Why can marks miss if you aren't event physically hitting them with anything. You are literally just pointing at the enemy and telling your friends "get 'em". How does that even miss? Do they hide around the corner or what?
The marks can't miss. He either got confused or he misunderstand the mark mechanic. Surely, the debuff can be resisted, but the mark works 100% of the time.
Yea, the first sentence of my comment was wrong. I was drunk at the time, not exactly knowing what I'm talking about. Still the mark itself cannot be resisted which was my main point.
The ability can miss, and the debuff can be resisted. But if the move connects, then the mark is unresistable, Filthy got this wrong on the arbalest and houndsman as well
Spoilers: In this episode, Filthy discovers the existence of 'above average' as well as hints at the absurdity of rating a wide cast of characters on a 3 rank gradient.
Ephrem Cortvrint dude I have one named Lars and let me tell you Lars has fought and won every damn battle and originally he was just on a 4 get loot get canned team but he was so good, although he did witness the death of leper Jesus a leper that hit death's door got powerful for his resolve every heal crited but he still died
tank/flare/healbot arbalest? I never even once attacked the Swine King with her but just being able to clear Wilbur's marks pretty much made the Swine God fight a complete stomp.
I don't think there is a single other boss that is almost completely destroyed by a single ability. The only thing he can do is mark/stun the Arbalest herself? but that is easily countered by guarding. A strange design from devs
I love in-depth analyses like this where someone with a deep understanding of the subject matter gives their opinion. Thanks for the content DirtyDroid!
I think you underastimate Come Hither a little. Sure, it has to roll twice, but the same applies for stuns anyway. I personally enjoy this ability more than his stuns to mess up with enemy formations, a thing that sometimes can be more devastating than a stun, potentially locking enemies in a loop where they keep trying to get back in position with weak attacks again and again... and contrary to the stun abilities the bounty hunter has, even if come Hither doesn't pull, it still deals some damage.I personally REALLY love that skill, moreso than his stuns, for putting foes where I want them to be.
Thorveim i think he was only looking at it for the damage it can do as he was talking about that and not the ability to get the back ranks in the front while marking them at the same time
The reason Come Hither is bad is because a lot of enemies 1. have self-correcting moves that move them to their desired position as they are acting and 2. can use their abilities from any position. Personally I've found Come Hither to be particularly good against the Bone Courtiers that do damage instead of stress damage when in positions 1-2 AND do not move back as they do so.
5:45 How long are you going to not acknowledge that stuns also need two rolls? Hooking a position 3 sharpshooter for example can pull it in the front making it virtually waste two turns retreating in addition of displacing the front dudes, so a bulwark or a cultist champion could also end up with a stumbling slash. While i agree that stuns are generally better, the generality is quite contested in this situation and push/pull skills should be given a chance more often. I too used to believe blindly in stuns and hp tanking, but experimenting can lead to more results.
My biggest problem with push/pull skills is that almost all enemies have skills that let them advance/retreat whilst attacking. These skills are usually not as effective as their standard skill, true, but as a whole enemies are far less damaged by being shuffled than you are.
That is completely true and i'd hope more enemies would be hindered by shuffling(as in, not hindered worse, but more enemy types would be negatively effected), so the movement skills wouldn't be so situational, as that is their biggest problem. Some of them are still great, though.
What make's the BH's uppercut so good is that it both stuns and sends them flying on top of doing damage. It's probably the best single target stun in the game.
@@pablogalleguillo9166 the scouting chance helm is pretty good, also if a target is stunned (which is gonna happen if you have a plague doctor because plague doctors have 10 billion speed) he does bonus damage, and he can hit as far back as rank 3 (which can be stunned by the plague doctor, hound master, abomination, vestal, other bounty hunters, and POS 2 occultists.... wow, that synergizes with a LOT of characters)
I watched your other vids and I really like 'em, but I feel - regarding Marks - you might somewhat confuse some ppl who aren't that familiar with how the mechanics work: In this and the Arbalest's Vid, you said that you need 2 rolls to successfully mark a target... That is not true. You only need ONE roll. The mark itself is not being affected by debuff-resistance and cannot be resisted. That means you just need to hit the enemy to apply the mark. The only thing which is being affected by the enemy's debuff resistance and can be resisted is the - prot/- dodge - portion of the mark-attack... But you can still apply the mark itself to every Enemy in the game (even if they have 245% debuff resistance like the Garden Guardian) and profit from the bonus dmg vs. marked of a BH, HM or Arbalest.
YEah he was also corrected on the last video. I think these are recorded around the same time, they're not daily recordings so he didn't have time to change it.
I feel he is still right about the overall usefulness of marks though. Like he said, targets you want to mark have more than one move per turn most of the time, so your mark wears off pretty quickly. There are exceptions, but that are mostly the easier bosses anyway, like the cannon-type.
Yeah absolutely agree on that... My criticism was just about the explanation of the mechanics of the Mark itself... And esp. in the case of the Garden Guardian quite relevant I guess...
Nah, It's about using it with the right composition. Most teams that run mark apply the mark with an Occultist and then lay into it with an arbalist and bounty hunter.
He was referring to the fact it often takes two turns to make a damage/return on that investment. 9/10 chance is that marking a target really isn't worth it compared to just slapping that same target in the face unless you can be sure you'll hit it enough times to make that lost turn worth it - which, against bosses, it usually isn't. The only time I mark these days is to apply -Prot (eg. HMaster), such as bosses or pesky front-line tank mobs. The chance to miss the additional properties is just an extra concern. Overall, unless you're bringing a mark centric comp that includes multiple classes that make use of eachother marks, then just hit the damn thing with a big stick instead.
The come hither is actually one of the best skills for fighting the brigand cannons, the lighter is generally in position 4 and although I'm not certain I've never seen it fire from anywhere infront so ig could be used to delay the shot or straight up drag the lighter into killing range and same for the flash bang, he can resist or gain the temporary resistance so you can alternate, obviously can't be used on the cannon itself more time without the big gun firing is more time to reorganise especially since the cannon is 1 and constantly replenishing the crew with weak units gives time for stress heals and actual heals.
I just started playing DD this week. You're analyses and beginner guides have been invaluable thus far. I remember playing it a year ago and saying "fuck this" from dying so much. Looking back, it was because I didn't have a damn clue how the game actually worked. Thanks!
Man, he better give the Bounty Hunter his due. This is a strong, versatile character with solid trinkets and good camping skills. His stun is probably the best single target stun in the game and he can stack crazy damage when he needs to. I've hit bosses for well over 70 damage with a properly prepared Bounty Hunter. He has a surprisingly high crit chance so over the course of a boss fight it is not uncommon to see him land some absolutely devastating blows. On top of all this, he can even take a decent punch.
is it strange that flashbang cant crit, but beast bile (abomination's 2-3 blight) can? they both do no damage. although i cant think how crit on stun would work
The stun can crit, Just like how the plague doctor's stun can crit. The chance to crit however is quite low if there is even a standard crit chance on it. But it can crit and it has happend to me more than once. It still doesn't do damage but you do get the stress heal from it
With items for move chance you can have almost 200% move. smaller units can't resist it making pulls a guarantee, and uppercut will have 165% stun chance and still push.
Houndmaster and Plague Doctor are both more versatile, Plague Doctor, for example, brings heal/cure in a single ability. Consistent damage through high-hit chance blights (Even on blight resistant enemies with poisoned herb+blasphemous vial) Can cure disease on camping, double backrow stun on top of having high base speed. I have a gut feeling Filthy will rank those two as the top tier classes.
As I said, resists can be (for the most part) bypassed with trinkets, and regarding position, almost every class has their prefered position and will suffer for it when shuffled/surprised.
About the planned takedown camping skill: i know filthy says he thinks it works against size 3, but i would still like to hear if someone has done some testing or knows anything about it to finally cut the uncertainty.
Hi FilthyRobot I find myself that 70% of my losses are lvl 5/6 (even when fully upgraded skills/armor) my comp mostly includes: Occ/vestal BH Crusader Highway Flaggel and hellion. I cant outheal the damage and i cant kill them quick enough. Any tips for late game?
pd with vial is really good for harder stuff since she has so many stuns, and dots which burn through high prot enemies. her heal also gets rid of dots which tend to be the killers so that's great. highway isn't particularly good his minus 25% damage on pistol shot is pretty terrible. hound master is a good alternative since he has one of the best stuns a self heal and can attack any rank. he also comes with a minus prot mark and can stress heal too making him very versitlie. try including what kills you for me it's usually stress afflictions making my guys bonobos or double crits into a dot. which nothing can save. like filthy said you want as many people who can heal deal damage and stun as possible which highway man simply cannot do, poor dismas. One llast tip occultist ands more rng to your game which makes me shy away from him.
To add to this, it's usually best to use the Occultist in Cove since he's so good vs eldritch, or use him when you're using an Abomination since you can't bring a vestal. Most other cases a vestal is probably better to bring. It's not a bad idea to bring both of them sometimes, as well.
Note that the following comes from someone who plays only the occasional round of DD and thus hasn't even beaten most champion bosses of the regular dungeons. It's thus only really valid on novice and veteran quests, although I did a Vvulf run like this. On non-boss quests about half the trinkets I take with me are ones that give scouting bonuses, even sometimes common ones. Not only do you not get surprised, but you can use it to make more money. The parties I run tend to be somewhat rigid (Vestal/PD in back, Crusader front, Hellion front, sometimes without movement abilities active), so random Shambler fights could _really_ hurt me, yet I like to run on low to no light because you get so much more stuff. As such I only run scouted corridors on zero light and before corridor fights I always go back up to low light. Super high scouting chance has also allowed me to get the secret room several times in a row and probably at least half of all quests I've run this way. In fact, half of my party has often been decided on who has scouting bonuses for what dungeon.
One of the sturdiest trap-springer classes, it is a solid average class. If you can combo him with other classes that can take advantage of Mark, you'd do well to add his mark, one of the best as you said, along with either the flashbang or the caltrops (depending on anticipated stun resistance from enemies) and the usual. He can be used to set up mark and stun combos, but his lack of any sort of healing or stress relief means you have to make sure he's in a party with already solid support or else your party may die to attrition.
hey Filthy, new sub here and im loving the comtent and I have a few questions :) 1) Do you release your first name? I just like putting namrs to faces 2) when did you start playing DD 3) how many of these character guides are you releasing per week As I say loving the content, keep it up and I hope to see more from you soon
3:34 Upperbutt By the way I like your informative Darkest Dungeon series a lot. Bounty hunter is my favorite character overall. He is a pretty average dude but is the most stunning guy at any mark party (pun intended)
I think another viable party role would be "marker." Characters who can mark enemies or take advantage of that tactic is quite powerful. There's also lots of potential synergy there depending on your line-up.
IMO the Bounty Hunter and Houndmaster compete for the best class in the game. Ridiculously strong in mark parties, it's just insane how much damage you deal with him and you can run him in almost any slot. Extremely flexible in terms of party composition as long as you have some marking in your party. In a pinch, he can mark his own targets, so you don't need a full mark party. But there are so many good classes who can mark, so why not use them? Collect Bounty is great, but Finish Him is just amazing. Round 1 damage to rank 3 is super good. Oh and he has some of the best camp skills in the game.
The bounty hunter in particular is excellent at making up for the mark, because his main damage skill has that great +90% damage buff vs marked targets, which coupled with the prot reduction basically means you do double damage against the marked target, unless they are human where you will get the 30% increase just once (mark/attack vs attacking twice) and will slightly fall short, but after one more attack you will make up and then some. The bounty hunter is really good as a primary damage dealer against large enemies and bosses because of this and the fact that he gets that camping bonus He's the best mark class by far and the only one that's really worth marking the enemy with if you know you're not going to waste the next few moves when the mark is up on stunning or moving the enemies around
Hi, I am quite new to DD so my question may seem dumb to veterans. In your video you say that "Come Hither" isn't that great because you have to pass 2 rolls but aren't stuns the same in the regard that you need to pass 2 rolls for them to stun?
Always liked this class, still use a comp with him in front, hound in second, vestal in third and arbalest in fourth. Good heals, stuns, damage and if you do get a mark off on a champion monster or boss all the damage dealers in the party get a sizable buff.
BH is fucking amazing. His base damage is like top 5 or top 4 in the game, but his damage output can become top 3 or top 2 against humans -- which are among the most common enemy types in the entire game, _and_ are a relevant enemy type for the final boss. He's the #1 class I try to lock in the human/eldritch combat bonus quirks on, because they make him an absolute monster against the final boss. On top of this he can hit or stun every rank from the middle two positions, still has great range from the first position, has an amazing backline bleed/debuff in Caltrops, and his camping skills are well-suited both for standard quests and for boss quests. Killing stuff with him is also incredibly satisfying, especially when he crits (which seems to happen all the time). He's basically like a Leper, if the Leper traded a small amount of his damage and HP for normal speed and consistency and about a dozen times as much utility.
Hey! I really like your videos. They are very informative and i really like your calm personality. What i think is missing is a little bit of polosh. What i mean by that is for example a frame around your webcam or something like that.
Just found your channel and i really enjoy this series. What hero do you plan to do next? I See that you are trying to do videos first of heroes that are used the least in the game. Me bet is Highwayman next? ^.^
Combine Come Hither! with a leper (and a crusader). The pull makes it so the backline has to use its nerfed front abilities (bayonet jab, knife in the dark) while the frontline has to use its nerfed back abilities (stumbling scratch). The leper one-shots the pulled target almost all of the time. If he doesn't, the target is already in the first two slots, which means 'say hello to Collect Bounty'. This almost (ALMOST) makes leper viable.
Cool idea for videos. I actually found the BH less and less useful as I got up into the later levels. He is really useful if you put a mark or sun on ANOTHER character (Arbalest/Occultist ect), so he can hit on the same turn as that, and he is also quite good against Humans with one of his main abilities. If you stack human damage with trinkets, quirks, and that ability he can be brutally good. I think his HP and durability are the big problem. The Graverobber and Highwayman hit really hard and have good dodge and riposte to make up for that, but the BH doesn't. Also one of his best trinkets was nerfed for the Vanilla game. I agree his camping skills are great.. but I'd rather take Doggoman for a better stun and flexible ranged damage (Or stress heal)
Come Hither has one special use- against coves crew boss. If you push move chance a bit more you can pull that 3 slot size boss up to front and as a result that anchor guy starts passing turns and a boss fight becomes trivial. Kinda an exploit :)
Come Hither also works really well for enemies who are annoying as hell in ranks 3 and 4, like skeleton arbalests or stress casters. It's not usually as good as Finish Him, but it's a decent choice if you just can't reach someone.
pair the bounty hunter with the arbalest and use mark for death, and you can tear out massive chunks out of boss' hp or high protection enemies and size 2 enemies with the two of them.
Can we have a petition or something to have the scale be like Great, Good, Alright and Weak? Seems like so many things end up in average. This could make him pick whether the average leans on good or bad.
Speed=base speed+a speed roll (1d8 I think). In this case your graverobber could've rolled a 1 (16) and the acolyte an 8 (16). I've no idea what happens in ties, probably a 50/50%
Trouble with that is Filthy thinks the Leper is a pile of excrement and would never use them, lol. Based on that, I imagine he'd say you're hoping to synergise with a character you ought not be using, which is to say it's pretty irrelevant. Having said that, I imagine he'd also say you can use Leper on lower difficulties where absolute min/max is less significant (while his reviews are done on the basis of the hardest); i.e. use them for 'fun' or 'flavour'. Cheers
The problem is, everyone else is already ok _without_ that. He also still lacks stuns and unlike the crusader and hellion, is completely usesless in rank 3 and lower. (Holy lance and breakthrough prevents this for the other two). And before you ask, this was my opinion before i watched his vido.
Man I think you really undersell the BH. Flashbang alone gets him a team slot and then you have a decent basic attack (that turns really good against humans and disgustingly strong in mark comps) and uppercut on top of that. And a fourth skill.
come hither is broken AF is used with a hellion as an example i think you often miss the point of a lot of class and don't really take into account the comboing of some classes never seen a mark been dodged though
Yeah yesterday I smashed the face off the swine king with a dark communion, planned take down, bounty hunter dmg trinket and dismas' head trinket, also the bounty hunter had beast hater and occultist kept the swine king marked. Just wanted to see what kind of numbers he would put out. It was a little disgusting to say the least. But other then those fantastical circumstances I agree with the average+ rating.
I like to take my occultist along with other heroes who use marks, so my occultist can place the marks when he doesnt need to heal, and my damage heroes dont have to waste a turn
I have a love hate relationship with bounty hunters, on one hand, with good perks, they can straight up 1 shot anything that's marked, which is easier to do now that come hither marks targets, and he seems to do a lot of damage and crit very often despite the stats not showing him having particularly high crit chance. on the other hand Spider 1: Is that a bounty hunter I see? *CRIT* Applies blight Spider 2: IT SURE IS! :D *CRIT* applies blight Every Fucking Time. I'm pretty sure he has a hidden "chance to be crit" modifier
Oh wow, very interesting about the scouting advantages. I didn't know scouting prevented party surprises. That means locking in the Explorer quirks wasn't as bad as I thought.
I swear by the bounty hunter's pull. It MARKS the target now. Maybe it didnt back then, but because it pulls a backline target practically to the front AND marks them... oh BABY.. im all over dat ass-pect of the class
A little bit different opinion or extra thought here, i think bounty hunter is actually good. not average. He synergies with houndmaster very well, and the doggie being the strongest or one of the strongest in the game, that is a plus.
I like how he brushed off a 90% damage buff on marked target like "yeah it has a damage buff to marked targets", its basically garunteed critical damage, with a chance to crit, with this bounty hunter can become one of the most damaging classes in the game, combined with come hither or flashbang it can bring the back line forward for you to kill in a single blow consistently
Arb -> Occ -> HM -> BH. This party destroys every kind of boss that doesn't sit on the 4th row. Specially the swine king & siren (flare, occ mark, hound rush, collect bounty). The BH is a good character but it shines against bosses, but no more.
There are better heroes to stun (HEL, PD, or HM). Knockback is very useful to kick certain monsters to the 4th row where they don't have a proper attack. Don't get me wrong, BH is a top-tier hero but it shines against bosses. Other heroes are more useful on normal dungeons where you don't need to use marks. Sadly BH stun is not as "reliable" as a PD, HM, CRU, MAA with proper trinkets.
I use a different bounty hunter build, one which scales really well. Collect bounty/mark for death/come hither/flashbang. The bounty hunter stacks really well with other bounty hunters. If you can get three of them in a single party and add occ or vestal for heals you can tear through most everything.
imo BH is only good for boss fights. Dealing damage is never a concern, its how flexible and how much utility it has, i dont care that he does more damage to a stunned target, if its stunned its ignored and im trying to kill the other enemies..
Marks can be dodged but not resisted. If the mark skill hits it will apply a mark even if the debuff or any other skill checks get resisted. That said, mark skills usually have very high accuracy so they rarely miss compared to other skills.
Just an idea, but what if each hero could use 2 abilities in a turn (all skills / damage would be halfed or weakened). This would mean that marks can be used on an opponent more often. For example, lets say the bountyhunter uses 1 action to mark the enemy. He could then use his second action to do damage to the marked enemy. This would make marks more worthwhile and less costly. Any comments on this idea?
So monsters albo should use 2 action per turn, and your death's door don't mean anything. Heroes with mark skill are not intended do use it only for them. There should be atleast two heroes who could benefit from it.
The most headscratching character design of Darkest Dungeon. Vaguely Batman like with his neck garter but why would a bounty Hunter in a early 1700s era setting wear a viking inspired helmet and and mail?
I don't understand why he said you do an additional roll for debuffs/move skill compared to stuns. Stuns also do an additional roll. This character review made no sense to me whatsoever.
Take a Bone Courtier in position 4 as an example. Example 1 is flashbang. Example 2 is come hither and a Leper. In example 1 you must hit the target and the target must not resist the stun, 2 rolls. In example 2, you must hit the target and the target must not resist the stun AND your BH and Leper must act in a row without something else interfering with the character positions, which requires the round-by-round initiative rolls cooperate, 3 rolls. In example 1, if your BH gets a high initiative roll and acts before the Bone Courtier, excellent, you stun the bone courtier before it gets to act and avoid the stress! In example 2, your BH gets a good initiative roll and goes before the Bone Courtier. You pull the Bone Courtier two places forward, the Cultist Brawler who you pushed to position 3 when the Bone Courtier got pulled forward acts next and Stumbling Scratch moves him forward and your Leper can't reach him again at 3. OR a Cultist Priest pushes the Leper back, or a Fungal Artillery escape clouds back 2. You get the picture, in addition to the hit roll and the move roll, you also have to ace the initiative roll or the leper does absolutely nothing. If you have guys who can reach already (like stunners or damage dealers) it doesn't matter the order, they can just act when they act. By making the Leper's value conditional on another character's successful action, you're decreasing the overall likelihood that you can remove the high threat back rank targets before they overwhelm you with stress.
Ok first to apologise for my comment, it was kinda trashtalky and not very well articulated, but frankly I didn't expect you to answer it in the first place. Now to try to explain what my gripes with the review actually was. It just feels to me you are kinda biased against debuffs/moves/marks in this game cuz they are inconsistent (which I actually agree with) but how you communicated it was kinda misleading for people who don't know this game very well. I watched the last video in the playlist already and I'm now aware that you know you screwed the wording here so I'm ok now with it. And I also think you bashed mark way too much, I know its not "the be-all end-all" thing that some people believe it is, but I still think its one of the best ways to make a prot-heavy target more manageable to kill and there are plenty of high-priority heavy prot targets in this game.
Me fighting the shrieker: *points finger to mark*
Shrieker: *matrix dodges my POINTING FINGER
Why can marks miss if you aren't event physically hitting them with anything. You are literally just pointing at the enemy and telling your friends "get 'em". How does that even miss? Do they hide around the corner or what?
The marks can't miss. He either got confused or he misunderstand the mark mechanic. Surely, the debuff can be resisted, but the mark works 100% of the time.
Nikolay Manev i saw the mark ability miss just yesterday against the swine king...
Yea, the first sentence of my comment was wrong. I was drunk at the time, not exactly knowing what I'm talking about. Still the mark itself cannot be resisted which was my main point.
I just missed today against a Shrieker,so.....
The ability can miss, and the debuff can be resisted. But if the move connects, then the mark is unresistable, Filthy got this wrong on the arbalest and houndsman as well
Spoilers:
In this episode, Filthy discovers the existence of 'above average' as well as hints at the absurdity of rating a wide cast of characters on a 3 rank gradient.
Mark the swine king, crit for 50. Today is a good day.
Ephrem Cortvrint occ, arb, bh, your favorite pos one.
might be dicey to get to him but when you do...
Arb, Occ, Bh and MaA. Make the Swine God cry and keep your characters healthy
Ephrem Cortvrint dude I have one named Lars and let me tell you Lars has fought and won every damn battle and originally he was just on a 4 get loot get canned team but he was so good, although he did witness the death of leper Jesus a leper that hit death's door got powerful for his resolve every heal crited but he still died
tank/flare/healbot arbalest? I never even once attacked the Swine King with her but just being able to clear Wilbur's marks pretty much made the Swine God fight a complete stomp.
I don't think there is a single other boss that is almost completely destroyed by a single ability. The only thing he can do is mark/stun the Arbalest herself? but that is easily countered by guarding. A strange design from devs
I love in-depth analyses like this where someone with a deep understanding of the subject matter gives their opinion. Thanks for the content DirtyDroid!
Tyonidus Lol fool, using the wrong name. It's obviously mucky cyborg.
I thought it was Unclean Mechanoid?
I thought he was the Begrimed Bot.
Wait, this is not Muddy Machine? I am on the wrong channel D:
Wait I’m not on Naughty Automaton’s channel? Well this is awkward
I think you underastimate Come Hither a little. Sure, it has to roll twice, but the same applies for stuns anyway. I personally enjoy this ability more than his stuns to mess up with enemy formations, a thing that sometimes can be more devastating than a stun, potentially locking enemies in a loop where they keep trying to get back in position with weak attacks again and again... and contrary to the stun abilities the bounty hunter has, even if come Hither doesn't pull, it still deals some damage.I personally REALLY love that skill, moreso than his stuns, for putting foes where I want them to be.
Thorveim i think he was only looking at it for the damage it can do as he was talking about that and not the ability to get the back ranks in the front while marking them at the same time
The reason Come Hither is bad is because a lot of enemies 1. have self-correcting moves that move them to their desired position as they are acting and 2. can use their abilities from any position.
Personally I've found Come Hither to be particularly good against the Bone Courtiers that do damage instead of stress damage when in positions 1-2 AND do not move back as they do so.
*Cries in harmless poke*
It can also mark them even if they resist the pull which combos well for your damage potential
5:45 How long are you going to not acknowledge that stuns also need two rolls? Hooking a position 3 sharpshooter for example can pull it in the front making it virtually waste two turns retreating in addition of displacing the front dudes, so a bulwark or a cultist champion could also end up with a stumbling slash. While i agree that stuns are generally better, the generality is quite contested in this situation and push/pull skills should be given a chance more often. I too used to believe blindly in stuns and hp tanking, but experimenting can lead to more results.
PS. Red Hook confirmed that the size 2 hit even larger foes too. Can imagine why they couldn't put the missing + in the description.
My biggest problem with push/pull skills is that almost all enemies have skills that let them advance/retreat whilst attacking. These skills are usually not as effective as their standard skill, true, but as a whole enemies are far less damaged by being shuffled than you are.
That is completely true and i'd hope more enemies would be hindered by shuffling(as in, not hindered worse, but more enemy types would be negatively effected), so the movement skills wouldn't be so situational, as that is their biggest problem. Some of them are still great, though.
What make's the BH's uppercut so good is that it both stuns and sends them flying on top of doing damage. It's probably the best single target stun in the game.
And the second best frontline stun, period.
"How good are the trinkets?" Please?! A vid about the best trinkets to the classes, roles and compositions would be great!
His helmet is very good.
@@OnlyZunkin no, the booty hunter is a stunner.
@@pablogalleguillo9166 the scouting chance helm is pretty good, also if a target is stunned (which is gonna happen if you have a plague doctor because plague doctors have 10 billion speed) he does bonus damage, and he can hit as far back as rank 3 (which can be stunned by the plague doctor, hound master, abomination, vestal, other bounty hunters, and POS 2 occultists.... wow, that synergizes with a LOT of characters)
I watched your other vids and I really like 'em, but I feel - regarding Marks - you might somewhat confuse some ppl who aren't that familiar with how the mechanics work: In this and the Arbalest's Vid, you said that you need 2 rolls to successfully mark a target... That is not true. You only need ONE roll. The mark itself is not being affected by debuff-resistance and cannot be resisted. That means you just need to hit the enemy to apply the mark. The only thing which is being affected by the enemy's debuff resistance and can be resisted is the - prot/- dodge - portion of the mark-attack... But you can still apply the mark itself to every Enemy in the game (even if they have 245% debuff resistance like the Garden Guardian) and profit from the bonus dmg vs. marked of a BH, HM or Arbalest.
YEah he was also corrected on the last video. I think these are recorded around the same time, they're not daily recordings so he didn't have time to change it.
I feel he is still right about the overall usefulness of marks though. Like he said, targets you want to mark have more than one move per turn most of the time, so your mark wears off pretty quickly.
There are exceptions, but that are mostly the easier bosses anyway, like the cannon-type.
Yeah absolutely agree on that... My criticism was just about the explanation of the mechanics of the Mark itself... And esp. in the case of the Garden Guardian quite relevant I guess...
Nah, It's about using it with the right composition. Most teams that run mark apply the mark with an Occultist and then lay into it with an arbalist and bounty hunter.
He was referring to the fact it often takes two turns to make a damage/return on that investment. 9/10 chance is that marking a target really isn't worth it compared to just slapping that same target in the face unless you can be sure you'll hit it enough times to make that lost turn worth it - which, against bosses, it usually isn't. The only time I mark these days is to apply -Prot (eg. HMaster), such as bosses or pesky front-line tank mobs. The chance to miss the additional properties is just an extra concern. Overall, unless you're bringing a mark centric comp that includes multiple classes that make use of eachother marks, then just hit the damn thing with a big stick instead.
"This is how we do it, just another damage buff"
*gives acc and crit*
The come hither is actually one of the best skills for fighting the brigand cannons, the lighter is generally in position 4 and although I'm not certain I've never seen it fire from anywhere infront so ig could be used to delay the shot or straight up drag the lighter into killing range and same for the flash bang, he can resist or gain the temporary resistance so you can alternate, obviously can't be used on the cannon itself more time without the big gun firing is more time to reorganise especially since the cannon is 1 and constantly replenishing the crew with weak units gives time for stress heals and actual heals.
. . . darkestdungeon.gamepedia.com/Brigand_Matchman
I just started playing DD this week. You're analyses and beginner guides have been invaluable thus far. I remember playing it a year ago and saying "fuck this" from dying so much. Looking back, it was because I didn't have a damn clue how the game actually worked. Thanks!
My pleasure, glad you're getting a chance to enjoy this excellent game!
Man, he better give the Bounty Hunter his due. This is a strong, versatile character with solid trinkets and good camping skills. His stun is probably the best single target stun in the game and he can stack crazy damage when he needs to. I've hit bosses for well over 70 damage with a properly prepared Bounty Hunter. He has a surprisingly high crit chance so over the course of a boss fight it is not uncommon to see him land some absolutely devastating blows. On top of all this, he can even take a decent punch.
is it strange that flashbang cant crit, but beast bile (abomination's 2-3 blight) can? they both do no damage. although i cant think how crit on stun would work
Beast Bile does damage, just not on hit. If the ability crits the dot is affected.
PD's Disorientating Blast can crit too
Yeah, and that's the weird comparison.
Witch doctor 3-4 stun can crit. It's just like normal crit, but it don't do any damage.
The stun can crit, Just like how the plague doctor's stun can crit. The chance to crit however is quite low if there is even a standard crit chance on it. But it can crit and it has happend to me more than once. It still doesn't do damage but you do get the stress heal from it
With items for move chance you can have almost 200% move.
smaller units can't resist it making pulls a guarantee, and uppercut will have 165% stun chance and still push.
bh is the most versatile class in this game, just love them
Houndmaster and Plague Doctor are both more versatile, Plague Doctor, for example, brings heal/cure in a single ability. Consistent damage through high-hit chance blights (Even on blight resistant enemies with poisoned herb+blasphemous vial) Can cure disease on camping, double backrow stun on top of having high base speed. I have a gut feeling Filthy will rank those two as the top tier classes.
on Houndmaster I would agree, but with Plague Doctor I wouldn't :) Plague Doctor dependent on position and resists of the target.
As I said, resists can be (for the most part) bypassed with trinkets, and regarding position, almost every class has their prefered position and will suffer for it when shuffled/surprised.
About the planned takedown camping skill: i know filthy says he thinks it works against size 3, but i would still like to hear if someone has done some testing or knows anything about it to finally cut the uncertainty.
6 years late, but it does
The wiki confirms this
Montell Jordan -- This is how we do it, comes into my head every time I use that camping skill
Hi FilthyRobot
I find myself that 70% of my losses are lvl 5/6 (even when fully upgraded skills/armor) my comp mostly includes: Occ/vestal BH Crusader Highway Flaggel and hellion.
I cant outheal the damage and i cant kill them quick enough. Any tips for late game?
pd with vial is really good for harder stuff since she has so many stuns, and dots which burn through high prot enemies. her heal also gets rid of dots which tend to be the killers so that's great. highway isn't particularly good his minus 25% damage on pistol shot is pretty terrible. hound master is a good alternative since he has one of the best stuns a self heal and can attack any rank. he also comes with a minus prot mark and can stress heal too making him very versitlie. try including what kills you for me it's usually stress afflictions making my guys bonobos or double crits into a dot. which nothing can save. like filthy said you want as many people who can heal deal damage and stun as possible which highway man simply cannot do, poor dismas. One llast tip occultist ands more rng to your game which makes me shy away from him.
To add to this, it's usually best to use the Occultist in Cove since he's so good vs eldritch, or use him when you're using an Abomination since you can't bring a vestal. Most other cases a vestal is probably better to bring. It's not a bad idea to bring both of them sometimes, as well.
Ephrem Cortvrint houndmaster seems to work well with the bounty hunter too as he gets a bonus against marked targets
Note that the following comes from someone who plays only the occasional round of DD and thus hasn't even beaten most champion bosses of the regular dungeons. It's thus only really valid on novice and veteran quests, although I did a Vvulf run like this.
On non-boss quests about half the trinkets I take with me are ones that give scouting bonuses, even sometimes common ones. Not only do you not get surprised, but you can use it to make more money. The parties I run tend to be somewhat rigid (Vestal/PD in back, Crusader front, Hellion front, sometimes without movement abilities active), so random Shambler fights could _really_ hurt me, yet I like to run on low to no light because you get so much more stuff. As such I only run scouted corridors on zero light and before corridor fights I always go back up to low light. Super high scouting chance has also allowed me to get the secret room several times in a row and probably at least half of all quests I've run this way.
In fact, half of my party has often been decided on who has scouting bonuses for what dungeon.
One of the sturdiest trap-springer classes, it is a solid average class. If you can combo him with other classes that can take advantage of Mark, you'd do well to add his mark, one of the best as you said, along with either the flashbang or the caltrops (depending on anticipated stun resistance from enemies) and the usual.
He can be used to set up mark and stun combos, but his lack of any sort of healing or stress relief means you have to make sure he's in a party with already solid support or else your party may die to attrition.
Upperbutt :)
hey Filthy, new sub here and im loving the comtent and I have a few questions :)
1) Do you release your first name? I just like putting namrs to faces
2) when did you start playing DD
3) how many of these character guides are you releasing per week
As I say loving the content, keep it up and I hope to see more from you soon
1) It's not hidden, but I go by Filthy online. 2) Beta 3)One per day!
FilthyRobot happy days fella
3:34 Upperbutt
By the way I like your informative Darkest Dungeon series a lot. Bounty hunter is my favorite character overall. He is a pretty average dude but is the most stunning guy at any mark party (pun intended)
I think another viable party role would be "marker." Characters who can mark enemies or take advantage of that tactic is quite powerful. There's also lots of potential synergy there depending on your line-up.
IMO the Bounty Hunter and Houndmaster compete for the best class in the game. Ridiculously strong in mark parties, it's just insane how much damage you deal with him and you can run him in almost any slot. Extremely flexible in terms of party composition as long as you have some marking in your party. In a pinch, he can mark his own targets, so you don't need a full mark party. But there are so many good classes who can mark, so why not use them?
Collect Bounty is great, but Finish Him is just amazing. Round 1 damage to rank 3 is super good.
Oh and he has some of the best camp skills in the game.
The bounty hunter in particular is excellent at making up for the mark, because his main damage skill has that great +90% damage buff vs marked targets, which coupled with the prot reduction basically means you do double damage against the marked target, unless they are human where you will get the 30% increase just once (mark/attack vs attacking twice) and will slightly fall short, but after one more attack you will make up and then some. The bounty hunter is really good as a primary damage dealer against large enemies and bosses because of this and the fact that he gets that camping bonus
He's the best mark class by far and the only one that's really worth marking the enemy with if you know you're not going to waste the next few moves when the mark is up on stunning or moving the enemies around
Hi, I am quite new to DD so my question may seem dumb to veterans. In your video you say that "Come Hither" isn't that great because you have to pass 2 rolls but aren't stuns the same in the regard that you need to pass 2 rolls for them to stun?
Always liked this class, still use a comp with him in front, hound in second, vestal in third and arbalest in fourth. Good heals, stuns, damage and if you do get a mark off on a champion monster or boss all the damage dealers in the party get a sizable buff.
you're so good at explaining things and the organization is solid as fuck i give your tutorials a top tier rating :)
Thanks!
attention. do not use any self marking abilities on your tanks in the siren fight with a bounty. yes my crusader was taken to deaths door in one hit
Do not bring a hellion with fuck tons of crit to the siren fight.
She deaths doored my entire party in one move.
BH is fucking amazing. His base damage is like top 5 or top 4 in the game, but his damage output can become top 3 or top 2 against humans -- which are among the most common enemy types in the entire game, _and_ are a relevant enemy type for the final boss. He's the #1 class I try to lock in the human/eldritch combat bonus quirks on, because they make him an absolute monster against the final boss.
On top of this he can hit or stun every rank from the middle two positions, still has great range from the first position, has an amazing backline bleed/debuff in Caltrops, and his camping skills are well-suited both for standard quests and for boss quests. Killing stuff with him is also incredibly satisfying, especially when he crits (which seems to happen all the time). He's basically like a Leper, if the Leper traded a small amount of his damage and HP for normal speed and consistency and about a dozen times as much utility.
Hey! I really like your videos. They are very informative and i really like your calm personality. What i think is missing is a little bit of polosh. What i mean by that is for example a frame around your webcam or something like that.
I would love to have a size 2 character added.
Man I love your guides, hope I get to see one every day :D
Just found your channel and i really enjoy this series. What hero do you plan to do next? I See that you are trying to do videos first of heroes that are used the least in the game. Me bet is Highwayman next? ^.^
Mikołaj Marszałek After he did the first video, for the Leper, he decided to do the rest in alphabetical order. So the next one will be Crusader.
ok, got It
Combine Come Hither! with a leper (and a crusader). The pull makes it so the backline has to use its nerfed front abilities (bayonet jab, knife in the dark) while the frontline has to use its nerfed back abilities (stumbling scratch). The leper one-shots the pulled target almost all of the time. If he doesn't, the target is already in the first two slots, which means 'say hello to Collect Bounty'.
This almost (ALMOST) makes leper viable.
I heard 90% is actually 100% regarding hit/miss/dodge (there's a hidden 10% added), so wouldn't that lessen the worries of multiple rolls per ability?
Cool idea for videos. I actually found the BH less and less useful as I got up into the later levels. He is really useful if you put a mark or sun on ANOTHER character (Arbalest/Occultist ect), so he can hit on the same turn as that, and he is also quite good against Humans with one of his main abilities. If you stack human damage with trinkets, quirks, and that ability he can be brutally good. I think his HP and durability are the big problem. The Graverobber and Highwayman hit really hard and have good dodge and riposte to make up for that, but the BH doesn't. Also one of his best trinkets was nerfed for the Vanilla game. I agree his camping skills are great.. but I'd rather take Doggoman for a better stun and flexible ranged damage (Or stress heal)
John Iadarola's long lost brother is giving me advice on Darkest Dungeon. Life is great.
Out of curiosity, what is your opinion on Districts? Are there any you've made and liked or would really like to make but just have too high a cost?
The Granary is fairly cheap, and seems to do well.
In my Radiant mode game, I've currently got a Granary and a Bank up. They've been helping me get to pretty high amounts of gold.
Do you think it would be broken if enemies could not resist debuffs/had way less debuff resists?
I love those reviews
Man i love these reviews
Just got into this game.
loving these character profiles!
Come Hither has one special use- against coves crew boss. If you push move chance a bit more you can pull that 3 slot size boss up to front and as a result that anchor guy starts passing turns and a boss fight becomes trivial. Kinda an exploit :)
Come Hither also works really well for enemies who are annoying as hell in ranks 3 and 4, like skeleton arbalests or stress casters. It's not usually as good as Finish Him, but it's a decent choice if you just can't reach someone.
pair the bounty hunter with the arbalest and use mark for death, and you can tear out massive chunks out of boss' hp or high protection enemies and size 2 enemies with the two of them.
Is, and second should the antiquarian be included in the averages?
i love your videos man! changed my view on the game. keep going! :)
You didn't mention the huge base stun chance
Can we have a petition or something to have the scale be like Great, Good, Alright and Weak?
Seems like so many things end up in average. This could make him pick whether the average leans on good or bad.
I actually love these guides and your humor. XD
also on the topic of speed debuffs, how TF does this game calculate speed? why does an 8 speed acolyte go before my 15 speed graverobber?
Speed=base speed+a speed roll (1d8 I think). In this case your graverobber could've rolled a 1 (16) and the acolyte an 8 (16).
I've no idea what happens in ties, probably a 50/50%
bounty hunter is also good to use with the leper as his movement moves tend to move the high priority targets to the front ranks.
Trouble with that is Filthy thinks the Leper is a pile of excrement and would never use them, lol. Based on that, I imagine he'd say you're hoping to synergise with a character you ought not be using, which is to say it's pretty irrelevant.
Having said that, I imagine he'd also say you can use Leper on lower difficulties where absolute min/max is less significant (while his reviews are done on the basis of the hardest); i.e. use them for 'fun' or 'flavour'.
Cheers
Steeltrap he's not unusable, he just needs to be used with shuffle attacks and accuracy buffs. If you do that he's actually ok.
The problem is, everyone else is already ok _without_ that. He also still lacks stuns and unlike the crusader and hellion, is completely usesless in rank 3 and lower. (Holy lance and breakthrough prevents this for the other two).
And before you ask, this was my opinion before i watched his vido.
Man I think you really undersell the BH. Flashbang alone gets him a team slot and then you have a decent basic attack (that turns really good against humans and disgustingly strong in mark comps) and uppercut on top of that. And a fourth skill.
come hither is broken AF is used with a hellion as an example
i think you often miss the point of a lot of class and don't really take into account the comboing of some classes
never seen a mark been dodged though
Yeah yesterday I smashed the face off the swine king with a dark communion, planned take down, bounty hunter dmg trinket and dismas' head trinket, also the bounty hunter had beast hater and occultist kept the swine king marked. Just wanted to see what kind of numbers he would put out. It was a little disgusting to say the least. But other then those fantastical circumstances I agree with the average+ rating.
I like to take my occultist along with other heroes who use marks, so my occultist can place the marks when he doesnt need to heal, and my damage heroes dont have to waste a turn
I would love to see a mod that allows you to start with a party of Crusaders.
I like Come Hither probably more than I should.
I have a love hate relationship with bounty hunters, on one hand, with good perks, they can straight up 1 shot anything that's marked, which is easier to do now that come hither marks targets, and he seems to do a lot of damage and crit very often despite the stats not showing him having particularly high crit chance.
on the other hand
Spider 1: Is that a bounty hunter I see? *CRIT* Applies blight
Spider 2: IT SURE IS! :D *CRIT* applies blight
Every Fucking Time.
I'm pretty sure he has a hidden "chance to be crit" modifier
Wow you're getting great views on this series!
I find his surviveability and usefulness depend a lot on who else is in the party. Give him a houndmaster and occultist.... done.
Oh wow, very interesting about the scouting advantages. I didn't know scouting prevented party surprises. That means locking in the Explorer quirks wasn't as bad as I thought.
bountyhunter and houndmaster can be best team mate
Plus muskateer on that as well best squad
i really like the Bounty hunter i had a 90 damage crit with him last night :D.
Put him with a musketeer with the silver shot trinket and you’ll wreck bosses
I swear by the bounty hunter's pull. It MARKS the target now. Maybe it didnt back then, but because it pulls a backline target practically to the front AND marks them... oh BABY.. im all over dat ass-pect of the class
lmao i lost it at 6:40
I have a marker a stunner and a bounty hunter for my strat
A little bit different opinion or extra thought here, i think bounty hunter is actually good. not average. He synergies with houndmaster very well, and the doggie being the strongest or one of the strongest in the game, that is a plus.
I like how he brushed off a 90% damage buff on marked target like "yeah it has a damage buff to marked targets", its basically garunteed critical damage, with a chance to crit, with this bounty hunter can become one of the most damaging classes in the game, combined with come hither or flashbang it can bring the back line forward for you to kill in a single blow consistently
Its actually better then a crit hit because crit demage is only 50% of demage done
Rest in peace Willoughby
"Extra damage vs the Ancester" Good thing i got that spoiled for me last month.
I absolutely love the stealthy f-bomb at 6:47
I forgot they put scorpion from mortal kombat in this
Arb -> Occ -> HM -> BH. This party destroys every kind of boss that doesn't sit on the 4th row. Specially the swine king & siren (flare, occ mark, hound rush, collect bounty). The BH is a good character but it shines against bosses, but no more.
Newindika 84 a hero who can reliably stun any position without a special trinket doesnt shine?
There are better heroes to stun (HEL, PD, or HM). Knockback is very useful to kick certain monsters to the 4th row where they don't have a proper attack. Don't get me wrong, BH is a top-tier hero but it shines against bosses. Other heroes are more useful on normal dungeons where you don't need to use marks. Sadly BH stun is not as "reliable" as a PD, HM, CRU, MAA with proper trinkets.
I use a different bounty hunter build, one which scales really well.
Collect bounty/mark for death/come hither/flashbang.
The bounty hunter stacks really well with other bounty hunters. If you can get three of them in a single party and add occ or vestal for heals you can tear through most everything.
do grave robber if you haven't already
Best class in the game
Mind the spoilers man!!!
Edit: thanks for the guide though
UpperButt XDDD
I don’t know if it’s just me but does anyone else feel badass when you kill an enemy with a critical uppercut?
WOAH THERE AT THE END SPOILER ALERT DUDE
Aside from that great content c:
Dodging mark seems stupid if you imagine that he only points with the fingeron an enemy and does no dmg...
imo BH is only good for boss fights. Dealing damage is never a concern, its how flexible and how much utility it has, i dont care that he does more damage to a stunned target, if its stunned its ignored and im trying to kill the other enemies..
Marks can't be dodged, the debuff that comes with it can
Marks can be dodged but not resisted. If the mark skill hits it will apply a mark even if the debuff or any other skill checks get resisted. That said, mark skills usually have very high accuracy so they rarely miss compared to other skills.
Just an idea, but what if each hero could use 2 abilities in a turn (all skills / damage would be halfed or weakened). This would mean that marks can be used on an opponent more often. For example, lets say the bountyhunter uses 1 action to mark the enemy. He could then use his second action to do damage to the marked enemy. This would make marks more worthwhile and less costly. Any comments on this idea?
So monsters albo should use 2 action per turn, and your death's door don't mean anything. Heroes with mark skill are not intended do use it only for them. There should be atleast two heroes who could benefit from it.
The most headscratching character design of Darkest Dungeon. Vaguely Batman like with his neck garter but why would a bounty Hunter in a early 1700s era setting wear a viking inspired helmet and and mail?
Best friend of Leper
more like, the only friend of the Leper since nobody likes him
Dio Khan At least they don't refuse to party up with him...
I don't understand why he said you do an additional roll for debuffs/move skill compared to stuns. Stuns also do an additional roll. This character review made no sense to me whatsoever.
Take a Bone Courtier in position 4 as an example. Example 1 is flashbang. Example 2 is come hither and a Leper. In example 1 you must hit the target and the target must not resist the stun, 2 rolls. In example 2, you must hit the target and the target must not resist the stun AND your BH and Leper must act in a row without something else interfering with the character positions, which requires the round-by-round initiative rolls cooperate, 3 rolls.
In example 1, if your BH gets a high initiative roll and acts before the Bone Courtier, excellent, you stun the bone courtier before it gets to act and avoid the stress! In example 2, your BH gets a good initiative roll and goes before the Bone Courtier. You pull the Bone Courtier two places forward, the Cultist Brawler who you pushed to position 3 when the Bone Courtier got pulled forward acts next and Stumbling Scratch moves him forward and your Leper can't reach him again at 3. OR a Cultist Priest pushes the Leper back, or a Fungal Artillery escape clouds back 2.
You get the picture, in addition to the hit roll and the move roll, you also have to ace the initiative roll or the leper does absolutely nothing. If you have guys who can reach already (like stunners or damage dealers) it doesn't matter the order, they can just act when they act. By making the Leper's value conditional on another character's successful action, you're decreasing the overall likelihood that you can remove the high threat back rank targets before they overwhelm you with stress.
Ok first to apologise for my comment, it was kinda trashtalky and not very well articulated, but frankly I didn't expect you to answer it in the first place. Now to try to explain what my gripes with the review actually was. It just feels to me you are kinda biased against debuffs/moves/marks in this game cuz they are inconsistent (which I actually agree with) but how you communicated it was kinda misleading for people who don't know this game very well. I watched the last video in the playlist already and I'm now aware that you know you screwed the wording here so I'm ok now with it. And I also think you bashed mark way too much, I know its not "the be-all end-all" thing that some people believe it is, but I still think its one of the best ways to make a prot-heavy target more manageable to kill and there are plenty of high-priority heavy prot targets in this game.
solid rank 2 or 3 class
my third day playing the game and i already lost 4 characters to stress. fuck
I'm pretty sure marks can't be resisted.
Hmpf.
0:38 skip intro
Upperbutt hehe
How bad is Bounty Hunter?
Anything with damage -100 can’t be dodged