If you wanna go a step further, narrate thier actions and thoights in the firts person like if they are doing it, male each one have some sort of quirk personalatie wise and make them remember past misions, in that way, when they die, you feel like you saw an actual person die
I name my units like: "Fish hunter" = Eldritch Hater/Eldritch Slayer + Cove Tactician on Hellion or "Brigand Buster' = Deadly + Man Slayer + Weald Explorer on Leper Helps a lot with party creation and upgrade priorities :D
I try to get this trophy at my second playthrough of this game with the Crimson Court dlc add to it and today i get them to the max level (level 6).I hope i'm not lose either of the two in the process.
I lost Dismas just yesterday... but a few hours go by and then BAM, I lose Rey... NOW OUTA NO WHERE Dismas was given back to me only for us to run into some death reaper collecter mini boss in a tunnel... the prize was Dismas's head! It was so surreal defeating the collector with Dismas only to find his old head lol
I will never boot my nervous kleptomaniac bois with penalties to their ACC or awful positive quirks i don't care they're my horrible problematic children and i love them and if i treat them like mere tools then the ancestor wins
Never bothered to use nor upgrade arb, Musketeer just won me over instantly. I ain't gonna be optimal if my team doesn't have matching colors and good fashion
You know it is funny to hear that, cause in my games I love to use fuul mark team but arb just doesn't perform only my musketeers. So I stopped using Arbs entirely lol
I used to get very attached to my units, making it very difficult for me to kick the troublemaking ones. My sollution to this was telling to myself that I was probably doing those poor souls a favor by dismissing them from that cursed estate
That's actually what I was thinking too. You're going to get anyone who stays killed (probably) so sending the afflicted ones away who are too broken is probably saving their ass.
Mine died early on from rng. I literally did everything right, they just got focused down or blighted and died because of it. I could have resurrected them, but I had better fighters to resurrect.
@@tolvajtamas8567bro, that happened to my Reynauld aswell. He had 14hp and it was the enemy's turn, it was three normal skeletons, the first two "graveyard slashed" him to Death's Door and the third one got the Death Blow on the first try, it was sad to witness. Rest in piece along with the items you stole, fucking klepto.
My Reynauld died from blight at weald, but the thing is that the rest of the party died too during the night ambush right after his death. Atleast my buddy Reynauld didn't go alone to other world, but that party loss was pretty much disappointing.
@@indiankid8601 Well I knew that there were those abilities, I just didn't know how to use them. I tried clicking the log in a dungeon but it didn't work. I found out later that you needed to be in a room, not a hallway.
Another early mistake is not re-stacking inventory to make room, like what happens at 8:35, where there are 3 stacks of torches that can be combined into 2, and has an empty inventory slot after looting. Easy to overlook.
Also not to use the dog treats with the Houndmaster when you have to and remain at your inventory until the end of the quest,when you if you use them you will have an extra slot to get a useful item who can help you at the dungeon.Also it provides you with a good buff.
New player: all of my guys are so cool and I'm going to name them and grow attached. We're going to take on The world together! Experienced player: look, you're not my friend. You're my employee and bodyguard. Make it to rank 3 and I might learn your name. Until then you're spare blood.
If you grow attached to your little d00ds you can think of firing them as doing them a favor. "We have been through so much together. So rather than destroy yourself with this hellish endeavor I grant you this opportunity. Leave this place behind and go on to a better life, my friend!"
I had a team of heroes I grew attached to, the healer was an occultist. The number of times that green 0 has appeared is baffling, but that 22 is also a lifesaver.
On Darkest difficulty; we don't boot heroes, we send them off to their deaths for that sweet sweet 5% bank income because the sigma grind ALWAYS take priority over pawns.
@@adamgracia6807 The Bank district grants 5% interest on gold each week. What they're talking about is instead of just dismissing the hero, they send them into a mission just to let them die, since this will grant them "free" gold next week. Their mention of doing this on Darkest difficulty is crucial, because mass slaughtering heroes on Stygian/Bloodmoon may not be the greatest of plans due to the 12/16 hero death limit.
Then the From Beyond event gives you only the ones you sacrificed rather than the heroes you actually wanted to resurrect. At over 500k gold you don't need to be doing anything extra anyway, and to get to that point you just have to do a couple of long dungeon Antiquarian runs. Zero torch is actually somewhat bearable on lower difficulties, leaving an apprentice level dungeon with 5 stacked gems is a good feeling.
@@LoshJysic the 25% scouting map combined with the scouting trinket from graverobber + any extra quirk: you essentially always know what's ahead and be sure to grab a key for the secret room
@@runtergerutscht4401 exactly. Not knowing what you're getting into is half the difficulty of the game honestly. Having a lot of scouting makes it so much easier
A really good trinket early on and even in the later stages is the 'survival guide' or whatever it's called. It basically gives you 10% chance on both trap disarm and scouting which can really help you look for secret rooms and just overall make your delving experience A WHOLE LOT smoother.
Trying to unlock all the skills for every recruit. It becomes a very quick money sink in the early game and can suck away cash that would otherwise be used for armor/weapon upgrades.
You probably know this, but upgrade the coach ASAP. Level 1 or higher recruits have all of their skills unlocked in exchange for a few extra quirks. Saves you some much needed gold in the early game when you don't need to drop around 500 gold on every character. And the fact that they have upgraded equipment for free is certainly a plus.
I do touch them with newbie heroes (levels 0 to 2), for the chance to get a really good positive quirk (or a bad quirk that doesn't really harm that hero much and may replace a worse one). For advanced heroes who already have a fairly good set of quirks (OK, let's be realistic: a bearable set of quirks). Also I generally don't bother to remove bad quirks on low level heroes, except for a select few really damaging ones like cleptomaniac - too costly and they'll earn new bad traits during adventuring faster than you can remove them.
Also: When you have a party of 4 fighting a party of 3, with a stun, you trade 25% of your party's overall turns vs. 33% of the enemies', thus already creating value, damage and movement aside. And that's not considering large enemies that are as threatening as 2 party members (which is why they're usually harder to stun).
Forgetting useful item buffs like holy water and dog treats. Holy water can be a lifesaver especially against enemies like the Siren. Don’t be too attached to your dog treats. If the fight is tough, use it. Camping too late. Camp before your party is too stressed. Afflicted heroes are absolutely horrible for camping. Thinking that an arbalest with bandages or a crusader’s off-heals will carry a party’s healing. Miscalculating food needed. This typically occurs when the player fails to notice a tapeworm or a stressed stress eater. They assume that the next food check will need 4 units until it’s too late. Bringing bleeders to the cove/ruins or bringing blighters to the Weald/warrens. Generally ignoring the resistances that can be easily checked. Not paying attention to enemy types and negative quirks. Bringing heroes with Fear of Beasts to the Warrens for example because they didn’t realize that the swine folk are both beast and human type enemies.
My vestal had a helminth plague and i carried like 20 food instead of 25 so my whole party didn't eat enough, i left not enough food 4 camp and then my crusader died during night attack, so i left this task, gave my vestal "cunt with worm" name and my game crashed. Based on true events.
Fuck me man i got literally fucked by my first siren last night i was crying ffs . I ALMOST GOT HER AND THE BITCH MIND CONTROLLED the flagelant guy and my guy healed her for 30 hp TWICE like i was sooo fucking close
Imo upgrading the stage coach early is the to go move, you never know if you’re gonna get squad wiped, so having a backup team you can rely on is always good
The game even tells you to upgrade it, that's how important new heroes are. Not to mention that getting heroes with good starting quirks is easier with more Choice
if you actually run out of heroes (as in 0/x number of heroes) the stagecoach will spawn 4 regardless of the stagecoach level (ex. reynauld and dismas die in tutorial)
Exactly dude This is partially why I have a love/hate relationship with this game, and partially why I hate seeing guys flex how gud they got at the game so quick (betcha they used every wiki and yt guide available)
I beat the game before I ever discovered Shuffle and I didn’t use 80% of his techniques. And I very specifically did do many things he says to specifically not do. So who was right? All of us.
The part about overusing Vestal was more correct than a lot of people realize. I recently started a new save file, and in week 5 I got an unfortunate shambler encounter while doing a torchless sweep - I managed to kill it, but sacrificed my Vestal in the process. For 12 weeks after, no Vestal showed up in the stagecoach. Although at first I was dismayed, I quickly found out that not only do I not need her, she actually holds a lot of my teams back. Having 4 fast party members to kill 2+ enemies before they get to move means I don’t need anywhere near as much healing, and arbalest’s bandages work wonders on anybody who tanks a crit or two. Fights are so much shorter now, and I’m playing around with classes like crusader and occultist, who I never would have tried if not for the necessity. Losing that vestal was the best thing to happen to me on that save :D
@@ShuffleFM I’ve found it basically amounts to trusting my future self. It takes a bit more thought and prep to get the party patched up at the end of a fight, but i go in trusting that I’ll be able to handle it - and it actually works!
One beginner mistake I made for a long time was ignoring the antiquarian. If you read through her move set, she seems to be the crappiest of all the heroes, almost exclusively weak moves that don't combine to a well rounded kit, so she can not fill any of the traditional "group spots" an rpg-player thinks of (damage dealer, crowd control, healer, tank, support). It's not that her kit is entirely useless, you just always have a hero who could help you out more in combat. What you don't see unless you use her (though the voiceover comment when hiring her hints at it): She increases the maximum inventory stack number for all valuables and she finds special antiques in chests and combat loot that also stack and are worth a lot of gold. If you are struggeling to plunder enough gold to buy the upgrades and treatments for your heroes, the antiquarian will help you out, you'll easily get 50%-100% more gold out of a dungeon run with her. Also, her ability "protect me", which forces a teammate to guard her and boosts that teammate's protection and dodge is really strong with a dodge-tank who has the riposte ability to strike back at the attacker (like man at arms or highwayman), so she isn't as much of a dead weight in combat as it seems on first glance.
Just lost a begginer shambler in my first run of the day after waking up in my new town. No pre shuffle, didn't turn on the torch, forgot clappers don't die after killing shambler, didn't retreat on time because of that and lost a leper, miss timed my finale and did all of this without trinkets. Truly a lesson to be learned.
I was gonna say that people, including myself when I first started, don’t upgrade the stage coach. Having an extra 4-6 heroes each week as an option with a bigger roster early game is huge
If You have big enough roster, You don't need to stress heal/fix quirks. I have learned to keep handfull of star players + lots of disposable garbage in backup - this way I stress heal 1 person per week at most. It is very efficient in the long run :)
A HUGE one I went through was that short dungeons are not easier than medium ones when you have weak healing (hp and stress). Having the break and having good camping skills makes the entire dungeon way easier to get through since you basically have a reset mid way through.
The one about using the A and B team is really important, I remember having an old savefile of mine where I had 5 level 6 characters and the rest were crap. That limited my learning a lot since I never cared about learning other characters, in a game where most of the fun comes from teambuilding and experimenting.
It’s almost like in Pokémon where you only train your starter Pokémon and maybe one other so you have like a level 50 starter and level 20 other Pokémon. When they should all be around the same
@@LuckyBassDCMC Lmao you just reminded me of my Sapphire walktrough, I didn't care about levelling every pokemon up so I just stuck with 3 really good ones.
That favored teams rule is especially true. The game forced me to learn that after just my first foray into the dungeons. The starting team of the Crusader, Highwayman, Plague Doctor, and Vestal wasn't half bad, but then, say, the Plague Doctor is too stressed to go into the next dungeon, but the others still have a little fighting spirit in them. That forced me to experiment. Who could I put in the third slot? Maybe a Jester, or an Occultist, or a Houndmaster. Learn your heroes' quirks. Learn their skills. Learn their stats. What skills synergize well with each other? What quirks are gonna mean the difference between victory and defeat? What trinkets will make this hero so much better? How does this hero synergize with the others in the lineup? Find out all that for yourself. Experiment, and have fun.
Same here. Both my vestal with good skills to start and my occultist were down with stress, so now I'm experimenting with another vestal skills and an arbalest. I wonder how that will work
8:28 What? I didn't realize you could set up camp with the loot page open like that. In hindsight, I should've known. I've used items just to clear space with the loot open before....
at 5:12, here's a mistake that ShuffleFM makes, he doesn't stack the 3 torches in his inventory over the stack of 5 torches, and he therefore misses out on 1750 gold (probably still only temporarily..considering there's an antiquarian in the party.. but still...gotta minmax bro)
I’ve found you can get away without bringing bandages and antivenom in dungeons if you have some healing skills IF THE DUNGEON IS APPRENTICE LEVEL. When you start veteran dungeons those bleeds and blights REALLY stack up so make sure to be able to stop the massive damage over time with a recovery item
Also I’m fond of locking in all the stress reduction skills so I can equip the more powerful trinkets that cause stress and have the stress gain from the item nullified by the characters ability to handle stress
You can heal through them even later game except for arterial pinch, but plague doctor makes this stuff easier too. Never a bad thing to carry consumables regardless.
A big one is knowing when to back out of a dungeon imo. I notice noobs powering through really horrible situations in hopes of clearing the dungeon at the end. Sometimes a run is just unsavable and it's better to press that X button than to risk losing your trinkets, heroes, and collected loot.
I haven't played much but I can totally agree that losing a turn to stun a dangerous enemy is way more important, especially early on, than anything else that character can do
6. Not experimenting with different moves. It took me so long to try Grave Robber and even then I used her from rank 3 as a sniper working with PD to blight backline enemies. I then discovered shadow fade. Other examples include holy lance, flashbang, hands from the abyss, battlefield medicine, harvest, and bleed out.
Just want to thank you for this video. For my first few dungeons I was getting afflicted every single time and it almost always went horribly. Now most of the time I do really well and I rarely ever get an affliction. Every boss I’ve killed has gone smoothly as well. I’ll probably go back to being terrible whenever I try veteran dungeons though.
I'm a beginner but learned a key lesson last night when I had my first team wipe. Know the game mechanics. I was at the end of a Lv3 map mission lost 2 to heart attack and deathblow then my line collapsed and I had a PD who could not do anything. Despite that my Occultist was able to kill a team of 3 and the beast dropped all my trinkets my team who died had. I was in the next to last room with those (mainly gold trinkets) and could have left with that but thought I had to clear the mission to keep stuff so I went into the last room with 3HP and you can guess what happened. Even though I wiped the mission cleared and I got the reward but had I known I could keep what I had it would have been smarter to just leave when I got those trinkets off the boss. Lesson learned. Love your guides btw.
From my own personal experience, here are some tips: -if you have the dlc with blueprints, buy the bank as soon as possible -upgrade the buildings in this order armor/weapons then sanitarium them stagecoach. Screw the camp -antiquarian is good early game for cash so prep a good party -if there is a new vestal in the stagecoach, recruit her -kill stress givers first
Never understood how and why people think stuns aren't worth it. In the VAST majority of games I've played across every genre stuns are extremely useful and often even overpowered. It is so ingrained in my brain to always use a stun when I can, that I never thought someone would not use them in any game.
Paying attention to things like this and the "1 mistake people make with each hero" video, enabled me to build a party with a skill set that killed the collector in 2 rounds without him even getting a move.
I'm returning back to DD after a few months break. These tips were good for me remember. I keep playing the game on and off again so my skill is always at 2/3rds of what it was when ever I left off. I love this game a ton and keep forgetting why I just sometimes focus on something else for like a month.
I disagree with the statement to not make teams, because your units will level up out-of-sync, so you may have very high level units with very low level units and you end up spending more time with low level units and leveling them up. although that can sort of happen anyways if a high level character dies, you can still create teams to mitigate this effect
I get attached to my units all the time and that's why when I find the same one with better stuff I kick my old one and rename the new one and switch color palette.
Half of this tips will help with DnD tactics. And the last one - with corporate management of some soulless corporation. "Why I need to bother with helping this workers when I get 10 new resumes every week. They are just pawns and resources".
I see a lot of new players buying max Provisions every dungeon "just to be safe". I would advise learning what you need for each dungeon and taking Provisions accordingly. You realistically will never need more than 3 shovels for example
As a new player, i can proudly say ive not done a few of these, ive been booting back and forth for when i have a ton of poor quirks i dont want to fix, i also really enjoy stunning, especially stunning the stress booster enemies. And i tend to full target those with my single target unless i can get some aoe on them
Good tips, wish I'd had them when I started playing a couple months ago! I tended to fall into thinking of certain heroes as good for one thing and didn't explore their other capabilities. Good example was thinking of Plague Doctor in terms of blight, and ignoring his awesome stun abilities and healing that also removes blight/bleed. A well-trinketed Occultist can be a very effective healer, and while I admit to being a "Jestalist," the Houndmaster's stress reduction is arguably greater because he has a chance to affect everybody.
I'm a huge souls fan too and its not just the challenge that hooked me- its the fact that its a totally different type of challenging compared to what I usually play. Not to mention the art style, atmosphere, sound design, Wayne June- this game became one of my favorites SO FAST.
I really think you hit the nail on the head with A and B team. Not only is this game not designed to be played that way and you will struggle if you are trying to force that but you are also preventing yourself from having tons of fun. I used to have that mentality getting into the game but quickly realized that I have the most fun in this game is when I experiment. I just make sure to have a balanced team that can attack all of their positions effectively and that my team is also not too dependent on their own positions, and go with that. I also make sure to have some way to heal other than eating so one healer is a must or at least to have everyone who can heal themselves. In some cases I put together really weird and unlikely teams out of desperation thinking "Man, if these survive I don't know" and they end up having some really non-intuitive synergy where they steamroll everything in their path and I end the run with next to no stress or HP damage.
I'm about to be at 30 hours played on the game, and I've only really recently gotten back into it with a fresh playthrough, this was pretty helpful; and fun to watch
It took me a long time to cut the cord from Vestal in every group. Once I started using other healers I started really having fun & feeling satisfied with improving at the game. I had to get out of my comfort zone first.
I am one of those who try to remove every quirk from their characters, I never even thought about booting them, this is a tip I'm going to definitely apply!
Medium length dungeons -> over-buy food -> focus stress heal camp skills. Clear the dungeon first. Camp. Feast. Prevent nighttime ambush and then hammer stress heals. You'll rarely have to do recovery in town. This doesn't apply to runs that go south of certain bosses where you'll want damage up camp skills, but for 90% of runs, you can home as good/better than you left.
I started to realize I took too long in fights when I fought four spiders and wasted all my truns buffing. I lost a dear comrade that day and had to exit the dungeon, to fucking spiders.
I personally started buffing my team on the second playthrough because i wasnt aware that some of the buffs are really usefull so in my first playthrough i was just going for clean power attack
13. Underestimate champion elite enemies, especially Swine Skiver. Question: I'm currently on my first Stygian run, currently on week 15. How many upgrades to the Stagecoach would you say is enough, and just focus completely on the Guild/Blacksmith from then onwards?
First upgrade to get more people in the stage coach (so you get 4 a week), then grab barracks as you need the space (no more than maybe 2 or 3 upgrades), the experienced heros upgrade is usually a waste for stygian/bloodmoon runs
@@raden1287 Fair enough, I've already unlocked experienced heroes Lv.1, but I won't go any further. I think I still have 1 more upgrade for the barracks; not sure if I'll push for that though, given I'm prioritising for Lv.4 weapons/armor/skills so to speak. That having said, I'm wondering how important are upgrades to make blacksmith and guild cheaper. Especially the guild, hoarding enough portraits just for skill upgrades is a daunting enough task.
You should also mention there are group names if you make a specific team build. It would be a good idea to record all of the object interactions to show which items go to which object. I also took note there are days you can create bonuses for completing certain tasks in a dungeon; all saints day, silence in the crypts and care givers convention to name a few.
I know how to use a good chunk of the roster, but I still have favorite I almost always try and use. Crusader in the front line with the basic sword swing, the double page attack, the healing move for emergences, and a stun. Either abomination behind them or the highway with sword slice, gun attack, crowd control gun attack, and bleed slice. Vestal in the third slot either stunning, healing, or maybe using judgement. And a musketeer in the back with basic shot, duo front shot, side arm, and mark move, or a plague doctor with single and multi hit blight moves, battle field medicine, and that stabbing move, which I move vestal and plague around.
How I broke my habit on favorite teams (and you do kind of have to break rule one and spend a little on the stage coach so you get a better number of new troops) was I limited myself to one adventure of each class at a time. If I had one crusader that was it. He had to die or be dismissed. So after a while you're really starting to invest more into the guildhall and smith so you can get those abilities so you learn what works really well and what works in a pinch. Don't sleep on Man-At-Arms he is a really good gap filler in a lot of teams.
@O K You have to ween yourself off the idea of a "staple" class entirely. I always build my team around what I call Plan Z. What happens if or when things go pear-shaped? At the bare minimum one should have a plan for getting out of a fight to flee.
I made the mistake about the heirlooms, I feel like I was close to the enlightenment on this by myself so thank you for making it a couple games faster. Stalling is super op because I don't die. I do undervalue spd a little because it's bs sometimes like they'll have 2 spd and I have 5 and they go first, IDK how the turn thing works. I think most of my teams don't usually involve Antiquerian and M-a-a which is the only thing I know I should change but usually don't. I should boot more.
Yeah, the Vestal/Jester combo was something I did... then I watched another streamer doing moving stuff and started playing around. It really does make the game more fun to experiment. The thing about negative quirks... I figured that out right off. I honestly love to see a severe but meaningless negative quirk since it means something worse won't take it's place lol
Such calm and good advice while in the background the poor Musketeer is just getting smacked around like a toddler with Parkinson’s trying to box Mike Tyson.
I second this. Mods are great and just ups the experience tenfold but its bad to use it in your first save because as a new player you have to get the basics first and deal with the punishing difficulty in order to understand what the game is all about. Maybe you can toggle it after you beat the Heart and explored a little bit on the Courtyard. By then you already learned the important mechanics. EDIT: On a personal note, download enemies/boss mods. It compensates the lost difficulty once you are using a lot of modded classes (as most of them really makes the game easier). Have fun with the Kraken mod :D
Not using/forgeting trinkets, bad decision in supplying the team Yeah that's me. It's I who forgot trinkets, didn't brough torches and brough food for short mision beacouse i forgot it's medium one. Yeah… i'm bad
I've forgotten trinkets on missions too. I took moon rings to crimson court on my torchless file because it was habit, but courtyard is considered high light so they were worthless
I learned the hard way; ALWAYS assume something will fail/ not work to the best of its ability. always have a backup plan, and always think of what will happen if you fail something. You’ll almost always feel better losing something when you saw it coming first.
Things to do: - Spend Herilooms on Blacksmith, Guild hal and Districts - For small fights focus on finishing them fast, not on buffs - Use stuns and recognize the importance of speed (accuracy is also important though) - Try favored teams - Start booting bad heroes
The first time I played Darkest Dungeon (which I did in the intermediate difficulty, not radiant), I learned the 4th mistake the hard way. I got cheeky and confident I could take a shambler... None of my level 6 heroes made it out of there alive
At 6:54 , I do this mainly for rp reasons (cause the the team meet on the stage coach and became friends so they are a team and what not), or I want to test a set of heroes over the course of a campaign. Such as highwayman in r4, crusader in r3, vestal in r2, and plague doctor in r1 (The usual suspects but kinda flipped). This team got up to level 4 before pd died to being crit like 3 or 4 times then died on the first deathblow check, pretty good team all round.
Replied this on another comment, would do it again here with good intentions for new players: I second this. Mods are great and just ups the experience tenfold but its bad to use it in your first save because as a new player you have to get the basics first and deal with the punishing difficulty in order to understand what the game is all about. Maybe you can toggle it after you beat the Heart and explored a little bit on the Courtyard. By then you already learned the important mechanics. EDIT: On a personal note, download enemies/boss mods. It compensates the lost difficulty once you are using a lot of modded classes (as most of them really makes the game easier). Have fun with the Kraken mod :D
I'd say it's definitely one of those games that have a "DPS first" mentality, why go for setups and heals when you can just kill everything in 2 turns before they can hit you sort of stuff, bosses being the exception. Collector being a good example, why buff and debuff the enemy when you can just stun him before he can summon anyone and than have your Frontline guys smash him into the dirt, and if he does summon guys, just pull him forward and ignore the summons besides stunning one here or there.
It is good though, statistically speaking. Sure, you will be disappointed getting enemy critical hit on your grave robber from time to time, but out of 100 cases overall you will avoid a noticeable amount of damage.
@@el_Pablo_Uno if you play on the harder difficulties, ie no light new game plus, dodge is worthless. Enemies get such a buff to acc you can almost always expect that attack coming in.
@@CrowsRevenge1 Stygian (NG+) doesn't affect accuracy by itself, at all outside of some possible exceptions. Pitch black gives monsters 12,5% accuracy. It's certainly less effective and dodge tanking is less effective as a strategy, but dodge is still far from useless.
@@qwormuli77 it's still a fairly bad stat as it's very unreliable. I'd say to look old Filthy Robot videos. Most of it is a few patches old but still very much relevant. He has great discussions as to why dodge is a fairly bad stat.
Good tips have been playing on and off since 2018, and considering starting a new campaign and actually finishing it as I have never gotten to the darkest dungeon. Excellent tips
I tend not to really think of an "A-Team" or "B-Team" as an actual construct beyond having some characters I keep mostly in the hamlet aside from special occasions. Reynauld and Dismas are the big ones there though there's also the issue there of just waiting for my guild and blacksmith to be up to par to actually equip them. Or something that happens more often for me in terms of "A-Team" is putting together planning teams for very specific synergies, like "Oh I have my Mark team" or "Oh I have my Crimson Court Team that's got bleeds on everything"
New player here 6hours easyer dificult and week 20 only lost one MAA, was broke but recovered and antiquarian is a MVP for MONEY/ Dismas and Reynald still alive and kicking and got the basic experience.
I think the tips is mostly focused on "being effective" as in clearing and winning the game. Like frostpunk can be as well, you can put the children to work to get most out of them, but what does it say about you as a person when you do this? I like to focus my portrait on the tavern, and I do also like to name my characters and grow attached, because that is good story. I don't want to cycle through them like they mean nothing to me, but you do certainly learn a lot about how far you're willing to go and push your group for that extra capital.
"You need to start thinking of your heroes as pawns and tools, instead of valued employees" Ahhh yes. The Amazon approach!
👍
There was footage of an Antiquarian named *Bezos* in the video. Theory confirmed.
🫡
Darkest Amazon
@@kevkas I think "dungeon" is a pretty accurate name in both cases.
Protip: Name your units so that you grow attached to them, so that it hurts all the more when they inevitably perish.
1. Name your units
2. Give them skin mods you'd like
3. Lost them because a spider crits and they are the first to go in next turn.
Pain
I have 2 named units: Dismas and Reynauld.
And that's all I need.
If you wanna go a step further, narrate thier actions and thoights in the firts person like if they are doing it, male each one have some sort of quirk personalatie wise and make them remember past misions, in that way, when they die, you feel like you saw an actual person die
Nuzlocke pain. God knows this pain
I name my units like:
"Fish hunter" = Eldritch Hater/Eldritch Slayer + Cove Tactician on Hellion
or
"Brigand Buster' = Deadly + Man Slayer + Weald Explorer on Leper
Helps a lot with party creation and upgrade priorities :D
8. Thinking you're gona have fun in Champion level dungeons
Everybody gangsta till Virago show's up
“Laughs in treebranch Smackdown”
*laughs in getting crit 4 times in a row*
*Swine Skiver crits your entire backline and they die to blight*
Wait... what? Hold my Shambler FTK bruh.
Mistake 0: Dismas and Reynauld not making it into the last chapter :(
Not dismissing Reynauld if his klepto gets locked in.
Mistake -1: not sending Reynauld and Dismas by themselves into the last chapter.
I try to get this trophy at my second playthrough of this game with the Crimson Court dlc add to it and today i get them to the max level (level 6).I hope i'm not lose either of the two in the process.
I lost Dismas just yesterday... but a few hours go by and then BAM, I lose Rey... NOW OUTA NO WHERE Dismas was given back to me only for us to run into some death reaper collecter mini boss in a tunnel... the prize was Dismas's head! It was so surreal defeating the collector with Dismas only to find his old head lol
That's why I send him to the ward ASAP. One time the fucker stole 5k+ in the first dungeon.
Don't forget the most grievous mistake. Being overconfident
Yup lost two dudes today pushing my luck :( RIP!
Overconfidence is a slow and insidious killer
I just played the game for the first time today... and I learned that the hard way
@Just one more thing indeed
Remind yourself that overconfidence is slow and insidious killer.
I will never boot my nervous kleptomaniac bois with penalties to their ACC or awful positive quirks i don't care they're my horrible problematic children and i love them and if i treat them like mere tools then the ancestor wins
This is the best take
A moment please, in memory of the lame horse... and the broken man
if you dont part with them, the game will do it for you
@@desuvult8463 Me, on a deathless run: Are you sure about that? Try me.
@@Destroyer2150 That challenge should be directed at the game, as all your hardships will be found there
12. Thinking arb's statistical advantage makes up for the fact that musketeer looks cooler
Never bothered to use nor upgrade arb, Musketeer just won me over instantly. I ain't gonna be optimal if my team doesn't have matching colors and good fashion
I would use musketeer if they weren't looking from a different angle
I like crossbows tho
You know it is funny to hear that, cause in my games I love to use fuul mark team but arb just doesn't perform only my musketeers. So I stopped using Arbs entirely lol
You misspelled "using the musketeer DLC".
I used to get very attached to my units, making it very difficult for me to kick the troublemaking ones. My sollution to this was telling to myself that I was probably doing those poor souls a favor by dismissing them from that cursed estate
You're not wrong.
"Look, if I don't fire you you're going to die and none of us wants that. Except for Joe, but Joe's an asshole."
I have a rule where I don't nick name units until level 5 or if they've done something extraordinary like being the last to survive a boss twice.
That's actually what I was thinking too. You're going to get anyone who stays killed (probably) so sending the afflicted ones away who are too broken is probably saving their ass.
@@Greideren Leave it to that same asshole carrying everyone to DD4.
The only two heros you baby and never boot ought to be Reynauld and Dismas. Buddies forever
I was thinking wow, these two are so cool and i like them so much. Maybe i got lucky, but apparently everybody loves them
Mine died early on from rng. I literally did everything right, they just got focused down or blighted and died because of it. I could have resurrected them, but I had better fighters to resurrect.
@@tolvajtamas8567bro, that happened to my Reynauld aswell. He had 14hp and it was the enemy's turn, it was three normal skeletons, the first two "graveyard slashed" him to Death's Door and the third one got the Death Blow on the first try, it was sad to witness. Rest in piece along with the items you stole, fucking klepto.
My Reynauld died from blight at weald, but the thing is that the rest of the party died too during the night ambush right after his death. Atleast my buddy Reynauld didn't go alone to other world, but that party loss was pretty much disappointing.
@@whoisedward we all shall mourn your loss
Not recruiting atleast 12-14 lepers is a rookie move
Made the mistake of only recruiting 11 lepers one time. Never again
Basically, I only have leper’s
*Weird Al's Party in the Leper Colony playing in the distance*
I would do that if they appeared in the stagecoach
Definitely the Best class 💯
I legit made it to veteran dungeons before I learned to click on the firewood to camp. I thought the game was just that brutally difficult.
I like the idea of them putting a log in your inventory just to take up extra space.
Me too... I just learn how to camp when one friend told me to. 😂🙃
Jesus Christ
@@arthurdias2786 How? I mean there's literally a camping skill set and a camp to learn them. How could both of you didn't even notice them?
@@indiankid8601 Well I knew that there were those abilities, I just didn't know how to use them. I tried clicking the log in a dungeon but it didn't work. I found out later that you needed to be in a room, not a hallway.
Another early mistake is not re-stacking inventory to make room, like what happens at 8:35, where there are 3 stacks of torches that can be combined into 2, and has an empty inventory slot after looting. Easy to overlook.
I saw that too, I was having anxiety.
was thinking the same when I saw that lol
Also not to use the dog treats with the Houndmaster when you have to and remain at your inventory until the end of the quest,when you if you use them you will have an extra slot to get a useful item who can help you at the dungeon.Also it provides you with a good buff.
same with 5:08
New player: all of my guys are so cool and I'm going to name them and grow attached. We're going to take on The world together!
Experienced player: look, you're not my friend. You're my employee and bodyguard. Make it to rank 3 and I might learn your name. Until then you're spare blood.
Darkest Dungeon Characters: We're meant to be expendable sir.
New Players: Not to me.
Experienced Players: Damn right you are.
If you grow attached to your little d00ds you can think of firing them as doing them a favor. "We have been through so much together. So rather than destroy yourself with this hellish endeavor I grant you this opportunity. Leave this place behind and go on to a better life, my friend!"
Rank 3? I don’t bother considering anyone more than a new recruit until rank 6 and my previous rank 6 for the same class is dead.
"Also tell that guy to stop following me, it's getting weird."
@@theonezar13l7 Caretaker runs away giggling.
I had a team of heroes I grew attached to, the healer was an occultist. The number of times that green 0 has appeared is baffling, but that 22 is also a lifesaver.
On Darkest difficulty; we don't boot heroes, we send them off to their deaths for that sweet sweet 5% bank income because the sigma grind ALWAYS take priority over pawns.
What do you mean
@@adamgracia6807 The Bank district grants 5% interest on gold each week.
What they're talking about is instead of just dismissing the hero, they send them into a mission just to let them die, since this will grant them "free" gold next week.
Their mention of doing this on Darkest difficulty is crucial, because mass slaughtering heroes on Stygian/Bloodmoon may not be the greatest of plans due to the 12/16 hero death limit.
Then the From Beyond event gives you only the ones you sacrificed rather than the heroes you actually wanted to resurrect. At over 500k gold you don't need to be doing anything extra anyway, and to get to that point you just have to do a couple of long dungeon Antiquarian runs. Zero torch is actually somewhat bearable on lower difficulties, leaving an apprentice level dungeon with 5 stacked gems is a good feeling.
Scouting has to be the most important stat, prevents being surprised and allows for informed decision making
Grave Robber and max that out. You're golden. If I remember correctly, I've had it at like 80% or so I think
@@LoshJysic the 25% scouting map combined with the scouting trinket from graverobber + any extra quirk: you essentially always know what's ahead and be sure to grab a key for the secret room
@@runtergerutscht4401 exactly. Not knowing what you're getting into is half the difficulty of the game honestly. Having a lot of scouting makes it so much easier
realising it prevents being surprised was a game changer fir me!
A really good trinket early on and even in the later stages is the 'survival guide' or whatever it's called. It basically gives you 10% chance on both trap disarm and scouting which can really help you look for secret rooms and just overall make your delving experience A WHOLE LOT smoother.
Trying to unlock all the skills for every recruit. It becomes a very quick money sink in the early game and can suck away cash that would otherwise be used for armor/weapon upgrades.
You probably know this, but upgrade the coach ASAP. Level 1 or higher recruits have all of their skills unlocked in exchange for a few extra quirks. Saves you some much needed gold in the early game when you don't need to drop around 500 gold on every character. And the fact that they have upgraded equipment for free is certainly a plus.
Just unlock the necessary ones
I don't understand why someone would do that though. Pick the ones that are most useful and use those.
The biggest change I did to improve my DD runs was to NEVER EVER touch books and bookcase, it made quirks management so much simplier.
award quirck : want to touch everyhing😂😂😭😭
I do touch them with newbie heroes (levels 0 to 2), for the chance to get a really good positive quirk (or a bad quirk that doesn't really harm that hero much and may replace a worse one). For advanced heroes who already have a fairly good set of quirks (OK, let's be realistic: a bearable set of quirks). Also I generally don't bother to remove bad quirks on low level heroes, except for a select few really damaging ones like cleptomaniac - too costly and they'll earn new bad traits during adventuring faster than you can remove them.
Going to try out the 'Curios & Curiosities (1.5)' mod to see if that makes a difference...
The only one reading here is *ME*, Your Manager.
Occultist & Antiquarian: ... I GUESS.
XD
Also: When you have a party of 4 fighting a party of 3, with a stun, you trade 25% of your party's overall turns vs. 33% of the enemies', thus already creating value, damage and movement aside. And that's not considering large enemies that are as threatening as 2 party members (which is why they're usually harder to stun).
Forgetting useful item buffs like holy water and dog treats. Holy water can be a lifesaver especially against enemies like the Siren. Don’t be too attached to your dog treats. If the fight is tough, use it.
Camping too late. Camp before your party is too stressed. Afflicted heroes are absolutely horrible for camping.
Thinking that an arbalest with bandages or a crusader’s off-heals will carry a party’s healing.
Miscalculating food needed. This typically occurs when the player fails to notice a tapeworm or a stressed stress eater. They assume that the next food check will need 4 units until it’s too late.
Bringing bleeders to the cove/ruins or bringing blighters to the Weald/warrens. Generally ignoring the resistances that can be easily checked.
Not paying attention to enemy types and negative quirks. Bringing heroes with Fear of Beasts to the Warrens for example because they didn’t realize that the swine folk are both beast and human type enemies.
My vestal had a helminth plague and i carried like 20 food instead of 25 so my whole party didn't eat enough, i left not enough food 4 camp and then my crusader died during night attack, so i left this task, gave my vestal "cunt with worm" name and my game crashed.
Based on true events.
I always get maximum possible food unless im struggling with gold. Its free heals between fights which allows for more consistent gameplay imo.
Umm.. blighters work fine is weald. Weald is neutral to bleed or blight except for some units.
In fact blight sucks nowhere except crimson court
Fuck me man i got literally fucked by my first siren last night i was crying ffs . I ALMOST GOT HER AND THE BITCH MIND CONTROLLED the flagelant guy and my guy healed her for 30 hp TWICE like i was sooo fucking close
Imo upgrading the stage coach early is the to go move, you never know if you’re gonna get squad wiped, so having a backup team you can rely on is always good
The game even tells you to upgrade it, that's how important new heroes are. Not to mention that getting heroes with good starting quirks is easier with more Choice
Plus those fully upgraded lvl 4 heroes save tons of money
if you actually run out of heroes (as in 0/x number of heroes) the stagecoach will spawn 4 regardless of the stagecoach level (ex. reynauld and dismas die in tutorial)
@@BaldorfBreakdowns you don't get level 4 heroes in stagecoach ever 😑
@@indiankid8601 Well, that makes sense. You can on Radiant mode.
I wondered why I never saw any on my Darkest run lmao
Me after 500 hours of playing: Interesting...
Exactly dude
This is partially why I have a love/hate relationship with this game, and partially why I hate seeing guys flex how gud they got at the game so quick (betcha they used every wiki and yt guide available)
@@Christoff070 i always use shuffle's guides
I beat the game before I ever discovered Shuffle and I didn’t use 80% of his techniques. And I very specifically did do many things he says to specifically not do. So who was right? All of us.
Same
The part about overusing Vestal was more correct than a lot of people realize. I recently started a new save file, and in week 5 I got an unfortunate shambler encounter while doing a torchless sweep - I managed to kill it, but sacrificed my Vestal in the process.
For 12 weeks after, no Vestal showed up in the stagecoach. Although at first I was dismayed, I quickly found out that not only do I not need her, she actually holds a lot of my teams back. Having 4 fast party members to kill 2+ enemies before they get to move means I don’t need anywhere near as much healing, and arbalest’s bandages work wonders on anybody who tanks a crit or two.
Fights are so much shorter now, and I’m playing around with classes like crusader and occultist, who I never would have tried if not for the necessity. Losing that vestal was the best thing to happen to me on that save :D
What a great story
@@ShuffleFM I’ve found it basically amounts to trusting my future self. It takes a bit more thought and prep to get the party patched up at the end of a fight, but i go in trusting that I’ll be able to handle it - and it actually works!
Vestals are also the first to go mad in my runs
@@wernerbeinhart2320mine too and of top of that they seem to be arch-enemies with crusaders...f nuns
@@wernerbeinhart2320 That's because they don't crit/overkill while they're healing (or, well, if they crit, the bonus goes to whoever they targeted)
One beginner mistake I made for a long time was ignoring the antiquarian.
If you read through her move set, she seems to be the crappiest of all the heroes, almost exclusively weak moves that don't combine to a well rounded kit, so she can not fill any of the traditional "group spots" an rpg-player thinks of (damage dealer, crowd control, healer, tank, support). It's not that her kit is entirely useless, you just always have a hero who could help you out more in combat. What you don't see unless you use her (though the voiceover comment when hiring her hints at it): She increases the maximum inventory stack number for all valuables and she finds special antiques in chests and combat loot that also stack and are worth a lot of gold. If you are struggeling to plunder enough gold to buy the upgrades and treatments for your heroes, the antiquarian will help you out, you'll easily get 50%-100% more gold out of a dungeon run with her. Also, her ability "protect me", which forces a teammate to guard her and boosts that teammate's protection and dodge is really strong with a dodge-tank who has the riposte ability to strike back at the attacker (like man at arms or highwayman), so she isn't as much of a dead weight in combat as it seems on first glance.
6) Going into small dungeons;
6a) Going into large dungeon with "clear all battle rooms objective";
Just lost a begginer shambler in my first run of the day after waking up in my new town. No pre shuffle, didn't turn on the torch, forgot clappers don't die after killing shambler, didn't retreat on time because of that and lost a leper, miss timed my finale and did all of this without trinkets. Truly a lesson to be learned.
nah leper sucks, you should be thank ful
I was gonna say that people, including myself when I first started, don’t upgrade the stage coach. Having an extra 4-6 heroes each week as an option with a bigger roster early game is huge
If You have big enough roster, You don't need to stress heal/fix quirks.
I have learned to keep handfull of star players + lots of disposable garbage in backup - this way I stress heal 1 person per week at most. It is very efficient in the long run :)
A HUGE one I went through was that short dungeons are not easier than medium ones when you have weak healing (hp and stress).
Having the break and having good camping skills makes the entire dungeon way easier to get through since you basically have a reset mid way through.
a speedy with high burst dmg team comp should alleviate it, and i recommend using scouting trinkets if you have them.
The one about using the A and B team is really important, I remember having an old savefile of mine where I had 5 level 6 characters and the rest were crap. That limited my learning a lot since I never cared about learning other characters, in a game where most of the fun comes from teambuilding and experimenting.
It also doesnt really work when you get to the darkest dungeon because you need 16 heroes to complete them all
It’s almost like in Pokémon where you only train your starter Pokémon and maybe one other so you have like a level 50 starter and level 20 other Pokémon. When they should all be around the same
@@LuckyBassDCMC Lmao you just reminded me of my Sapphire walktrough, I didn't care about levelling every pokemon up so I just stuck with 3 really good ones.
@@LuckyBassDCMC lol thats me when I first played Diamond and platinum
That favored teams rule is especially true. The game forced me to learn that after just my first foray into the dungeons. The starting team of the Crusader, Highwayman, Plague Doctor, and Vestal wasn't half bad, but then, say, the Plague Doctor is too stressed to go into the next dungeon, but the others still have a little fighting spirit in them. That forced me to experiment. Who could I put in the third slot? Maybe a Jester, or an Occultist, or a Houndmaster. Learn your heroes' quirks. Learn their skills. Learn their stats. What skills synergize well with each other? What quirks are gonna mean the difference between victory and defeat? What trinkets will make this hero so much better? How does this hero synergize with the others in the lineup? Find out all that for yourself. Experiment, and have fun.
Same here. Both my vestal with good skills to start and my occultist were down with stress, so now I'm experimenting with another vestal skills and an arbalest. I wonder how that will work
I really really needed this....
Like 2 years ago
8:28 What? I didn't realize you could set up camp with the loot page open like that. In hindsight, I should've known. I've used items just to clear space with the loot open before....
at 5:12, here's a mistake that ShuffleFM makes, he doesn't stack the 3 torches in his inventory over the stack of 5 torches, and he therefore misses out on 1750 gold (probably still only temporarily..considering there's an antiquarian in the party.. but still...gotta minmax bro)
Yes, gold is always the number one priority.
I started playing yesterday and made pretty much all of those mistakes in my first hour. So in my second hour I pretty fixed all those points.
At least you fixed them...
I didn't even realize the mistakes I made.
I'm not that smart.
I’ve found you can get away without bringing bandages and antivenom in dungeons if you have some healing skills IF THE DUNGEON IS APPRENTICE LEVEL. When you start veteran dungeons those bleeds and blights REALLY stack up so make sure to be able to stop the massive damage over time with a recovery item
Also I’m fond of locking in all the stress reduction skills so I can equip the more powerful trinkets that cause stress and have the stress gain from the item nullified by the characters ability to handle stress
You can heal through them even later game except for arterial pinch, but plague doctor makes this stuff easier too. Never a bad thing to carry consumables regardless.
Plague Doctor my beloved
@@ShuffleFM that fucking pinch lol.
A big one is knowing when to back out of a dungeon imo. I notice noobs powering through really horrible situations in hopes of clearing the dungeon at the end. Sometimes a run is just unsavable and it's better to press that X button than to risk losing your trinkets, heroes, and collected loot.
I haven't played much but I can totally agree that losing a turn to stun a dangerous enemy is way more important, especially early on, than anything else that character can do
6. Not experimenting with different moves. It took me so long to try Grave Robber and even then I used her from rank 3 as a sniper working with PD to blight backline enemies. I then discovered shadow fade. Other examples include holy lance, flashbang, hands from the abyss, battlefield medicine, harvest, and bleed out.
Just want to thank you for this video. For my first few dungeons I was getting afflicted every single time and it almost always went horribly. Now most of the time I do really well and I rarely ever get an affliction. Every boss I’ve killed has gone smoothly as well. I’ll probably go back to being terrible whenever I try veteran dungeons though.
That's great to hear! Glad it helped :)
11. Running and having more than 2 people in your roster.
Thick, the best class in the game
12. Not running quad anti or quad lep
@@ng.tr.s.p.1254 Quad vestal anyone? Just me..? :(
I'm more "last crusade"(4x crusader) but "unyielding light" (4x vestal) is good too.
Wait what is running
I've always relied on jesters, but I prefer having a plague doctor in the back lines. The plague DoT deals so much damage
I'm a beginner but learned a key lesson last night when I had my first team wipe. Know the game mechanics. I was at the end of a Lv3 map mission lost 2 to heart attack and deathblow then my line collapsed and I had a PD who could not do anything. Despite that my Occultist was able to kill a team of 3 and the beast dropped all my trinkets my team who died had. I was in the next to last room with those (mainly gold trinkets) and could have left with that but thought I had to clear the mission to keep stuff so I went into the last room with 3HP and you can guess what happened. Even though I wiped the mission cleared and I got the reward but had I known I could keep what I had it would have been smarter to just leave when I got those trinkets off the boss. Lesson learned. Love your guides btw.
From my own personal experience, here are some tips:
-if you have the dlc with blueprints, buy the bank as soon as possible
-upgrade the buildings in this order armor/weapons then sanitarium them stagecoach. Screw the camp
-antiquarian is good early game for cash so prep a good party
-if there is a new vestal in the stagecoach, recruit her
-kill stress givers first
Haven't played this game in over a year, this video got me back in. Thanks for the motivation!
50:not buying enough shovel/key/holy/antivenom/bandage/torches incases of loot curios or troublesome situation
Never understood how and why people think stuns aren't worth it. In the VAST majority of games I've played across every genre stuns are extremely useful and often even overpowered. It is so ingrained in my brain to always use a stun when I can, that I never thought someone would not use them in any game.
Yeah stuns are cool, my problem lies in speed.
I can't make my characters fast enough.
Paying attention to things like this and the "1 mistake people make with each hero" video, enabled me to build a party with a skill set that killed the collector in 2 rounds without him even getting a move.
Just got the Ancestral edition on PSN for a measly $8. Haven't started yet but these all sound like some good things to keep in mind. Thanks.
69. Not having abom only roster
69.69, only runnning solo abom
I'm returning back to DD after a few months break. These tips were good for me remember. I keep playing the game on and off again so my skill is always at 2/3rds of what it was when ever I left off. I love this game a ton and keep forgetting why I just sometimes focus on something else for like a month.
I disagree with the statement to not make teams, because your units will level up out-of-sync, so you may have very high level units with very low level units and you end up spending more time with low level units and leveling them up. although that can sort of happen anyways if a high level character dies, you can still create teams to mitigate this effect
I get attached to my units all the time and that's why when I find the same one with better stuff I kick my old one and rename the new one and switch color palette.
All my shieldbreakers are named Tanya with the yellow color pallette because I never got over the grief of losing the first one
Half of this tips will help with DnD tactics. And the last one - with corporate management of some soulless corporation. "Why I need to bother with helping this workers when I get 10 new resumes every week. They are just pawns and resources".
I see a lot of new players buying max Provisions every dungeon "just to be safe". I would advise learning what you need for each dungeon and taking Provisions accordingly. You realistically will never need more than 3 shovels for example
As a new player, i can proudly say ive not done a few of these, ive been booting back and forth for when i have a ton of poor quirks i dont want to fix, i also really enjoy stunning, especially stunning the stress booster enemies. And i tend to full target those with my single target unless i can get some aoe on them
Sounds like you're on the right path :)
Good tips, wish I'd had them when I started playing a couple months ago! I tended to fall into thinking of certain heroes as good for one thing and didn't explore their other capabilities. Good example was thinking of Plague Doctor in terms of blight, and ignoring his awesome stun abilities and healing that also removes blight/bleed. A well-trinketed Occultist can be a very effective healer, and while I admit to being a "Jestalist," the Houndmaster's stress reduction is arguably greater because he has a chance to affect everybody.
Started last week cuz it got put on game pass. Randomly tried it nd being a Souls fan I absolutely loved the challenge. Bought all the dlcs too
I'm a huge souls fan too and its not just the challenge that hooked me- its the fact that its a totally different type of challenging compared to what I usually play. Not to mention the art style, atmosphere, sound design, Wayne June- this game became one of my favorites SO FAST.
@@tootiredforthis1 i love that its a different spin on turn based rpgs
I really think you hit the nail on the head with A and B team. Not only is this game not designed to be played that way and you will struggle if you are trying to force that but you are also preventing yourself from having tons of fun. I used to have that mentality getting into the game but quickly realized that I have the most fun in this game is when I experiment. I just make sure to have a balanced team that can attack all of their positions effectively and that my team is also not too dependent on their own positions, and go with that. I also make sure to have some way to heal other than eating so one healer is a must or at least to have everyone who can heal themselves. In some cases I put together really weird and unlikely teams out of desperation thinking "Man, if these survive I don't know" and they end up having some really non-intuitive synergy where they steamroll everything in their path and I end the run with next to no stress or HP damage.
I find with number 1 its worth going for the first few price upgrades since they're cheap and save a lot of money in the long run if gotten early
I'm about to be at 30 hours played on the game, and I've only really recently gotten back into it with a fresh playthrough, this was pretty helpful; and fun to watch
It took me a long time to cut the cord from Vestal in every group. Once I started using other healers I started really having fun & feeling satisfied with improving at the game. I had to get out of my comfort zone first.
I really enjoy using the Bounty Hunter's grappling hook to pull certain enemies up front so I can use a more tanky character to smash them.
Ah
The Scorpion/Khan One-Two!
XD
I definitely have favourite teams but I usually toy around with the members until I have an effective lineup and then start making a new team
11. Having curio open and clicking on the firewood
I would also say "Not knowing when to retreat"
the game has a lot of opportunities for you to damage control if things start to go south, use them
I am one of those who try to remove every quirk from their characters, I never even thought about booting them, this is a tip I'm going to definitely apply!
Best tip : always have the wiki open on the curios page, there are some curios you don't even want to acknowledge their existence
Medium length dungeons -> over-buy food -> focus stress heal camp skills.
Clear the dungeon first. Camp. Feast. Prevent nighttime ambush and then hammer stress heals. You'll rarely have to do recovery in town.
This doesn't apply to runs that go south of certain bosses where you'll want damage up camp skills, but for 90% of runs, you can home as good/better than you left.
I started to realize I took too long in fights when I fought four spiders and wasted all my truns buffing. I lost a dear comrade that day and had to exit the dungeon, to fucking spiders.
I personally started buffing my team on the second playthrough because i wasnt aware that some of the buffs are really usefull so in my first playthrough i was just going for clean power attack
13. Underestimate champion elite enemies, especially Swine Skiver.
Question: I'm currently on my first Stygian run, currently on week 15. How many upgrades to the Stagecoach would you say is enough, and just focus completely on the Guild/Blacksmith from then onwards?
First upgrade to get more people in the stage coach (so you get 4 a week), then grab barracks as you need the space (no more than maybe 2 or 3 upgrades), the experienced heros upgrade is usually a waste for stygian/bloodmoon runs
I say if you want just upgrade experience hero for lvl 1 only for free wep and armor and skill upgrade lvl 2 is already pushing it
@@raden1287 Fair enough, I've already unlocked experienced heroes Lv.1, but I won't go any further. I think I still have 1 more upgrade for the barracks; not sure if I'll push for that though, given I'm prioritising for Lv.4 weapons/armor/skills so to speak.
That having said, I'm wondering how important are upgrades to make blacksmith and guild cheaper. Especially the guild, hoarding enough portraits just for skill upgrades is a daunting enough task.
You should also
mention there are group names if you make a specific team build. It would be a good idea to record all of the object interactions to show which items go to which object. I also took note there are days you can create bonuses for completing certain tasks in a dungeon; all saints day, silence in the crypts and care givers convention to name a few.
Don't forget not backing out when someone is at 130 stress, that cost me a ton of characters
I know how to use a good chunk of the roster, but I still have favorite I almost always try and use. Crusader in the front line with the basic sword swing, the double page attack, the healing move for emergences, and a stun. Either abomination behind them or the highway with sword slice, gun attack, crowd control gun attack, and bleed slice. Vestal in the third slot either stunning, healing, or maybe using judgement. And a musketeer in the back with basic shot, duo front shot, side arm, and mark move, or a plague doctor with single and multi hit blight moves, battle field medicine, and that stabbing move, which I move vestal and plague around.
*I only do pro gamer moves, I pick the funniest team name*
How I broke my habit on favorite teams (and you do kind of have to break rule one and spend a little on the stage coach so you get a better number of new troops) was I limited myself to one adventure of each class at a time. If I had one crusader that was it. He had to die or be dismissed. So after a while you're really starting to invest more into the guildhall and smith so you can get those abilities so you learn what works really well and what works in a pinch.
Don't sleep on Man-At-Arms he is a really good gap filler in a lot of teams.
@O K You have to ween yourself off the idea of a "staple" class entirely. I always build my team around what I call Plan Z. What happens if or when things go pear-shaped? At the bare minimum one should have a plan for getting out of a fight to flee.
69. Playing Crimson Court
420. Breaking the Shield
only opened the damn gate after literally killing god
I made the mistake about the heirlooms, I feel like I was close to the enlightenment on this by myself so thank you for making it a couple games faster.
Stalling is super op because I don't die.
I do undervalue spd a little because it's bs sometimes like they'll have 2 spd and I have 5 and they go first, IDK how the turn thing works.
I think most of my teams don't usually involve Antiquerian and M-a-a which is the only thing I know I should change but usually don't.
I should boot more.
I have, like, 800 hours in this game. And this is damn good information. Even for me, because sometimes I forget.
Yeah, the Vestal/Jester combo was something I did... then I watched another streamer doing moving stuff and started playing around. It really does make the game more fun to experiment. The thing about negative quirks... I figured that out right off. I honestly love to see a severe but meaningless negative quirk since it means something worse won't take it's place lol
Oh no my favorite hero got bad gambler and known cheat!
Anyway...
7. not doing it for her (graverobber)
Such calm and good advice while in the background the poor Musketeer is just getting smacked around like a toddler with Parkinson’s trying to box Mike Tyson.
Using modded classes/stats in your first campaign is a mistake cuz it messes with the overall game balance.
I second this. Mods are great and just ups the experience tenfold but its bad to use it in your first save because as a new player you have to get the basics first and deal with the punishing difficulty in order to understand what the game is all about. Maybe you can toggle it after you beat the Heart and explored a little bit on the Courtyard. By then you already learned the important mechanics. EDIT: On a personal note, download enemies/boss mods. It compensates the lost difficulty once you are using a lot of modded classes (as most of them really makes the game easier). Have fun with the Kraken mod :D
Mistake 6: Sending in anyone else on the team with the Leper. They will only slow him down.
Not using/forgeting trinkets, bad decision in supplying the team
Yeah that's me. It's I who forgot trinkets, didn't brough torches and brough food for short mision beacouse i forgot it's medium one. Yeah… i'm bad
I've forgotten trinkets on missions too. I took moon rings to crimson court on my torchless file because it was habit, but courtyard is considered high light so they were worthless
I learned the hard way; ALWAYS assume something will fail/ not work to the best of its ability.
always have a backup plan, and always think of what will happen if you fail something.
You’ll almost always feel better losing something when you saw it coming first.
Not believing in Dismas
Things to do:
- Spend Herilooms on Blacksmith, Guild hal and Districts
- For small fights focus on finishing them fast, not on buffs
- Use stuns and recognize the importance of speed (accuracy is also important though)
- Try favored teams
- Start booting bad heroes
The first time I played Darkest Dungeon (which I did in the intermediate difficulty, not radiant), I learned the 4th mistake the hard way.
I got cheeky and confident I could take a shambler... None of my level 6 heroes made it out of there alive
At 6:54 , I do this mainly for rp reasons (cause the the team meet on the stage coach and became friends so they are a team and what not), or I want to test a set of heroes over the course of a campaign. Such as highwayman in r4, crusader in r3, vestal in r2, and plague doctor in r1 (The usual suspects but kinda flipped). This team got up to level 4 before pd died to being crit like 3 or 4 times then died on the first deathblow check, pretty good team all round.
I like using to reasons in games. Also, it seems like the red hook devs also like the way you’re thinking because DD2 looks like it will be similar.
9. Running mods.
10. Running too many mods.
Replied this on another comment, would do it again here with good intentions for new players:
I second this. Mods are great and just ups the experience tenfold but its bad to use it in your first save because as a new player you have to get the basics first and deal with the punishing difficulty in order to understand what the game is all about. Maybe you can toggle it after you beat the Heart and explored a little bit on the Courtyard. By then you already learned the important mechanics. EDIT: On a personal note, download enemies/boss mods. It compensates the lost difficulty once you are using a lot of modded classes (as most of them really makes the game easier). Have fun with the Kraken mod :D
This video called me out on my mistakes, and I'm thankful for it.
7. Getting hit
8. Missing
I'd say it's definitely one of those games that have a "DPS first" mentality, why go for setups and heals when you can just kill everything in 2 turns before they can hit you sort of stuff, bosses being the exception.
Collector being a good example, why buff and debuff the enemy when you can just stun him before he can summon anyone and than have your Frontline guys smash him into the dirt, and if he does summon guys, just pull him forward and ignore the summons besides stunning one here or there.
thinking dodge is a good stat
It is good though, statistically speaking. Sure, you will be disappointed getting enemy critical hit on your grave robber from time to time, but out of 100 cases overall you will avoid a noticeable amount of damage.
@@el_Pablo_Uno if you play on the harder difficulties, ie no light new game plus, dodge is worthless. Enemies get such a buff to acc you can almost always expect that attack coming in.
@@CrowsRevenge1 Stygian (NG+) doesn't affect accuracy by itself, at all outside of some possible exceptions. Pitch black gives monsters 12,5% accuracy. It's certainly less effective and dodge tanking is less effective as a strategy, but dodge is still far from useless.
@@qwormuli77 it's still a fairly bad stat as it's very unreliable. I'd say to look old Filthy Robot videos. Most of it is a few patches old but still very much relevant. He has great discussions as to why dodge is a fairly bad stat.
@@el_Pablo_Uno yeah, but it's when things don't go your way that you end up with a dead hero. Consistency is key, not potential
Good tips have been playing on and off since 2018, and considering starting a new campaign and actually finishing it as I have never gotten to the darkest dungeon. Excellent tips
I tend not to really think of an "A-Team" or "B-Team" as an actual construct beyond having some characters I keep mostly in the hamlet aside from special occasions. Reynauld and Dismas are the big ones there though there's also the issue there of just waiting for my guild and blacksmith to be up to par to actually equip them.
Or something that happens more often for me in terms of "A-Team" is putting together planning teams for very specific synergies, like "Oh I have my Mark team" or "Oh I have my Crimson Court Team that's got bleeds on everything"
Glad to see that I literally avoided all those red flags on my first run lmao (most of them, stagecoach was something I didn't expect).
New player here 6hours easyer dificult and week 20 only lost one MAA, was broke but recovered and antiquarian is a MVP for MONEY/ Dismas and Reynald still alive and kicking and got the basic experience.
I think the tips is mostly focused on "being effective" as in clearing and winning the game. Like frostpunk can be as well, you can put the children to work to get most out of them, but what does it say about you as a person when you do this? I like to focus my portrait on the tavern, and I do also like to name my characters and grow attached, because that is good story. I don't want to cycle through them like they mean nothing to me, but you do certainly learn a lot about how far you're willing to go and push your group for that extra capital.
Emergent storytelling through self-imposed role-playing