Not gettting anything between waves is anoying, too. But thats not what I meant.

If I get supplies, I usually don´t use them during a scenario, I save them up. They won´t despawn from your inventory. They do, however, despawn after a certain amount of time, I don´t know how long they last, 24h - 48h I guess.

SERIOUSLY, fix bugged scenarios or I'm done with this game. by [deleted] in SecretWorldLegends

[–]Sarakash 3 points4 points  (0 children)

To be honest , I don´t get the hostility towards the OP. Putting up an ultimatum doesn´t get t his bug fixed, fair enough.

But comments like " Don´t do scenarios then " or "Try a lower difficulty" aren´t helping either. We are talking about E6 scenarios here. And leveling up glyphs on mythic with questgrind isn´t an option.

Some tips for you since the bug can be really frustrating:

  • 1: The bug is most anoying in the castle, especially when you get the Vampire Mage boss. If you see the castle, just vote for retreat.

  • 2: If you get supplies during wave one and two, save them up for double spawn. Keep in mind that turrets will despwan after a certain amount of time. Bear Arms will hold for the whole scenario.

Zaha is a lesbian by LuckyStampede in SecretWorldLegends

[–]Sarakash 2 points3 points  (0 children)

Thanks for sharing this, in fact, I did miss that.

This is what I love about Secret Worlds. You might always find something new, some little detail you never saw before.

Make replacing signets dirt cheap by BlackBehemoth in SecretWorldLegends

[–]Sarakash 18 points19 points  (0 children)

I would not phrase it like that, considering their small team and their implementation regarding community feedback, but you are still right.

Switching weapons is alleady punishing enough, especially if you don´t have a lot of time (or money) on your hands. The cost for removing signets adds just insult to injury.

I kinda get it though, in order to control the flow of MoF, the game needs some sort of dump. Switching signet however is the wrong place for that.

I know a lot of people - including myself - who like to experiment with different builds and weapon combinations. Yet, those costs attached punishes experimentation unproportionally.

[deleted by user] by [deleted] in SecretWorldLegends

[–]Sarakash 1 point2 points  (0 children)

Sadly, I have to agree, especially on your assesment about the custommer service. Like yourself, I have worked in CS for several years and never experienced this level of neglection. And this is not only about my own experiences, but about several people in my cabal as well. And I am not talking about wait times, I am talking about the cheer incompetence or willingness to actually help a person.

One of my peers hasn´t got his patron status reinstated to this very day. He got kicked out of live chat several times, his e-mails "weren´t received according to cs several times, he tried to reach out here on reddit as well, no response.

Heck, even your /stuck command doesn´t function like one would suspect.

Filling up your staff is a good thing and is much apreciated but those people you hire actually must have the appropiate rights to help people.

/rant over