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Other Games / Re: Darkest Dungeon. Emotionally traumatize a team of adventurers. F***ING S**T ARG!
« on: February 08, 2015, 10:27:03 am »So far the most damaging thing in the game I've seen is a leveled merc using his collect bounty ability on a marked enemy. I had a level 2 merc with upgraded equipment crit for 40 damage with that. I wish there was another class that could mark enemies, so I could use it in tandem with the merc rather then having to use a second merc to make quick use of it. Its really great for bosses regardless, since the marked status lasts for a long time.
Occultists can mark.
So, here my first thoughts on the game, after playing it for around 5 to 8 hours:
- Bleed and Blight seem hillariously useless on anything but Bosses. In any regular fight, you want to kill everything as fast as possible. There is absolutely no reason to use a DoT that can potentially miss, not apply itīs effect (RESIST LOL) and only does 2 damage max on the hit itself. Stun is, thank god, very useful for keeping some of the really mean attacks from hitting.
Re Dots:
Since I didn't use them much on my first play through, I've been making it a point to use both a jester and a plague doctor a lot in my second play through, which makes for a very dot heavy team. I've found dots to be... not bad. A couple good +blight/bleed chance items really remove the worries about resist (and are almost necessary to counteract the increasing resistance of veteran and champion enemies). Furthermore they're rather useful against the tough "mini boss" monsters you start seeing in veteran like ghouls, swinetaurs, and blighted giants.
Though plague doctors kinda have a problem in that both the Swine and the fungal monsters have good resistances to blight, so the Ruins are the only place the plague doctor can make full use of her offensive capabilities. Though this will presumably be less of an issue in the final release with the final two dungeons available.