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Game Overview 'Darkest Dungeon is a hard-core RPG about the stresses of dungeon crawling. You must manage a team of flawed heroes through the horrors of being 500 feet underground while fighting unimaginable foes, famine, disease, and the encroaching dark.

You will have to tend to characters’ spirits as much as you do their Hit Points. But in these grim situations arises the opportunity for true skill and heroism!' Posting Rules. Don't break any. Be mindful of.

Do not post NSFW content. Mild gore is allowed. Do not submit Youtube gameplay videos or Twitch streams as a link post. They must be part of a text post with additional information as to why we should watch that video or stream. Videos of other content (speedpaint, cosplay, trailer, etc.) are fine to be posted as links. Do not beg or ask for game keys. You may be banned without warning.

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You can find mods for the game over on. is highly recommended. If you want to create your own hero class, read. Patch Notes An overview of the game's patch notes can be found.

Community Sites. (Wikia). (Orcz). This is the build guide for the Leper, the fallen poet-king, the broken blade.

Heir I beteiche my corps and carioun With wormis and with taidis to be rent; Myne cop and clapper and myne ornament And all my gold the lipper folk sall have When I am deid, to burie me in grave. Ah, the Leper. A.K.A., the most controversial hero.

I would add to the cons the fact that, while the Leper has phenomenal damage, the enemies he can reach are almost never the enemies that you should prioritize. And that, ultimately, is the downfall of the Leper in my opinion. The low speed and the low accuracy are fixable. The lack of team-oriented utility skills can be compensated. Even the movement-related issues can be worked around by having high scouting chance and teammates with high mobility, such as the Grave Robber, or the Jester.

But only being able to hit the front line and only with damaging skills is simply too much. It doesn't matter how much damage you can do to that swinetaur turn one if the back line is still alive and stressing your guys. And no, using Occ to pull the back line forward is not reliable enough. For that to work, you have to 01- hope that the leper doesn't roll a higher initiative than your puller, 02- have enough acc to consistently hit with the pull move, 03- hope your puller is able to bypass the enemy pull resistance, and then 04- hit the enemy and hopefully one shot it. Under no circumstance that is better than outright hitting the enemy twice.

And the kicker? As high as his damage is, when you actually need pure, unadulterated raw power he still isn't the prime choice. His self-sufficiency is both a blessing and a curse. He doesn't need support, but he doesn't benefit a lot from having support either. In fights such as the swine King, the siren, and the downed crew, that are strictly DPS races, his damage, initially so great, lags behind heroes such as the Bounty Hunter and Arbalest. He is not bad in those fights, of course, but the fact that he is still outclassed even in the fights that should theoretically be his speciality is appalling. As it is, I would rank the Leper as the second weakest class in the game.

Darkest Dungeon Build 7527 Mccoy

Not because his numbers are too low, but because what his kit offers is not something that is sought after in the world of the Darkest Dungeon. Edit: great guide, tho. I will surely try the wrecking ball just for kicks. You do not need a frontliner to deal with backline. Just kill the backline with your backline and kill the front with the Leper.

This is how he work. + he do benefit a lot from support. His high base damage make every%damage stronger (PD buff) and +ACC/CRIT are strong on him. Then it is a myth that the only thing you need is to kill the backline. It is not the case for a lot encounters. There is usually ONE guy that you need to kill first, which can be dealt with 3 people in your band. You do not need a frontliner to deal with backline.

Just kill the backline with your backline and kill the front with the Leper. Then it is a myth that the only thing you need is to kill the backline.

It is not the case for a lot encounters. There is usually ONE guy that you need to kill first, which can be dealt with 3 people in your band. Yes, you do not need to kill the backline with the frontliner, but Leper isn't doing anything really meaningfull to the frontline either, since he is neither stunning nor oneshotting any relevant frontliner that other people cannot oneshot to protect your own backline. Which enemies can only he one shot turn 1 to justify not bringing anyone with a stun instead? My point is that he does have high base damage, but it is not meaningful damage. Notice how I phrased it: 'But only being able to hit the front line and only with damaging skills is simply too much.' If he could do anything else aside from swinging a slab of metal against walls of HP, he would be fine.

But he can't. And that is a problem. I am fully aware that killing the backline isn't the only thing important. I actually said down the chain of comments that the way I would buff the Leper wasn't by allowing him to hit the backline, but by giving him a stun. He can kill both of the frontliner at once. Or deal way more damage to one beefy front. Not meaningful?

If you stun the frontline while killing the backline, then you have to kill the front while it is not stunned anymore. In the end, the result is exactely the same. Again, the point is not that the Leper is -better- than any other frontliner, but that you can play him and succeed as much.

Darkest Dungeon Build 7527 Mccoys

It is just a matter of strategy. The main strenght of the leper is that he deal with the front alone, while everyone else can destroy the back. Then you finish off the front (if still alive).

You can really build a very high damage party thanks to the leper (mainly because of its high sustain). Also, you doesn't need to stun or oneshot things anyway, resilience is really something you can play in this game, but people are just afraid to try. If you go for stun playstyle, Leper is not the best, if you play reliable damage and sustain I get him anytime. You doesn't need stun to win encounter (one stun is usually enough for annoying size 2 like ghoul or giant), stun is just an obvious mechanic to abuse (which is fine.) but if you force you out of this playstyle you start to see why char like the Leper can be a damn bomb. For exemple, my last run in warrens (Long champ NG+) was Arb-Jester-HM-Leper. Ended up with 0 stress and full of money.

A very high sustained comp (double self heal + arb heal, 3 stress removal), i can take crit all the day and I finish the encounter fresh. In this situation, Leper damage are very meaningful. Then again, it is mostly a matter of playstyle. I feel that sustained fight are very safe and save a lot of gold if you know what your are doing.

Darkest Dungeon Build 7527 Mccoy Map

Buffing the Leper? No, I think that some of his skill should be reworked (Purge mostly, berzerk is meh.). I would like to see party buff that are weakening him, he 'sacrifice' himself for the other. Zone berzerk at the cost of his own damage for exemple. Then he could be played as a support tank for more flexbility.

I agree with this, although maybe I'd put him at 3rd or 4th from the bottom. What do you think could be done to improve him, though? I'd start with making at least Withstand/Solemnity usable in all ranks and replace Purge/Revenge with something actually useful. I don't think it's fair to criticize his damage, though.he doesn't even lag all that far behind a BH with a mark, and he doesn't need setup to do it. He's also super tanky. If your BH takes even one crit, it's SOS city, but a Leper doesn't even care. I'm actually fine with him being unable to do literally anything from row 3-4.

Being high risk, high reward is part of his design. Looking at him as a character from a fighting game, you have a high damage, high health character that have a really high reward whenever his strengths are applicable, and is balanced by the fact that he cannot use his reward from anywhere nor to anywhere. What holds him back is that the instances where he can apply his reward are so limited as to make him not as desirable as a more malleable hero. So I do not like allowing him to act from row 3/4, nor allowing him to hit rank 3/4 or increasing his reward even more. That would simply dilute his design and create further balancing problems. Instead, I would give him a non-comparable way to apply his reward.

I would simply make purge stun instead of clearing corpses and change one of his trinkets to increase stun chance and move chance. Hell, I would go as far as make Purge the strongest move-inducing attack in the game, comparable to Houndmaster's Stun, with the trade back that it would do no damage. That would give him some much needed utility and fix one of his unusable skills. It would also give him something to do turn one, give him some sinergy to allow some fun comps, and make him able to unlock his own rewards.

Darkest Dungeon Build 7527 Mccoy Street

It would also force you to make choices in his moveset, since you would want to bring both Hack, Intimidate/Hew, Purge, and the two heals. Edit: I do agree that his damage doesn't really lag behind the others that much, but the fact that they have even comparable damage plus everything else is just too much. Picking him has a nearly unsurmountable opportunity cost ATM. I am curious about who else you would rank below the Leper. The jester and.

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