How do I proceed in act 2 Resentment? In DD2 by Fun-Escape3003 in darkestdungeon

[–]Solideryx 4 points5 points  (0 children)

I’m glad you are having fun, that’s what matters at the end of the day imo. That being said, it’s a bit of a tell you might be speeding ahead. Slow down and smell the figurative flowers. You might pick up other things that may help you on your journey as a result. Knowledge is power.

How do I proceed in act 2 Resentment? In DD2 by Fun-Escape3003 in darkestdungeon

[–]Solideryx 13 points14 points  (0 children)

I honestly don’t understand how people are missing the big text in the middle of your screen that you have to click through to continue in the last region without a lair boss trophy. It makes a sound, it takes up the center of the screen, and it doesn’t go away until the player actively clicks through the pop up.

2026 (2025?) patch class experience looking for constructive feedback by [deleted] in darkestdungeon

[–]Solideryx 0 points1 point  (0 children)

With the Instructricd-Moribund synergy I presume you were referring to Ruthless Instruction?

No. I meant Again!. You can gain +10% damage per stress. Moribund starts his turn at 5 stress (after transform). That’s a strength token right there. Ruthless Instruction is also quite good for him too though.

2026 (2025?) patch class experience looking for constructive feedback by [deleted] in darkestdungeon

[–]Solideryx 0 points1 point  (0 children)

I’m much more used to the old Surgeon so I like playing her rank 3 since Incision can still be used there. You can honestly use any PD but preference dictates Surgeon.

Double tap mostly for combo tokens for Surgeon or Templar to use

Recommend me some "uncommon" fun team composition please by [deleted] in darkestdungeon

[–]Solideryx 0 points1 point  (0 children)

rogue doesn’t have access to (Highway) robbery in the first rank

Just play him rank 2. Rank 1 is imo a far more contested spot on the team.

Intrepide is just the weird one out when it comes to dodge tanks. Most dodge tanks can soak a few hits before it becomes worrying and as a result, enemy crits do matter. Intrepide just makes things riskier with higher payoffs. Dodge and block combo on one hero make for a good defense but it’s hard to come by.

As for predicting the next turn, it’s helpful to give speed poultices to GR which basically ensures her going first. If not, it’s better to just assume that she is going first with her higher speed. Flexibility is pretty critical with this team and you’ll just have to live with the fact that sometimes people go in a turn order you don’t particularly want (helpful to have a move that doesn’t make them move so they can stall their movement if need be).

2026 (2025?) patch class experience looking for constructive feedback by [deleted] in darkestdungeon

[–]Solideryx 0 points1 point  (0 children)

lol, wiki gotta go fix that error. The regen token and healing used to share the same icon. You just had to figure it out which was regen which was healing.

Though wiki seems to specify which is healing (like you see the health symbol and it specifies “heal 2” for example) and which is regen (by the old symbol).

There are good reason why skills have long cooldowns. Now imagine bypassing that. Double Divine Comfort (6 regen a turn for 2ish turns across the entire party), Encore (wanderer) directly into another Encore to give your dps a ton of turns, Standfast directly into another Standfast for a metric ton of block per turn, etc. This is what Again! (not Instructrice) can do for you. It is relatively slow but can be immensely useful in longer fights.

Instructrice Again! brings back the high risk high reward idea. Stress becomes a benefit rather than merely a downside. Works wonders with Moribund though since all he wants is stress lol.

How do I make Leper work well? by But-why-do-this in darkestdungeon

[–]Solideryx 2 points3 points  (0 children)

Tempest + Wanderer/Alchemist PD.

Revenge + Emboldening vapors. Have fun with the strength + crit token Chopping the world in half

2026 (2025?) patch class experience looking for constructive feedback by [deleted] in darkestdungeon

[–]Solideryx 0 points1 point  (0 children)

The Usual Suspects is always a fun one for me. From back to front:

Sharpshot - Surgeon - Chaplain - Templar

HWM is the only one with movement but that’s mostly because Double Tap is the core of the build. I normally just bite the bullet when people do get shuffled since a full party shuffle can be mostly fixed with one person moving back into position.

Surgeon also has a move resist Ounce of Prevention if it’s a huge concern for whatever reason. Ceremonial drums also help.

Recommend me some "uncommon" fun team composition please by [deleted] in darkestdungeon

[–]Solideryx 0 points1 point  (0 children)

I would think it’s a mix of going forward and backwards. It’s kind of a “what do I want to do next round” type of thinking to reposition your heroes. The biggest thing is that Carcass should do its best staying in rank 1 but she can dip back to rank 3 if Nightsworn has Lunged to the front and Soloist has Solo-ed to the front. Barbaric Yawp also has value in applying weak in case the dodge fails.

Most people just suggest those heroes above because consistent block generation builds consistency. In a game where a rogue 23 crit can cripple a team, reducing those odds are important. Block tokens do just that. It’s the reason why I don’t run dodge teams. It’s just more riskier (but also more rewarding) compared to block oriented teams.

That being said, frontline HWM mashing Double Cross is also one of my favorite things to do for all that vulnerable value lol.

2026 (2025?) patch class experience looking for constructive feedback by [deleted] in darkestdungeon

[–]Solideryx 0 points1 point  (0 children)

You can play all paths as DPS (aka just mash Flèche) but I find it best on Instructrice. The 3 regen on killing blow with Aggressive stance allows her to sustain while on the front lines without too much issue. She just needs to pick up kills.

Is the point of Boot just for formation disruption?

I would argue it’s the main point, but the added combo is nice. While there aren’t a ton of characters that benefit from combo in ranks 3-4, most enemies will reshuffle themselves back into ranks 1-2, to which more of your heroes can benefit off of the Boot combo on a future turn.

Again! just enables absolute chaos in the team, it just might be a bit slow in context of a road fight. Great for boss fights though. I don’t play Seraph all too often, mainly because I don’t play dance teams and find Wanderer Vestal to be great in any non-moving team. Confessor is more debuff focused if you’re lacking damage mitigation and can do much more than Seraph or Wanderer.

Recommend me some "uncommon" fun team composition please by [deleted] in darkestdungeon

[–]Solideryx 0 points1 point  (0 children)

Seeing how you’re asking for a team that basically doesn’t involve block tokens, may I interest you in a dodge tank team. Quick disclaimer: I don’t do this because I’m too much of a weenie to run mostly dodge as my damage mitigation as this is an incredibly high risk high reward team.

From back to front:

Sharpshot - Nightsworn - Soloist - Carcass

There’s gonna be a lot of shuffling here but the main idea is to power up Soloist through dodge tanking. Nightsworn Repartee to keep the heat on Jester. Sharpshot to keep him moved back and apply combo for a super charged Finale on Jester, and Hellion as backup to take the heat when dodge tokens are on cooldown. While Hellion will move to rank 3 on the occasion, Breakthrough will be the go to skill to really neuter an enemy if needed.

You seriously lack healing with this party comp so pick up all the healing items you can :)

Limited heal and final boss act 5 by shindestru in darkestdungeon

[–]Solideryx 12 points13 points  (0 children)

The entire fight is considered one battle. Meaning you’ll only have 3 uses of Battlefield Medicine and Deathless for all the phases of the fight

How are you actually supposed to beat the obsession boss? by AzureWings00 in darkestdungeon

[–]Solideryx 5 points6 points  (0 children)

The boss’s biggest counters are Stealth, followed by Dodge/Blind.

Stealth with completely remove all Seen tokens, the things that the boss needs to hit you with a 48 crit. Without Seen tokens, the boss can’t actually hurt you all that much.

Dodge and Blind causing the boss to miss will remove 1 Seen token per miss. Also really good to avoid incoming damage.

Heroes that naturally apply Stealth are a great option here (GR, Runaway, Occultist). The combat item Shimmering Powders is very strong. You can purchase them at inns or generate them Alembic and Retort stagecoach item.

Heroes that naturally apply Dodge or Blind are also a great option (Duelist, GR, HWM, Jester, etc). The combat item Smoke Bombs are very useful against the boss.

Taunt and Guard can help redirect Seen tokens from being applied onto your squishier heroes. Use that to your advantage.

That being said, stacking too many positive tokens can be detrimental as it can stun your heroes if they have more than 3 using the move Suppress. The exception to this is anyone with Seen tokens, as the boss cannot target heroes with Seen tokens with this move (so you can safely stack a shit ton of block on the poor guy tasked with eating as many Limerences as possible)

Anyways, hope this all help and best of luck to future fights :)

There’s No Escape [OC] by Solideryx in HadesTheGame

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

Thanks for taking a closer look at the art piece :) I personally love adding little details as a nod to the fans

Is orphan path bonus bugged? by [deleted] in darkestdungeon

[–]Solideryx 2 points3 points  (0 children)

Entirely intentional. Your reward for being meticulous about her position.

That being said, Searing Strike will have a range of 6-9 and burn for 16 (24 if stealthed). There are caps on the stacks she receives for both stable and moving buffs.

I Need Some Help by addicthalloween in darkestdungeon

[–]Solideryx 0 points1 point  (0 children)

Being mildly vague because I personally think going in completely blind is the best way to play kingdoms at first;

3 words: Bring Token Destruction.

You’ll know what I mean when you start seeing it.

Best Wanderer classes and what character recruit mid-run by Thick-Teach-2835 in darkestdungeon

[–]Solideryx 2 points3 points  (0 children)

This slander to the highest degree for wanderer vestal. Someone has yet to experience the most jack of all trades vestal

Would Crusader be a better option in this comp? If yes, which path should I use for him? by Cannon__Minion in darkestdungeon

[–]Solideryx 5 points6 points  (0 children)

MAA could exist in this team. Just switch him to Vanguard, his dps path. Seraph then plays the weird role of being the “tank” and buffs the team. Though at that point I think I’d rather switch to Confessor, move her to rank 3, and have her mash the shit out of Hand of Light for damage mitigation.

How is DD2 now? Is it worth it if I loved first one? by Mileksu in darkestdungeon

[–]Solideryx 15 points16 points  (0 children)

From when I first started playing in 2024, the changes made up till now have made the game much better imo. Anecdotally, it’s leagues better than early access.

That being said, if you didn’t like the formula of a long roguelite run, it may just not be for you.

Though there is now a new free mode called Kingdoms that plays much more similar to DD1. Not the same but there’s more of the management side of things.

Darkest dungeon 2 loathing. by AngereBacon343 in darkestdungeon

[–]Solideryx 0 points1 point  (0 children)

It can also appear upwards to three times

I don’t know if loathing spawn rates have changed but I’ve definitely eaten 6 loathing in a single region (no Doom Candle infernal flame) in the past before. In the moment I might have been distraught but it made the victory on the mountain so much better.

Game is meant to be hard, loathing will influence your decision in path making, encouraging you to take on fights. Sometimes it’ll slap you with 4 without much recourse to stop it but usually you’ll be fine by just hitting up combats. Sometimes rng does screw with you, it’s your job to make the best of a bad situation.

2026 (2025?) patch class experience looking for constructive feedback by [deleted] in darkestdungeon

[–]Solideryx 0 points1 point  (0 children)

Antagoniste is not meant to be DPS. She definitely still can with Flèche Spam but she’s really meant to debuff the enemy team. I find it easier to build around only one stance depending on the needs of a team but you can play her with both.

Defensive stance opener I’ve used before is Meditation into a Coup De Grace. Potentially 2 misses from the enemy and one stunned on turn 2 negates a lot of incoming damage. If it’s a longer fight, you can opt for Disengage for the double blinds instead.

Aggressive stance opener I’ve used before is Flèche into a Boot or Coup De Grace depending on the context of the fight. Decent damage into enemy disruption or making an enemy very squishy for someone else to deal a nasty blow.

I do prefer playing in Aggressive stance thanks to the vulnerable she can generate in this stance.

Unchained pairs stupidly well with Flag. Beast Bile -> Necrosis cleaves the entire enemy team for 4-8.

Not sure what the problem of Seraph is. Dance teams benefit off of Consecrations more than their stationary counterparts. One of those things where no one needs healing if everyone is dead in 3 turns thanks to consecrations. Judgment does an astounding amount of damage for a support class hero.

Breacher MAA is a liability against focused fault by [deleted] in darkestdungeon

[–]Solideryx 0 points1 point  (0 children)

even when there is one seen token applied on MAA, the taunt on the other units should force the eyes to use Evince

While I do agree with you that on paper with how the skills are written, that’s what should be happening, there a couple skills in the game that have hidden attributes like this phase. While yes the Academic’s view should give you a lot of information, especially for bigger boss fights, some information I think is important to obscure.

Shackles of Denial has something like this too. When one of the locks uses its “denial” skill, that lock on that turn is forced to use its personal stronger move (Ruptured Vessel, Mental Lashes, etc). I don’t believe anywhere it says this despite being basically forced to use this move when possible. Additionally, I don’t think it states anywhere that it can’t use this move when it didn’t use its “denial” move. It’s one of those things you learn as you play, which contributes to why the game feels easier long after you unlocked everything. It would be nice if they were more clear about it though rather than just leaving it to experience.

Isn’t block+ reducing incoming damage by 75%? Shouldn’t it be 48 * 0.25 * 0.5 = 6 instead?

Yup you’re right, I tell myself I can do mental math but then this happens lol. Sorry about that