Follow TV Tropes

Following

History YMMV / DarkestDungeonII

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Unlike the last game, where inventory management is a crucial part of gameplay and you have to make a choice on whether to keep stuff you find or get rid of it or sell it, in this one there's no option to sell things you don't want. If you're unable to make room in the inventory, you're forced to discard items. Not only is this a step backward from the previous game's inventory management mechanic, it also makes things artificially more difficult, because you're forced to just throw away things clogging up your inventory instead of selling them for money or dismantling them for useful materials.
Is there an issue? Send a MessageReason:
fridge page already exists


* FridgeBrilliance: In the ''Crimson Court'' [=DLC=] for ''VideoGame/DarkestDungeon'', using The Blood on a hero unafflicted with the Crimson Curse would give them a bunch of Stress and a debuff. In this game, giving heroes The Blood gives them a bunch of buffs and potentially a little Stress. This makes perfect sense when you remember that killing the Countess caused the Crimson Curse to be curable, so it likely rendered The Blood inert to a degree as well.
* FridgeLogic: The Larval Carrion Eater pet is a baby version of a [[Characters/DarkestDungeonMonsters Large Carrion Eater]], except that it was implied that normal Carrion Eaters grew up to be Large ones in the first game, when here they're revealed to grow into [[Characters/DarkestDungeonIIMonsters Carrion Devourers]], and the baby version still looks like a Large Carrion Eater. Are they two entirely different species with the same name?
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Evangelists are a constant hassle to put up with for the very simple reason that they can reliably give themselves Crit tokens and cleave the first two ranks while also being [[HeavilyArmoredMook well-armored]] and possessing Death Armor, meaning they're going to be inflicting a lot of steady damage on your heroes in those ranks while receiving buffs and support from their backline allies and being generally difficult to take down. All this makes them tricky to contend with no matter how late in a run they show up.


Added DiffLines:

** Wharf Rats are very easy to kill, so it's tempting to ignore them for higher priority Fisherfolk targets like Captains or Dockers, but this just gives them opportunities to inflict more Bleed onto your heroes and slap them with sneaky Death's Door checks in really unlucky circumstances.
Is there an issue? Send a MessageReason:
Not only was Tier Induced Scrappy disambiguated into High Tier Scrappy and Low Tier Letdown, but Vestal still sees a lot of use due to her viability for longer fights such as bosses, especially her Seraph path.


* TierInducedScrappy: While being initially well-received for a seemingly proactive toolkit with abilities ramping up as fights continued, the Vestal was ultimately regarded as one of the worst heroes due to an overreliance on Conviction Tokens to shore up her low healing and damage output. This leads to a character that needs on average two to three turns of preparation to become seriously involved in fights, at which point most battles are close to over.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TierInducedScrappy: While being initially well-received for a seemingly proactive toolkit with abilities ramping up as fights continued, the Vestal was ultimately regarded as one of the worst heroes due to an overreliance on Conviction Tokens to shore up her low healing and damage output. This leads to a character that needs on average two to three turns of preparation to become seriously involved in fights, at which point most battles are close to over.
Is there an issue? Send a MessageReason:
Sharpshot was, far and away, considered Highwayman's best and most reliable path. The general attitude towards the update was "wow, the other two paths finally have a use.


* TheyChangedItNowItSucks: The Infernal Pursuits update brought with it a perplexing rework of the Sharpshot Highwayman path, which was met with both confusion and anger since ''no one had considered Sharpshot to be over-or-underpowered'', and that it was a completely fine and viable path as it was.
Is there an issue? Send a MessageReason:
None


** The second Confession Boss, [[spoiler:The Seething Sigh, is extremely tough even among the {{Final Boss}}es. It has [[DamageSpongeBoss a ton of HP]] and two attacks per round, all of which can inflict nasty side-effects including torch damage. The intended counter-strategy is to attack its lungs, which will prevent it from using [[ThatOneAttack Sundering Exhalation]] at the end of every round, but with the Seething Sigh constantly spewing Blind and Weak tokens you can't do so reliably, and the lungs have so much HP you're unlikely to survive long enough to kill both them and the Sigh itself. This means that you have to carefully manage your four actions per turn so that one of them deals at least 11 or so damage to the powered-up lung, and if you can't hit it or do enough damage then you're out of luck. This is still mostly manageable because it's only powering up one lung at a time, until it [[CriticalStatusBuff reaches low health]] and starts powering up ''both'' of them at once, meaning suddenly you need to hope you have ''two'' attacks per round every round that you can dedicate toward dealing at least 11 damage, and this is on top of everything else the Sigh is throwing at you. This means that no matter how swimmingly the fight goes up to the end, if you can't kill it quickly right at the finish line then you're done for]].

to:

** The second Confession Boss, [[spoiler:The Seething Sigh, is extremely tough even among the {{Final Boss}}es. It has [[DamageSpongeBoss a ton of HP]] and two attacks per round, all of which can inflict nasty side-effects including torch damage. The intended counter-strategy is to attack its lungs, which will prevent it from using [[ThatOneAttack Sundering Exhalation]] at the end of every round, but with the Seething Sigh constantly spewing Blind and Weak tokens you can't do so reliably, and the lungs have so much HP you're unlikely to survive long enough to kill both them and the Sigh itself. This means that you have to carefully manage your four actions per turn so that one of them deals at least 11 or so damage to the powered-up lung, and if you can't hit it or do enough damage then you're out of luck. This is still mostly manageable because it's only powering up one lung at a time, until it [[CriticalStatusBuff reaches low half health]] and starts powering up ''both'' of them at once, meaning suddenly you need to hope you have ''two'' attacks per round every round that you can dedicate toward dealing at least 11 damage, and this is on top of everything else the Sigh is throwing at you. This means that no matter how swimmingly the fight goes up to the end, if you can't kill it quickly right at the finish line then you're done for]].

Top