![]() Even if you full party wiped in the first game, yeah you lost some good characters, but you didn't feel like your time was wasted, at least, not four hours worth per run, I think that's what makes the game so frustrating for me. The biggest downside to me is that when you fail a run, despite getting candles because you've been absolutely hammered by overtuned mobs and RNG, is how much time you feel like you've wasted. Randomly critting the entire party each turn with no point in mitigating cause the damage is well into the 80s. Some of the bosses just seem way too hard, I'm lucky enough to come from the experience of pouring a lot of hours into the first one but some of the mechanics are just wild. If they get two moves, that's fine, give them two indicators, don't just randomly have two moves on what should only be one turn. But there are some enemies, specifically cultist types and buffing enemies, that have no indication that they get two moves a round, but they do anyway? Why is this? It happens randomly with no rhyme or reason behind it. Some enemies get two turns per round, sometimes even three, and that's fine. All enemies feel like they crit you more than you crit them. They hit way too hard, buff themselves into next week and it feels like they always crit. They are completely and utterly no fun at all. These things are absolutely horrific to deal with. My biggest criticisms is that at the end of each zone there's a thing called a "Rampart" which is basically cultist type enemies. Buffing and debuffing to set up for big hits or a lot of heals and dot damage, once you find a comp that works for you, you'll begin to enjoy the game a lot. ![]() Some of the most satisfying parts of Darkest Dungeon 2 is when you find that comp that has a lot of synergy. The only good thing to come out of this is that you know when you'll hit, there is no random chance to just miss like in the first one, if you're clean of debuffs and they're clean of buffs, you'll hit every time but the damage is still at the mercy of the dice. Instead of accuracy vs dodge stats, it's been simplified to "50% chance to hit" with blindness, or they can mititgate 50-75% of damage instead, etc. What I will say is, combat feels so much more RNG than the original and a lot of damage feels very out of your control in this one. This isn't a bad thing as the best part about this way of doing things is that you get to play around with comps a lot and see what works and what doesn't. As opposed to the original where you would be playing a 50-60 hour long campaign with nearly 30 heroes, you'll be stuck with four for the entire run. The core gameplay loop lies in that each time you succeed or fail, you get candles to upgrade your characters and unlock items which are now permanently in the game, this is what makes the game very rogue-like. The game plays as follows: You select a confession (This is basically difficulty level) and then select four heroes with different skillsets to venture forth through different zones in order to get to the mountain where a boss lies in wait for you to defeat or die to. The gameplay has changed dramatically, this is both a good thing and a bad thing. There is a lot to love about this game but there is also a lot to hate/dislike, perhaps I am just writing this in the heat of the moment but as the game stands and as for what happened to me personally, I cannot say I recommend it. ![]() The gameplay After seven or eight years, the long awaited sequel to the critically acclaimed Darkest Dungeon has finally arrived and a lot has changed. After seven or eight years, the long awaited sequel to the critically acclaimed Darkest Dungeon has finally arrived and a lot has changed.
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