True facts: every DD2 character absolutely hates people who meltdown due to stress. Stupid PD, how dare she break after Audrey mocks her 3 turns in a row.
This. Meltdowns just feel so forced to me. Like, it would make sense if they were like diet heart attacks, and then giving quirks makes sense, but I don’t get why you’d see someone break under immense stress and then suddenly hate them for it? If anything, that kind of adversity should push characters closer together
relationships are an organic and interactive mechanic that totally isn't just a rehash of the virtue/affliction system that contributes to the win/lose harder spiral
Okay but the whole meltdown mechanic leading into negative affinity makes no sense, how the fuck are you telling me someone who is amorous/inseparable is just going to immediately go "nah fuck that" after watching their partner go apeshit after being turned into a pincushion for the 47th time
I'm not a fan of the new system, but having the stranger next to you break down and start screaming about how it's all in vain, can't be good for the mind, especially for how you view them. As for the positive affection loss, it could be lowered. You've found solace in this person, seeing them hurt would sting, but make you outright lose what good you found in them? At the same rate that a stranger?
*instead* what should happen is that Amorous/Inseparable heroes should sacrifice turns to stress heal them, and also give them additional stress recovery at the Inn
I think I would prefer if the relationship system had some way of gaining positive tokens either right before a relationship gets abusive, or during a meltdown. Something akin to going virtuous in the last game, low odds but if it succeeds it either resets the relationship or stops it from getting abusive as they agree to stop fighting for the greater good.
I'd really like it if relationships were more of a secondary quirk system. Where two characters would develop positive and negative interactions that were unique to those two. I don't see why me giving two people chocolates wouldn't give them amorous traits, both positive and negative ones. As it currently stands the virtue/affliction style system puts so much weight on stress to keep the system running that it really takes any depth out of it.
one of the milestones on their roadmap is Relationships 2.0 so at least they're aware people aren't satisfied with the current system, we can only hope they come up with something better
The fact that high stress increased the odds of negative act outs, and negative relationships increase stress so fucking often really just sucks The fact they made this worse in their "We're gonna make the act-outs less cancer" patch by making positive act outs less common and increasing the rate of negative ones occurring at base *and* from high stress is just so stupid. Yes, fix it by reducing its only good qualities and making all of its bad qualities worse, cause that is apparently what they said that patch would do (this is the infamous first december patch where this happened I believe)
I get it RH wanted to keep the chaos element in the game but that's just ridiculous lmao A wine aunt is now a bigger threat than monsters that caused the apocalypse, gotcha
I know they wanted a different metagame but the relationship mechanics simply aren’t it. Hope they can patch and change things enough to where it feels as good as playing DD1. I try to hold out hope since DD1 was in really rough shape when it first came out in early access.
It really stupid when you have 2 character up till a point all have positive choice and friend to suddenly get a negative relation. Envious is the worst.
the past few updates have been disappointing so it's fairly reasonable that people lost interest, hype will probably come back by the time of the full release
True facts: every DD2 character absolutely hates people who meltdown due to stress.
Stupid PD, how dare she break after Audrey mocks her 3 turns in a row.
Imagine if PD got pity relationship points by getting screamed at by a crazy lady XD
This. Meltdowns just feel so forced to me. Like, it would make sense if they were like diet heart attacks, and then giving quirks makes sense, but I don’t get why you’d see someone break under immense stress and then suddenly hate them for it? If anything, that kind of adversity should push characters closer together
relationships are an organic and interactive mechanic that totally isn't just a rehash of the virtue/affliction system that contributes to the win/lose harder spiral
The worst part is that it's not even a rehash, it's a downgrade. Getting that virtue that turns the tide feels awesome, and there's none of that here.
@@Audio-Man when you get virtue it feels nice, and makes you like that character
Ah yes, relationships, a totaly fair mechanic that you have total control over it and you need to be really skilled to get the positive ones.
Okay but the whole meltdown mechanic leading into negative affinity makes no sense, how the fuck are you telling me someone who is amorous/inseparable is just going to immediately go "nah fuck that" after watching their partner go apeshit after being turned into a pincushion for the 47th time
Even then it's not apeshit it's just some shit like "OH THE HOOORROR!"
I'm not a fan of the new system, but having the stranger next to you break down and start screaming about how it's all in vain, can't be good for the mind, especially for how you view them.
As for the positive affection loss, it could be lowered. You've found solace in this person, seeing them hurt would sting, but make you outright lose what good you found in them? At the same rate that a stranger?
@@oaknacht6176 also: if a close friend of mine is broken by combat, I wouldn't unfriend them
*instead* what should happen is that Amorous/Inseparable heroes should sacrifice turns to stress heal them, and also give them additional stress recovery at the Inn
Should have put a couple levels in ADP lmao
congratulations, now you have Healer who cannot heal, damage dealer who cannot deal damage and tanker who not tank a hit
I get what I thought were positive relationships, but then I have my highwayman jumping in front of attacks for my leper with taunt and armor
Conclusion : Audrey is spoiled
simply a difference in skill
Shouldn't have breathed with negative relationship
i miss you thick
i hope youre well
I think I would prefer if the relationship system had some way of gaining positive tokens either right before a relationship gets abusive, or during a meltdown. Something akin to going virtuous in the last game, low odds but if it succeeds it either resets the relationship or stops it from getting abusive as they agree to stop fighting for the greater good.
I'd really like it if relationships were more of a secondary quirk system. Where two characters would develop positive and negative interactions that were unique to those two. I don't see why me giving two people chocolates wouldn't give them amorous traits, both positive and negative ones.
As it currently stands the virtue/affliction style system puts so much weight on stress to keep the system running that it really takes any depth out of it.
True enough, I guess it’s up to red hook to see how they wanna take it.
one of the milestones on their roadmap is Relationships 2.0 so at least they're aware people aren't satisfied with the current system, we can only hope they come up with something better
The fact that high stress increased the odds of negative act outs, and negative relationships increase stress so fucking often really just sucks
The fact they made this worse in their "We're gonna make the act-outs less cancer" patch by making positive act outs less common and increasing the rate of negative ones occurring at base *and* from high stress is just so stupid.
Yes, fix it by reducing its only good qualities and making all of its bad qualities worse, cause that is apparently what they said that patch would do (this is the infamous first december patch where this happened I believe)
GR wasn't even stressed, what justifies this sort of behavior? Can't wait for the relationship system 2.0...
man, for “inseparable” comrades, they get separated quite often, huh?
Relationship system my beloathed
I get it RH wanted to keep the chaos element in the game but that's just ridiculous lmao
A wine aunt is now a bigger threat than monsters that caused the apocalypse, gotcha
Ah yes, le classique : "EMOTIONAL DAMAGE"
Well, the wine uncle was one of the bigger threats back in DD1, but still
I know they wanted a different metagame but the relationship mechanics simply aren’t it. Hope they can patch and change things enough to where it feels as good as playing DD1. I try to hold out hope since DD1 was in really rough shape when it first came out in early access.
Thank god they fixed this
It really stupid when you have 2 character up till a point all have positive choice and friend to suddenly get a negative relation. Envious is the worst.
I see that the game kept it's vitriolic rng.
THIS is why I've decided not to play DD 2 at the moment. :)
anything except not touching the mouse was a misplay
Should have played better thick, come on
my gaming chair has a faulty wheel on it :(
Thick come back :(
Not to dd2 that's for sure
*I feel like everybody forgot this game exist, even I who was hyped, but they decided for early access, n in Epic Store from all places*
the past few updates have been disappointing so it's fairly reasonable that people lost interest, hype will probably come back by the time of the full release
Should’ve just made the best of a bad situation smh
I thought they had toned it down. Well it's time to further tone it down or increase the stress cap?
Damn, it do be like that
I keep seeing Skill Issue on DD2 vids, where did it come from?
just play better bro lmao
They've got a lot of work to do to win me back. Until then we still have 1 great DD game. I'm starting up a new run.
should've bought better gaming socks
skill issue
How did you speed up the combat?
Cheat Engine and setting the game to windowed mode
Skill issue
i mean you could just play better