

No new heroes - while I'm sure there are a few they are holding off on revealing, I think they should have at least revealed some from the outset. Going in the other direction is simpler and easier to balance but boring and less sense of character progression.
Darkest dungeon 2 heroes full#
I would have preferred the opposite honestly, just go full blown Diablo itemization especially since you're limited to only 4 heroes in a campaign anyway. Stripped down hero progression - They're cutting down on weapon/armor /and maybe even skill upgrades. Having to carry a torch to a mountain within a time frame might alienate some players that would want to focus more on exploration and experimentation. But the nature of the sequel suggests losing is very feasible (and quite possibly built into long term progression IE Hades). My first victory was the culmination of a massive battle of attrition spanning hundreds of weeks and dozens of fatalities along the way. While it could potentially get grindy you always had the potential to claw your way back to solvency and prevail in the end. However on the flip side you won't have a big roster to work with I don't know how debilitating it will be to lose a hero halfway through or how easily they'll get replaced.įail state - a big selling point in my opinion in the first game is that default difficulty had no fail state and fresh recruits were free. There's still permadeath but if within the confines of a single little campaign it's not as bad starting over again. The one upside to it is that there's less opportunity costs to deaths. I really hope there's some persistent upgrades or modifications you can make since other games like this will do that. The campaign here is much more roguelike from start to finish might only take an hour of play once you know what to do. I'll have to see for myself if these changes are for the better but one major thing was that the hamlet was part of persistent upgrades that stayed with you no matter how terrible you were doing, nudging you forward by making upgrades more cost effective. I'm fine with the nomadic nature of this sequel but I honestly had hoped they would expand on the strategic layer more.

Darkest dungeon 2 heroes upgrade#
Instead of a static hamlet you upgrade you are a traveling band trying to reach a mountaintop. Shorter campaign - Strategic level of the game has radically changed. I'm hoping they affect heroes in more unique and specific ways, like augmenting a specific ability to get a new effect instead of just making it stronger or proc more reliably. Stronger trinkets - since trinkets are not persistent between campaigns they are able to be much stronger so they could abandon most of the tradeoff sidegrade type bonus/malus thing I never cared for. Sorta like how Flagellant can only have one in a party because of his kit. Unique heroes - there's only one of each type, making them much more unique and allowing developer more leeway in balance since they don't have to address the possibility of having 2+ duplicate heroes who might have skills that get brokenly strong.

This can help expand synergies and gives you the full arsenal right out of the gate. More skills, always available - You don't need to unlock skills anymore and each hero has more to pick from. There's lots of alternatives to hit/miss binaries that can still have variations hitting 0-10dmg 100% of the time will give similar average results as hitting 10dmg 50% of the time but in practical terms might be less overall frustrating to deal with. A token system allows for a more 'tactical' experience where more control is put in the player setting up combos and working up synergies. No Acc stat- less RNG factors like this mean less frustration for players. So it will be interesting and make for a fun narrative experience. We also know that Good relationships can trigger some really awesome tag team effects (attack with one hero, and their BFF will jump in mid attack to follow up their strike for free!). This has a ton of potential, as they could build skills around those kinds of variables. Your party develops relationships with each other that affect combat performance. Affinities - The sequel is suppose to have character affinities.
