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Now You can claim, some variation on, "git good bruh" but my point remains that diseases went from being a pain, to being a quest killer. I'd just like to see some version of this that didn't go for maximum rage creation on pure RnG. As it stands I think they're unbalanced, in that, they make certain areas far more difficult than others. When it comes to the warrens, you either bring a plague doctor and hope you have enough chances to cure, or you're bust.
On the characters, it seems like you buffed a couple of them who didn't need it, and nerfed a couple who were middling to start with. The Man at Arms was always rediculously good, but now his buffs last longer and help more, and his protection automatically gives a riposte. Similarly with the Vestal who is generally regarded as an autobring, unless you like the risks of an occultist, is now even better with a self stress heal and a chance to cure with her targetted heal. The abom feels much weaker now, as does the leper, both of whom have less effective self heals, with very little to even them out.
On the whole, I like the feel of PBD, and the added fluff is awesome. Which is why I keep going back time after time of being pounded, I just want to see all the lore added in.
Overall I like some of the changes, dislike others.
+ Corpses and corpse removal is a welcome change, as are the level 3 and 5 changes to abilities.
- I'm not certain, but it seems like several abilities are straight-up weaker than their original counterparts. A result of PBD being developed before certain buffs/changes were applied?
+ Dungeon generation and curio interactions are a lot more fun.
- Several curios seem to never show up, others show up way too often. Specifically, books show up more than any other curio, meanwhile in 32 weeks of play I didn't see a single pool or bas relief.
+ Potions make running party comps with less healing more of an option, meaning more combinations are viable
-Extremely limited provisions mean Cure is absolutely necessary for every party, meaning fewer combinations are viable
- Certain classes feel very weak compared to others, particularly the Abomination. Every party I've run with an Abomination has failed, largely due to his extreme drawbacks.
- After starting with an extremely strong economy in my Radiant playthrough (over 70,000 gold), through careful play and minimal losses, and not spending any cash at all on building upgrades or quick removal, I still managed to get down to 3,000 gold.
--Secret rooms, even fighting the Collector (which almost never happens) are rarely worth the effort. Many times I've gotten less from the chest than the key I spent on it. Many curio interactions were similarly not worth the cost of the provision used on them.
--Antiquarians aren't worth taking. The antiques aren't worth the slots they occupy.
--100% exploration missions are an absolute nightmare, requiring extra provisions and not rewarding anything extra in return.
--Overall, most missions were barely protifable at Apprentice and Veteran level. I found myself losing money with most successful missions, thanks to disease treatment and weapon/armor/skill upgrades.
The mod adds a lot of fun things and shakes up the game a lot, but it's often more frustrating than anything else, not due to difficulty but due to the lack of meaningful reward. Spending 150 on a key only to get 50 gold out of a secret room chest in pitch darkness is just depressing. I turned off the mod once I got down to 3000 gold, I doubt I'll turn it back on until I upgrade everything.
In terms of actual difficulty, I only lost three parties. Two of which were my own fault, forgetting trinkets and torches. Other one was the first dungeon I did when I accidentally summoned a Necromancer on the very first curio.
What I encourage you to do is come by our Discord server[discord.gg] and confront me and other players directly about these issues. Ask them how they managed and see if they have tips. While you're there I'd love to share more information on PBD 6.0 and see if it touches on these points directly.
Heirloom loot increases are coming with PBD 6.0, so stay tuned!
I really hope changes do come from 6.0, because at the moment it's a bit ridiculous.
-I wish I'd taken a screenshot of it, but I did in fact get 50 gold and two food from a secret room chest after using a key. It might be related to applying the mod to an existing save, but it certainly did happen.
As mentioned, I haven't spent any gold at all on improving the Hamlet, as I had up to rank 3 upgrades already before applying the mod. The only non-provision expenses were weapon/armor/skill upgrades. I almost exclusively run medium missions, and the profits are just not there even with an Antiquarian.
My main issue with the mod is that despite the numerous improvements to hero skills (especially previously underused ones), party compositions feel even more limited. There seems to be correct and incorrect choices, with the majority of options being very much incorrect. Even moreso for trinkets, many feel absolutely useless thanks to each party needing extra resists, extra healing, extra stress reduction just to survive.
Cures in particular beign necessary heavily restricts the types of viable parties, even with more heroes having access to cures. With cures like the Antiquarian's and Arbalest's being on such low chances, particularly at Veteran level, it often becomes an exercise in futility to even bother curing, and yet bleeds have been the number one killer of my parties thus far.
I turned off reinforcements for the battle I'm in as I write this, as I had spent 8 turns attempting to cure a single stacked bleed, using both an Arbalest *and* an Antiquarian. The character died anyway after 15 turns of failure. Low chance cures in addition to extremely limited bandages is a recipe for an extremely frustrating experience. Being at the mercy of so much RNG, with so few options to prevent it, is just upsetting.
I gave it an earnest try, and while I found some mechanics interesting, ultimately the game felt too random and arbitray compared to the vanilla experience. The most egregious thing in my own mind was being forced to abandon a quest due to consecrating remains (a common thing done in vanilla to obvious benefit) and being forced to fight a Necromancer. Not only did I have no way to know this was even a remote possibility, I had no reason to think I was taking a risk at all.
Fighting necromancers feels nigh impossible, especially since unless you constantly crit-kill or DOT kill the flunkies there's a very high chance you will just be mobbed to death by skeletal minions.
The feeling of fake difficulty is only compounded by the fact you will have no choice but to due torchless runs in order to accrue money, which you will be haemorrhaging due to the multitude of expenses for upgrades, hero maintenance, and just basic supplies as to avoid failing quests.
On the topic of supplies, healing potions not only feel very out of place within the setting of Darkest Dungeon, they also don't provide a clear amount of use, all of the 'Apprentice' healing potions available have variable prices but I have no way of knowing how much health they will each heal unless I purchase them and then utilize them.
In essence, this mod simply -is- the exact accusations hurled at the original game, unfair RNG with no real skill or depth to it, though if you find that fun rather than frustrating, you will probably enjoy it all the same.
What I find is that people have a difficult time adjusting to all of the changes, and therefor have a difficult time in general. This leads to failure, and then posts like this. I encourage you to join our discord server[discord.gg] and hear about all of the changes coming in PBD's largest update yet aimed at balance and bug-fixing rather than content addition.