
Eumaios
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Tides of Numenera. After my first foray into the final area of the Darkest Dungeon only to lose two characters in the last hallway before the boss room and another one in the escape so the last guy could transport the trinkets back to the Hamlet, I decided to sit on it a bit before I go back to find out if it were bad luck on my part or simply outright ineptitude. So Tides is tiding me over.
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Surprisingly, I'm finding the game better written than Pillars, which I also enjoyed. The things that seem to be an issue for some people, such as fettles or the interface, don't bug me. I might have an issue with combat if it gets to be too tedious, but I just started the game and I've only had two crises, one of which is in the 'tutorial' area in which they introduce The Sorrow and the other was with some thugs, two of whom died before one of my companions convinced the other two thugs to beat feet. The fact that the characters don't act like the beginning of combat is a kill switch for negotiation is good. I probably won't try to talk my way out of everything, but keeping the door open is welcome change. I've always hated the idea in RPGs that every time a fight started, it was necessarily to the death. I'm neither talented nor insightful enough critique most of what I've seen, but there is one specific thing about the interface that *does* bother me. In dialogue with an NPC, the character's portrait is on the left, but I'd also like to see a portrait for the person with whom I'm speaking. I'm sure it would be a lot of extra work to make the portraits for all the NPCs, so I can understand not making them. I didn't think I'd like the game this much, although I was willing to pledge for the silver tier or whatever it's called. With Wasteland 2 and Tides, I've become an inxile fan.
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And then I thought, "why bother?" Things became clearer then. Can't comment on a game I have as yet not played and won't for some time hence.
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I always play a mage, and I got through Dragnfall very well. I think I played it twice and the second time I tried a shaman, but I just don't get the shaman as much. I wish it were feasible to make a good mage/decker combo, which is what I wanted, but all those jacks and whatnot harsh the magic buzz.
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I didn't even realize the game was out until I opened up Steam instead of starting the latest one I've been playing directly. Then I remembered that I had a digital deluxe version or something available so I just got finished downloading the map and ringtones game guide and other electronic doo-dads that at least won't gather dust like physical collectibles do. The game is loading and I have managed to keep from being spoilt about pretty much anything in the game. I played the I think it was the alpha and I skipped the beta. I never even activated the key for the beta run. I have high hopes tempered by experiences of past disappointments.
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Swinehearted Darkest Dungeon managed to send me to get my trinkets from the bird right before Vvulf attacked the hamlet. The bird killed off one of my front liner, but the rest of them beat the crap out of tall dark and bomb throwing. A couple of them were at deaths door, but we put the barbarian bitch on the other side of it. Haven't had as much time as I might want to play, but I'm making good progress in the times I can.
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PoE was very interesting. The combat is truly elegant, but the execution isn't great. I did have a lot of fun with it. However, I couldn't get into Tyranny. To be fair, I didn't give it enough of a chance. I only played just into the first camp where I could have dialogue that didn't consist of telling to run towards another fight. I think the combat in Tyranny is better, but I wouldn't play either game solely for the combat and the early story was better done in PoE. PS Now that I've busted through the "OMG, the RNG KMA" phase of Darkest Dungeon, it's really smooth sailing. I'm trying to build up a good roster just for the hell of it.
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In a game where any group will do okay, why not base our preferences on the in-game interplay and roleplayerish things? I don't dig Sajan, but I'm certain he shines in someone else's deck just fine. With so many paths to victory, just follow the one with view you like best. There's no need to take the freeway unless you just really want to get there faster.
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Wait! One more thing about rats. We used to have rats that my life partner had as classroom pets. Loveable and friendly little guys, but they don't live long and that was really depressing. They got some sort of lung thing and we were using a dropper to feed them at the end. Meanwhile, Kona is good, but what I really want is Long Dark story mode. PS the autocorrect on my tablet was designed by rats. ...Illiterate rats
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Darkest Dungeon is addictive. My favorite thing is using the wrong item on a certain curio. So, I end up giving my poor hero 100 stress, which means he comes to his breaking point in a veteran map. He doesn't falter. In fact, he ends up invigorated and the party kicks ass. This is after trying to kite my antiquarian through the same map only to find myself holding my own ass. This time, I'm the one handing out asses to the bad guys. So, I have several people in the four to five level range, flush with cash, and I haven't wasted tons of time so I think I'm still in good enough shape to finish the main questline. Either that or I'll end up gnashing my teeth and rending my shirt. In that respect, Darkest Dungeon mimics life, and marriage, pretty damned well. Kona requires me to pay more attention to the story, so I've played it sparingly until I've got the mental acumen to enjoy it properly.
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Val's diplomacy is actually pretty nifty until you get to locations where the d6 just doesn't cut it anymore. That's not until later decks, though. Even then, he's got a decent chance to roll for allies. There's an excellent reason to take Val over someone like Seelah (whom I'll admit is simply miles ahead in terms of mechanics) and Amiri (whom I would suggest isn't tremendously better and in some circumstances isn't as good) or even Sajan (who just sucks): Sajan is a monk, so unless he's brewing the beer or stomping the grapes, I don't want him around. Seelah wants to die for a cause, and I'm not keen on rushing towards it with quite the same fervor. Amiri is a great sulking glowering beast who looks at every man as if she's considering when she want to chop off his head. Val is the only one of the bunch who'll throw down a pint or two with you and might just have your back in a tavern brawl the he didn't start in the first place. [quick look towards Amiri] But, Harsk, yeah, that little dude's great, but he'd rather be working than be in the tavern, which puts him out of the running straight away. I'd even put Val ahead of Meri for that reason except that she's got that quasi- homo-erotic thing going with Kyra. If Kyra herself weren't so useless, we'd get to see that more often. Someone said that healing isn't all that big in the game. I disagree. Especially the last scenario with six people. Burying a card every turn means you need to keep your deck full. The irony is that Kyra's sad skill that makes her lose an explore to heal might not be so bad in a location where you really need to pick your battles carefully anyway.
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Over-compensating for past transgressions that benefited goody-two-shoes doesn't legitimize working against them. The benefit of being the good guy is partly how people view you, but it's also party how you view yourself. If loyalty is more than a seven letter word you use in a scrabble game, the result is that you have to sacrifice that idea to back it up, which means that others view you in a more positive light, but also that you the discipline to act with loyalty. Is that 'good?' maybe not. Mafioso can act with loyalty. In fact, it defines them, but the general public doesn't define them as good. The question, in this specific case, is about code. If you act within your code, come hell or high water, then you might get a benefit from society and your peers, but you'll definitely get credit with your harshest judge... yourself.
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I lied. I played Darkest Dungeon all day and it was really frustrating until a couple of things happened. First, I became one with the RNG. Just accept the screwing you will continually get, be happy with the screwing you continually give, and be at peace with everything in-between. Second, get a couple people skilled enough to drag the antiquarian throw a map every now and then and all your gold problems disappear. Seriously, the big problem is just getting screwed and not having enough scratch to cover the treatment, stress healing, and upgrades. Once every three or so maps, take the scholar through with you and all that disappears. Makes the game soooo much easier. However, since I *can* play all night, I'm stopping DD and hitting Kona. Just 'cause.
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I picked up Darkest Dungeon. Great game for the masochists among us. I also threw down for Kona, which I've played some. I finally have some decent time to spend, so I plan on getting into Kona more and wasting time with Darkest Dungeon less. I think I'll give a month or two to Kona and then revisit Darkest Dungeon when it doesn't make me feel like hunting down the design team and beating them down all spouting the inane crap the narrator uses on me.
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Some of the *toughest* locations later on legendary stick the party together. That harshes Harsk's buzz, but really lets Val shine. Meanwhile, how many multiples do you need to kill the boss? If Val kills him twice over, is that inferior to Amiri killing him five times? ...And Amiri, to get those awesome rolls, will be burying cards. Val suffers less attrition to get enough to push him over the edge. Note, I'm talking legendary. That really balances things other than combat. Val's diplomacy really falls short in later scenarios, but his teamwork pumped to max makes a killing machine out of his comrades in the tight spots where they're screwed if they don't stick together. ...Or forced to do so. Meanwhile, Amiri doesn't shine because she can overkill the bad guys. She's not even all that for movement, even on legendary. She shines because when you need that really big roll for something physical, she can pull out all the stops to get it. Meanwhile, if you set up a lot of party dynamics, there are only a couple of people who have a hard time with combat rolls. I still think Lem is worth it, but the runt isn't all that great at offensive, even chucking spells at the baddies.
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Ezren with his enhanced recharge actually keeps scry just fine. However, augury is easier to get and easier to recharge altogether. So, if you don't get a free or super easy recharge, augury is still a viable option. In terms of simply getting a look at any deck, scry is definitely superior. However, if it so happens that the deck you need to see is your own, there's no difference at all. At that point, if you go with one of the non-caster classes and decide to go caster, augury might be *just* possible to recharge. I'm thinking Harsk or... Meri? It's a bit late here, so I'm not sure if I'm recalling it all right. There are some cards that aren't all that great. The one card that does force damage (always good) but damages everyone at your location isn't worth it to me. There are better spells that don't drain companions and there are a few locations where you will simply have all your characters at one location. Either because of movement restrictions or because there's only one location in the first place. Say at the final of some scenarios or the final scenario of deck six. Overall, I'm pretty happy with the spells. Some things like disintegrate don't get a bump from Ezren, but they serve as utility. Others, such as force damage spells, are great because no one is resistant to them.
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Went pretty well into Darkest Dungeon before my main party was wiped on a boss and restarted. I also picked up Konami. Rough, but the narrator does a wonderful job. I have projects that I need to do do soon, but come Tuesday, I'll be hitting Konami heavy. Just wish the Long Dark story mode would ship.
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Lem's a great healer, but he's kind of a jack of all trades master of none. Also, his friend buff, which can help him out later, requires a recharge. I'm currently on an all legendary run with Ezren, Val, Lem, Harsk, Meri, and Lini. Yeah, it's painful to develop Lini at first, but even now she's great for specific situations. For example, even before you buff her wisdom, she's pretty much a lock for that mountain location. Lem is really sucking right now, but his cure cycling is already working well. Good thing. The runt sucks, but he is good for nabbing arcane and divine and whatnot. Aw well, all the things that folks have said, and I have said, have all been true, but somewhere along the line you have to have to forget what tier everyone is and pick the party you enjoy playing and play it.
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I got half my party killed in Darkest Dungeon. You have to be a gamer to enjoy a beatdown like that.
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Oh, I thought you got one veteran skill at creation of a new warband, but it's been a while since I played. I should pull out the mercs and do a few missions with them just to remember what the hell I'm talkin' 'bout.
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I always had people untrained with available skill slots. It comes down to the risk/reward idea. It's nice to spread out some skills, but one character stacked with skills is more powerful that three characters with one early skill each. However, if you get your great character with wonderful skills, then you risk losing the centerpiece in your warband. The first thing I always do is to take the warband skills that save me money on training, hiring, healing, and whatnot. I don't even train anyone until I get the first discount for training because even a small amount of money helps. Same with hiring. Take the warband skill that allows you to hire for less first and then make your first hire. When I finished the sisters campaign, I think I had most people trained at least somewhat and a few people, like the leader, were trained to the max. I'm thinking I'll just bite the bullet and purchase Darkest Dungeon right now, then I'll second guess myself until I purchase Kona also.
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Anyone here played Kona? It looks like the Long Dark only in an alternate universe where they actually completed story mode. It has very positive reviews. I deliberating between Kona and Darkest Dungeon. http://store.steampowered.com/app/365160/
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Harsk's sniper ability pumps the bottom line number and he can ditch a ranged weapon in a pinch too. Maybe I'm playing a different game than the people in this thread, but he works pretty well for me. 5 to the bottom line by the end, and the ability to recharge a ranged weapon to increase that damage output even more. I didn't like the idea of Harsk at the beginning, so I had no positive prejudice and he still won me over. Of course, none of them are a must have in any party on any current difficulty, but still... I typically find that Val can take out the trash with his abilities and provide great support in very key legendary scenarios, but Amiri can pack a greater punch. It's costlier than Val's, but it's a matter of whether you're cautious with conserving your deck or not. Val and Amiri can typically take out a lot of monsters without backup or ditching/recharging cards. Even on legendary on the earlier decks. Val doesn't need to worry about keeping extra weapons on hand and so he can recharge in order to get utility cards on hand. Of course, he's got a small hand size, but it's not like Amiri's is big. Amiri more often overkills even with her basement numbers especially on earlier decks even on legendary. Amiri can bury a card for some great buffs, it's true, and there's no doubt those buffs have more utility. However, in terms of combat, she can bury a card to give her 5 to the bottom line. Val's teamwork ability isn't as universally awesome, but there are some legendary scenarios where having 6 to the bottom line combat damage free of charge is truly splendid. I have virtually never felt like Val didn't have the umph to take care of villain or henchman. Yeah, he might only kill the villain twice over instead of five time like Amiri would, but dead is dead. I think one of my prejudices comes from focusing on synergies and finding ways to make them shine. Also, I probably fixate on keeping deck homeostasis much more than I need. I definitely take the cutscenes and dialogue too much into consideration for what is, after all, a card game. Nevertheless, I like my character selection and stand by it.
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I finished the sisters and then started the mercs. Been on a break from the game, but I plan on going back to finish the Merc band. I like having decent ranged attacks that don't rely on magic.