5/9/2023 0 Comments Crusader darkest dungeon![]() Sigman: We thought about other ways to address it, but I think this is both thematic and fair. It’s not to take away a viable stun strategy, which is still in the game and works really well, but just to curb that abuse and keep the game tense. So that was the rationale behind addressing that. I was like, no, the players themselves need to be more stressed out. All the tension was lost.īourassa: I was getting furious watching people do it. We were seeing a lot of people just stun locking the last enemy, healing up to full, dropping stress down to zero. Your best crusader’s been stun locked for a couple of turns, it’s less likely to happen to him now as well.īourassa: I think the game is at its best when you feel like you’re playing with a high level of risk and reward. It was always on our road map to address it in a way that was both thematic and fair, because the other thing is, we added a stun recovery buff. It was something we knew was in there, but we were curious to see how many people would abuse it. But the stun-locking in particular, I think, it takes away from the game. And so I think stunning is still really valid, because you can basically render a really damaging enemy momentarily without an attack. If you toy with something, sometimes you get the bite end of that. If you’re in a battle and you’re toying - it’s a bit like Apollo Creed toying with Rocky and not realizing the guy can punch. Even in this change we added a couple of days ago - as you said, heroes don’t like it when you prolong combat unnecessarily - we think that’s really thematic. ![]() That’s something that’s really important to us. I think the inspiration for a lot of the mechanics in the game has been the theme. Was that part of your plan, to fit the theme of the game, or is it just a reaction to try and stay ahead of players? Now here you are completely neutering that advice. GamesBeat: When the game first hit early access, one of the things you suggested people do is stun the enemies, and that way you could manage combat better. patch: "Heroes don't like it when you prolong combat unnecessarily" you god damned monsters I remember somebody said, “you god damn monsters.” Heroes don’t like it when you prolong combat unnecessarily. GamesBeat: The patch that just came out on Feb. We’re conscious of our own as well.īourassa: Even more so now, having been through development. Those images are-the flaws are key to the characters in Darkest Dungeon, as it were. Do I really have those tired-looking eyes? Do I look that hollow? It’s funny. It’s funny, because as Chris drew each of our avatars, almost every person he drew said, well, my nose isn’t quite like that. There are flaws in the characters, just like in noir, where the detectives solving the case are usually-if you read James Ellroy or whatever, there’s a lot of flaws in the heroes. ![]() That is representative of his creative direction. Chris drew avatars for all of us on the team in the style of the game. But the stories you can weave feel a little bit like noir adventures. I didn’t watch a bunch of detective movies before starting the game. But I think there’s some-you could argue there’s some noir there. I started trying to make it look more like an old illuminated manuscript or medieval woodcut, just to give it that feeling that when you’re playing the game, it’s almost like it’s describing the time period it’s from. Was that something you were shooting for?īourassa: Yeah, in the sense that everything that can go wrong will go wrong in a noir. GamesBeat: The one thought I had, and this kind of goes with the avatar Tyler uses on social media, is that it does have the gothic feel to it, but there’s also a noir feel. We’ve both been managers for a while and both played poker together for a while. All those things have led to inspiration for the game, for sure, the kind of suffering that you sometimes have to do on the way to trying to accomplish something good.īourassa: We always wanted to make a challenging game. We’ve been working for a number of years, had a lot of management jobs, personal lives, etc. Chris Bourassa: No? Not that we’ve commented on publicly.
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