Just a note that Shuffle mentions some “DLC-exclusive” districts, but Districts as a whole are only available if you have the Crimson Court DLC, so they’re technically all DLC-exclusive. You don’t have to have the Courtyard stuff enabled if you don’t want to, though, you can just have the Districts if the Crimson Curse is intimidating.
I swear on my save I have districts but they use some kind of blue dust resource I've never found and can never actually purchase any of the districts so I feel like I'm doing something wrong. How is it possible I can just have the districts and not bother with the Courtyard? any help is greatly appreciated because I love this game and have literally nothing to spend heirlooms on in the late game.
@@spadjiity5755 1. The blue stuff are either memoires (i think) or shard crystals, both you get doing the endless harvest game mode on the farmstead with the Colour of Madness DLC. 2. The way you use the districs without the courtyard stuff is, when creating a new file, switch off the "crimson court" but leave "districts" marked on de button you use to manage the DLCs
When you were talking about the puppet theater taking 7 weeks to get someone’s stress back to zero, I pictured one of the hero’s doing nothing but sitting in front of the theater for almost 2 months and thought “how is this not HURTING their sanity”
1:41 The Red Hook 2:01 Bank 4:38 Cartographer's Camp 5:44 Granary 6:39 Puppet Theater 8:15 Sanguine Vintners 9:19 House of the Yellow Hand 10:40 Altar of Light 12:08 Training Ring 13:27 Athenaeum 15:15 Performance Hall 16:10 Outsiders Bonfire 18:00 The Mill 20:07 Geological Studyhall 23:05 Tainted Well 24:38 Miasmal Orchard
Personal opinion Cartographer is MVP in disguise. It makes torchless runs less punishing and radiant runs(or simply light runs) more worthwhile with +Loot. Even the extra point still makes difference.
As someone who consistently does radiant runs having extra loot and a extremely high surprise chance is actually really nice. I would argue one of the better buildings.
I think the Mill is S tier because there's a very important point about the hunger checks: you have the potential to gain a few slots in your inventory from the beginning (and money because of that) depending on your team. -If you have a decent healer and you're confident ;) you can decide to not carry food for short missions. That's one slot and money you're not spending. -In medium missions you can camp and feast so you can decide to only carry 8 or 12 food. You're saving 1 slot for not carrying two stacks of food. Or you can be a Chad and not camping, gaining one slot for throwing away the firewood and two for not carrying any food. -And in large missions you can carry only 16 or 24 food for feasting in both campings so you are saving one slot for not carrying 32; and another slot if you carried 16 food because the moment you first feast you end up with 8 food. Just the necessary for another camping. Or like before, you can be omega Chad and destroy the two firewoods and not carry food. And if my calculations are correct, you can also go to a large mission with only 12 food if one hero wears a -100 food consumed trinket. -Also there's a lot of times when you're about to finish the dungeon or you're going back to take loot you left, like the hidden room, and you don't want to throw the food because you can have a hunger check. And because of that you end up not taking some heirlooms, gems etc. from a curio on the way, for example.
The effect is absolutely S Tier, the problem is that by the time you're most likely to get it you're probably already done with everything in the game. Getting 10 Memories requires you to either grind through Endless Harvest at least 10 times, or fight The Thing From the Stars every week and hope it drops one.
The Red Hook isn't S tier? Come on * For the bank I notice the effects at around 60-80k already. But 100-120k is better obviously, especially when you spend money at Champion levels * One big issue with the CoM districts is the shard cost. You can buy some nice trinkets for 100+ shards, which feels like much better value
Played my first playthrough with districts turned on the other week. Built bank first. Before I stepped foot into the darkest dungeon for the first time or killed Wulf's invasion, already had over 1M gold.
You're missing the main game breaking point of the bank. If you get it early, use a couple weeks to collect nothing but money (25-30k+ per week), and get over 200k, then level some chars for a few weeks that don't need tons of money investment right that moment, the compound interest ends up high enough that you never need to put money in your pack again. Manipulating the bank early gives you more money than you can possibly spend and effectively doubles your inventory space, lets you afford the occasional orange vendor trinket earlier, means you never have to be conservative on supplies, and trivializes the Stygian/Bloodmoon difficulty of extra skill/gear cost. Most of the time I used the bank I had broken the money aspect of difficulty by week 40 of Bloodmoon. Bank is the only building that breaks the game so much I usually choose not to use it because it trivializes three different aspects of difficulty the game is balanced around.
I feel both the bank and the cartographer's camp are insane. With the bank, if you build it by week 10 and hit 300k by week 20, you're basically chilling from that point on. Of course, when jumping from apprentice -> veteran and veteran -> champion, you'll use up a lot of that gold. But that doesn't really matter even if you drop from 350k to under 100k around week 40-60, because you're already done upgrading all your characters fully + locking in their quirks. As for cartographer camp, you can really see the difference in loot. After building it, I would bring home inventories full of heirlooms without any space remaining every run. With both of them combined (bank meaning you can ignore all cash drops), you can probably get the cartographer's camp (after fully upgrading blacksmith + guild) around week 30. In my current run, before week 60, I managed to build all the districts besides Red Hook. I regret building the +10 idle stress/week building though, waste of 200 crests. The nice thing about the bank too is that you don't have to be too greedy to get it. You can still invest 2 portraits in getting level 1 skills, buy level 1 armor/weapon for your units, etc and just spam apprentice missions and play wide. So it's an investment in the early game that literally pays off super early and makes the rest of the weeks much more enjoyable.
Yellow Hand is S-tier because I swear everyone and their mom makes their modded classes benefit from it and it starts competing with training grounds in terms of sheer value across characters.
Bank puts pressure off having to fill your inventory with gold so you have room for heirlooms. Since bank gives you the 5% AFTER you get the gold reward for beating a mission you'll almost always still come out with enough money so you don't need to bother with picking up gold.
I think Mill has a bit of a problem, where a lot of time, you will get a battle, than go a few steps, and get a hunger check, and its still value of healing you after the fight. Imo, it just saves you from some occasions, where you didn't have enough food / had to use it up too early to heal, and then you get check at 0 food.
Super situational thing, but I really like the -40% stress on laud for shrieker, just for the fact that you might not have a team to effectively deal with it, but you want to get them the quirks.
I think laudanum is very underrated. There are a LOT of enemies and bosses that inflict horror, and it’s better than risking an affliction or having to drag a jester along. You are right though, it’s much better in endless. The sleeper applies a 10 stress per round horror every other attack.
in terms of enemies there're like 2? Ghoul inflicts a lot of horros, that's for sure, madman - not that much. Maybe im forgetting some random CC enemy, but in terms of regular ones i think those 2 are it?
There is some controversy of how early. What Shuff meant is that you don't need to do the literal "bank rush" and get it super early. You don't need that much money early on since things become more expensive as people level up. Just get it when you really need the money.
Man these tier lists are amazing. So much info I need as a new player! Thanks a lot for your work. Currently in the middle of binge watching all of the informational videos on your channel, and I'm greatly enjoying it.
Something that I like about the Athenaeum is that the stress heal happens even if you interact with an item (like herbs on coral or burning scrolls [however, it does not do this if said item causes the curio to stress like burning books]) and on top of that, it completely replaces any negative stress effects that would normally happen with the 15 stress heal (for example, if a plague doctor reads an unsettling passage from a bookshelf, they heal 15 stress without gaining any negative stress) which makes books and bookshelves a lot safer to use, allowing you to get positive quirks from them, as well as scouting from bookshelves specifically. (however, there is still the chance of loosing some torch light or gaining a negative quirk, but those are less likely than the stress and positive quirks)
My bad, I just knew that from experience that it replaces the normal interaction's stress event with a 15 stress heal with no stress gain, and that coral, which counts as a knowledge curio, still heals stress even if you use herbs on it, which had lead me to the assumption that I had made in my comment.
Considering what Crimson Curse does, I see any hard-to-get disease resist buffs as redundant and not worth it. Also I ahould note that the Sanguine Vintners were considerably more powerful in the early months of Crimson Court's release. Back then, there was no such thing as a "gather The Blood" mission, you had either a boss campaign or no entry allowed. The vintners' blood bottles were not just good, _they saved lives._
'Horrified Porg Look' :10:35 GR & HW are awesome together in the Criminal Intent combo. Crit after crit. Also, Flashing Daggers make Open Vein even better.
Bank is extremely busted, get it early, do antiquarian runs and grind ruins easy levels (easiest out of all areas with maximum loot output mostly) and get 100k by week 20-30 if you're good, and the bank will remove any kind of money grinding required at some point.
This. If you aggressively orioritise heirlooms on your runs and trade busts for portraits, you can get the bank by week 10, easily, and have literally unlimited money (as in it's impossible to spend more money than what you make in interest) by week 60 or so. Not getting the bank first can delay this by dozens of turns since you need to defeat a veteran boss to get another blueprint, so even if you didn't rush it it's madness to build anything else first
@@exantiuse497 And after bank if you prioritize ONLY gold and run only new heroes and never anything past lv.3 you are practically set for the end of the game with gold by week 30 or something, the game has strict rules but are easily abused (aka running ruins the entire game)
As someone who buys all the food, every single mission without exception, with the grainery, finding food on the mission, not using food to heal as much as possible and not feed a full 8 food when camping as much as I can. The Mill is S+++ teir for me. I am plaged with hunger checks constantly.
I have a love/hate relationship with the bank. On the one hand, it means I don't have to care about collecing money ever again, but on the other hand it removes the need to ever collect money ever again.
I agree with what you said about the bank. Even on bloodmoon, if you get the bank by week 25 or even 30,you ll be fine. There s absolutely no need to get the bank on week 10.
My worst bloodmoon attempt was when I rushed bank, I was constantly poor. On my 2 good attempts, cartographer's camp was first, and I focused on guild/blacksmith first
Sad thing about torchless carto camp is that it actually reduces the loot bonuses you get, from 130% to 105%, even if it does make the extra torchless table a little more frequent. Undoubtedly S tier for normal playthroughs though
I've twice bankrupted myself from 200k money with bank, preparing fully upgraded parties for darkest dungeon runs and countess back to back, so I wouldn't say you never have to worry about money if you feel like making quests as safe as possible.
Another informative and entertaining video, good job as usual. I've been playing darkest dungeon since release and agree with you on most points, however I strongly disagree on laundum. I buy 4-6 ever mission once I can afford it as part of my standard supplies (unless doing an expendable hero run), mostly for the random ghoul in a hallway when a hero is on the verge of breaking. It's not the most frequent occurrence and I often dump the laundum for treasure near the end of the mission, but there have been enough times I was glad to have it that it always comes along now. I also rank the puppet theater higher because I often deliberately leave heros with a small amount of stress so the theater can cure if for free while they are hanging in town, of course you do need a large roster for that to work so it's usually my 3rd or 4th district, campfire and bank always one and two.
Puppet theater is the absolute MVP if you're doing a modded run with tons of class mods. Good luck trying to manage the stress of 100+ heroes without it.
I think the only worth place for taking laudanum is the cove on lvl 3 > missions, because you can encounter 3 enemies that inflict terror instead of the common 2: Madman, Ghol and the pirate skeleton, with 2 of them having all party terror
I think it's worth noting that the stats the wiki lists for the Cartographer's Camp are wrong. The "+50% loot" thing doesn't exist; the actual effect is basically giving you the loot you would get from one torch level below your current one (with even better odds at pitch black). It also gives a minor bonus to Dodge at full light; the full light bonus is increased to 10 on Radiant and 7 on other difficulties. In spite of that it seems like a really useless district to me. The bonuses are nice, sure, but they're in such small quantities that I don't think I would ever notice them. So your scouting in full light before other bonuses goes from 40% to 42.5%; great, it's always nice to boost an important stat, but when are you ever going to feel a difference? You're still going to take Map if you want scouting, it's just that if you go through a hundred rooms you'll get in the vicinity of 2-3 extra scouts that may or may not matter. In general the bonuses seem so small that you can't actually play around them, whereas other top-tier districts like Bank or (most of) the class districts have an effect that actually changes your gameplay.
I appreciate the explanation on the loot, it's easier to understand. I know carto camp doesn't give any massive singular buffs, but it helps with everything just a little bit. It may not seem like it helps that much at first, however I'd say with how often you roll scouting or get attacked etc, those small bonuses will be the difference maker sometimes. I can understand if that still isn't enough to consider it top tier for others.
Hey Shuffle if you begin a fight while on a lower light threshold (let's say torchless) and then raise it after, does it remove the monster buffs (crit, stress) mid fight?
Jesters building it's rather good, maybe B or A, since it makes sure that he always goes first and it's rather cheap, half the resources than most buildings so it shouldn"t be hard to regain the crests because they are really common
And I like stacking the stress resistances. -10% from The Performance Hall + -10% from the Steady Quirk + -25% from a Light/Dark Tambourine = -45% stress is pretty crazy. Or at the very least it takes the bite away from any trinket that decreases your stress resistance (like the Tyrants cup or Sun Cloak).
@@S_Black True. But it's so cheap and only costs crests (the most plentiful heirloom). Easily the first District that you can unlock. And because it's Crest based to unlock it'll be directly going up against the Outsiders Bonfire (300) and the Training Ring (300). The ring affects technically 4 characters (5 with Musketeer but she's an Arbalest clone) at 300 crests which breaks down to 75 crests per person vs 70 for the hall. So, the performance hall could be worth it if you have a couple of Jesters early to beef them up an help them help the rest of the party. But yeah, ymmv.
If it were 50 crests I'd consider it higher. 75 is a bit steep when every building upgrade wants crests, and caro camp wants 300. The upsides are great though.
I strongly disagree with some of these. Imo you severely overrated the aethaneum and the mill because you didn't consider the cost. Aethaneum costs 110 deeds, which is massive, it's more than enough to get all the weapon or all the armor upgrades from the blacksmith. And the bonuses are really lackluster, occultist doesn't have a blight skill and his debuff skills are situational at best, plague doctor doesn't need more blight skill because her best items already boost it to high heavens. The antiquarian does enjoy the buffs, but at least I personally don't like to use her on Champion/Darkest missions. Paying such a great number of deeds for such minor bonuses doesn't feel worth it at all As for the mill, the bonuses are S tier for sure, but at the point where you get enough memories to buy it you probably will have already won the game, so in terms of helping you win it's D tier. If you could get it on week 10 then absolutely I'd rank it S, but you can't
I felt I made that pretty clear about the mill. I said it's a super late game district in the video. As for athenaeum, what about altar of light? It's nearly double the deed cost and some of your same arguments apply. Vestal gets a ton of healing trinkets, crusader gets a couple powerful ones, and flagellant doesn't really need the healing bonus. You're free to disagree with me of course. All I'm saying is if athenaeum is bad for some reasons, then you can make a lot of those arguments for the altar too. For athenaeum though, PD doesn't mind the extra blight and debuff chance. Weakening curse from occultist is one of the strongest debuffs in the game and I think it's quite worth buffing up personally. Same with Anti and flash powder.
@@ShuffleFM You have a point about altar of light, yes. I suppose it's a matter of perspectives, I don't like the individual hero districts as much as the universal ones so I personally would rate them lower (especially the expensive ones). Maybe you're more effective with your heirlooms/bring more of them from missions so you don't have to be as picky? And the mill, I was thinking about it from a perspective of which helps me win the campaign, but I guess yours was more of an objective power comparison and don't mind continuinng after beating the final bosses? Anyways, I don't want to argue about silly video game tier list. I'm sorry if I sounded condescending in my first comment, I didn't mean to
The Red Hook should cost more gold. 50k is too cheap for a post-game money sink. Once you have everything upgraded, you barely need the money, so even if you don't already have a spare 50k gold laying around, getting it is trivial, especially compared to how long it takes to grind up 750 crests.
Im going to fight you on the Vintners; anyome with crimson curse can chug alug some blood for hella speed, or hella damage and speed Crimson benefit babyyyyyyy Edit: For anyone unaware, drinking Blood on a normal CC hero gives a good Dodge and Speed buff for a few rounds, and when Bloodlusted, you can crank some disgusting damage out of anyone; getting the Vintners means less weeks spent in Courtyard gathering blood if on Bloodmoon (Time limits scare me), and after Countess is dead, you can purposefully infect heroes so as to benefit from all these things. Vintners after Countess is 2 free battle buffs for a dungeon, or a buff and a Bloodlust, or a really powerful Bloodlust; before Countess, it saves you entire weeks, meaning you can go after trinkets, heirlooms or money instead. At worst, it delays the need to go to the Courtyard on blood missions
Unrelated to the vid, but I’m a more casual(ish) DD player and was wondering if it’s a good idea to only have one of each class, which sounds kinda dumb when I say it out loud (I can’t help but get attached to my dudes)
Heirlooms are priority until you've upgraded everything you need to clear the game. As long as you can hold onto like 20-30K gold, you should be able to scrape by on upgrades and preparations.
If you get the bank early and do a couple antiquarian missions to get a nest egg of 100k or so, by week 60 you will literally have more money coming in as interest than you can spend (in my latest campaign I had over 500k at that point and made 25k a week in interest alone). So get the bank and focus on heirlooms
Your videos have really helped me get better at this game. I do have a question though that is not exactly gameplay related. How to save your mod order in case you want to start a new modded game? I use steam workshop mods only but the in game mod UI is very tedious if one has a lot of mods installed.
Just a note that Shuffle mentions some “DLC-exclusive” districts, but Districts as a whole are only available if you have the Crimson Court DLC, so they’re technically all DLC-exclusive. You don’t have to have the Courtyard stuff enabled if you don’t want to, though, you can just have the Districts if the Crimson Curse is intimidating.
I swear on my save I have districts but they use some kind of blue dust resource I've never found and can never actually purchase any of the districts so I feel like I'm doing something wrong. How is it possible I can just have the districts and not bother with the Courtyard? any help is greatly appreciated because I love this game and have literally nothing to spend heirlooms on in the late game.
@@spadjiity5755 that's shard dust and Memories, can look up where to get those and what they do on the wiki
@@spadjiity5755 1. The blue stuff are either memoires (i think) or shard crystals, both you get doing the endless harvest game mode on the farmstead with the Colour of Madness DLC. 2. The way you use the districs without the courtyard stuff is, when creating a new file, switch off the "crimson court" but leave "districts" marked on de button you use to manage the DLCs
@@gabrielremigio thank you for the info guys, gonna have to try it out on my enxt playthrough!
You can get some districts with just Colour of Madness, though that is still dlc.
When you were talking about the puppet theater taking 7 weeks to get someone’s stress back to zero, I pictured one of the hero’s doing nothing but sitting in front of the theater for almost 2 months and thought “how is this not HURTING their sanity”
The minds of some heroes are simpler than others
After everything they endured they deserved those puppet plays
Gotta love tierlists. We neef a tierlist to determine which tierlist offers the most usefull info
LOL :-)
1:41 The Red Hook
2:01 Bank
4:38 Cartographer's Camp
5:44 Granary
6:39 Puppet Theater
8:15 Sanguine Vintners
9:19 House of the Yellow Hand
10:40 Altar of Light
12:08 Training Ring
13:27 Athenaeum
15:15 Performance Hall
16:10 Outsiders Bonfire
18:00 The Mill
20:07 Geological Studyhall
23:05 Tainted Well
24:38 Miasmal Orchard
Personal opinion
Cartographer is MVP in disguise. It makes torchless runs less punishing and radiant runs(or simply light runs) more worthwhile with +Loot. Even the extra point still makes difference.
As someone who consistently does radiant runs having extra loot and a extremely high surprise chance is actually really nice. I would argue one of the better buildings.
I think the Mill is S tier because there's a very important point about the hunger checks: you have the potential to gain a few slots in your inventory from the beginning (and money because of that) depending on your team.
-If you have a decent healer and you're confident ;) you can decide to not carry food for short missions. That's one slot and money you're not spending.
-In medium missions you can camp and feast so you can decide to only carry 8 or 12 food. You're saving 1 slot for not carrying two stacks of food. Or you can be a Chad and not camping, gaining one slot for throwing away the firewood and two for not carrying any food.
-And in large missions you can carry only 16 or 24 food for feasting in both campings so you are saving one slot for not carrying 32; and another slot if you carried 16 food because the moment you first feast you end up with 8 food. Just the necessary for another camping. Or like before, you can be omega Chad and destroy the two firewoods and not carry food. And if my calculations are correct, you can also go to a large mission with only 12 food if one hero wears a -100 food consumed trinket.
-Also there's a lot of times when you're about to finish the dungeon or you're going back to take loot you left, like the hidden room, and you don't want to throw the food because you can have a hunger check. And because of that you end up not taking some heirlooms, gems etc. from a curio on the way, for example.
The effect is absolutely S Tier, the problem is that by the time you're most likely to get it you're probably already done with everything in the game. Getting 10 Memories requires you to either grind through Endless Harvest at least 10 times, or fight The Thing From the Stars every week and hope it drops one.
The Red Hook isn't S tier? Come on
* For the bank I notice the effects at around 60-80k already. But 100-120k is better obviously, especially when you spend money at Champion levels
* One big issue with the CoM districts is the shard cost. You can buy some nice trinkets for 100+ shards, which feels like much better value
The real killer is 10 memories for the mill. Fuck grinding to the Sleeper 10 times.
Played my first playthrough with districts turned on the other week. Built bank first. Before I stepped foot into the darkest dungeon for the first time or killed Wulf's invasion, already had over 1M gold.
Pitch Black Dungeon makes the Red Hook give a global -10% stress to all heroes, worth it. XD
You're missing the main game breaking point of the bank. If you get it early, use a couple weeks to collect nothing but money (25-30k+ per week), and get over 200k, then level some chars for a few weeks that don't need tons of money investment right that moment, the compound interest ends up high enough that you never need to put money in your pack again. Manipulating the bank early gives you more money than you can possibly spend and effectively doubles your inventory space, lets you afford the occasional orange vendor trinket earlier, means you never have to be conservative on supplies, and trivializes the Stygian/Bloodmoon difficulty of extra skill/gear cost. Most of the time I used the bank I had broken the money aspect of difficulty by week 40 of Bloodmoon. Bank is the only building that breaks the game so much I usually choose not to use it because it trivializes three different aspects of difficulty the game is balanced around.
I feel both the bank and the cartographer's camp are insane.
With the bank, if you build it by week 10 and hit 300k by week 20, you're basically chilling from that point on. Of course, when jumping from apprentice -> veteran and veteran -> champion, you'll use up a lot of that gold. But that doesn't really matter even if you drop from 350k to under 100k around week 40-60, because you're already done upgrading all your characters fully + locking in their quirks.
As for cartographer camp, you can really see the difference in loot. After building it, I would bring home inventories full of heirlooms without any space remaining every run.
With both of them combined (bank meaning you can ignore all cash drops), you can probably get the cartographer's camp (after fully upgrading blacksmith + guild) around week 30. In my current run, before week 60, I managed to build all the districts besides Red Hook. I regret building the +10 idle stress/week building though, waste of 200 crests.
The nice thing about the bank too is that you don't have to be too greedy to get it. You can still invest 2 portraits in getting level 1 skills, buy level 1 armor/weapon for your units, etc and just spam apprentice missions and play wide. So it's an investment in the early game that literally pays off super early and makes the rest of the weeks much more enjoyable.
Yellow Hand is S-tier because I swear everyone and their mom makes their modded classes benefit from it and it starts competing with training grounds in terms of sheer value across characters.
Bank puts pressure off having to fill your inventory with gold so you have room for heirlooms.
Since bank gives you the 5% AFTER you get the gold reward for beating a mission you'll almost always still come out with enough money so you don't need to bother with picking up gold.
This is a great point.
I think Mill has a bit of a problem, where a lot of time, you will get a battle, than go a few steps, and get a hunger check, and its still value of healing you after the fight. Imo, it just saves you from some occasions, where you didn't have enough food / had to use it up too early to heal, and then you get check at 0 food.
"unless you really just love endless harvest and spam the hell out of it"
cheese it boys he's onto us
I just finished a Bloodmoon run, granary 100% works on Bloodmoon.
Thank you for clarifying!
@@ShuffleFM Can also confirm this. Granary food + recovery charm is just stupid good even on bloodmoon
so I guess the point is it doesn't work on radiant
@@melodicbuttonmash Pretty damn certain it works on radiant. The wiki seems to be off.
Super situational thing, but I really like the -40% stress on laud for shrieker, just for the fact that you might not have a team to effectively deal with it, but you want to get them the quirks.
I think laudanum is very underrated. There are a LOT of enemies and bosses that inflict horror, and it’s better than risking an affliction or having to drag a jester along. You are right though, it’s much better in endless. The sleeper applies a 10 stress per round horror every other attack.
in terms of enemies there're like
2? Ghoul inflicts a lot of horros, that's for sure, madman - not that much. Maybe im forgetting some random CC enemy, but in terms of regular ones i think those 2 are it?
The bank is literally free money idk why people would pass it up, especially early on.
There is some controversy of how early. What Shuff meant is that you don't need to do the literal "bank rush" and get it super early. You don't need that much money early on since things become more expensive as people level up. Just get it when you really need the money.
Just checked in my radiant file, Granary does give +15% healing from eating in Radiant its just not in Darkest
I wrote this when I was really high so it didn't make much sense, I edited it to be proper English
@@GatesOfAvalon1 It's not only in Darkest*
the red hook s tier, not even debatable
Man these tier lists are amazing. So much info I need as a new player! Thanks a lot for your work. Currently in the middle of binge watching all of the informational videos on your channel, and I'm greatly enjoying it.
Thanks for watching :)
Something that I like about the Athenaeum is that the stress heal happens even if you interact with an item (like herbs on coral or burning scrolls [however, it does not do this if said item causes the curio to stress like burning books]) and on top of that, it completely replaces any negative stress effects that would normally happen with the 15 stress heal (for example, if a plague doctor reads an unsettling passage from a bookshelf, they heal 15 stress without gaining any negative stress) which makes books and bookshelves a lot safer to use, allowing you to get positive quirks from them, as well as scouting from bookshelves specifically. (however, there is still the chance of loosing some torch light or gaining a negative quirk, but those are less likely than the stress and positive quirks)
Uhhh no, it doesn't completely replace the effect. Burning a book will still do +100 stress, its just additive. The wiki completely lies here lmao
My bad, I just knew that from experience that it replaces the normal interaction's stress event with a 15 stress heal with no stress gain, and that coral, which counts as a knowledge curio, still heals stress even if you use herbs on it, which had lead me to the assumption that I had made in my comment.
Considering what Crimson Curse does, I see any hard-to-get disease resist buffs as redundant and not worth it.
Also I ahould note that the Sanguine Vintners were considerably more powerful in the early months of Crimson Court's release. Back then, there was no such thing as a "gather The Blood" mission, you had either a boss campaign or no entry allowed. The vintners' blood bottles were not just good, _they saved lives._
'Horrified Porg Look'
:10:35
GR & HW are awesome together in the Criminal Intent combo. Crit after crit. Also, Flashing Daggers make Open Vein even better.
Bank is extremely busted, get it early, do antiquarian runs and grind ruins easy levels (easiest out of all areas with maximum loot output mostly) and get 100k by week 20-30 if you're good, and the bank will remove any kind of money grinding required at some point.
This. If you aggressively orioritise heirlooms on your runs and trade busts for portraits, you can get the bank by week 10, easily, and have literally unlimited money (as in it's impossible to spend more money than what you make in interest) by week 60 or so. Not getting the bank first can delay this by dozens of turns since you need to defeat a veteran boss to get another blueprint, so even if you didn't rush it it's madness to build anything else first
@@exantiuse497 And after bank if you prioritize ONLY gold and run only new heroes and never anything past lv.3 you are practically set for the end of the game with gold by week 30 or something, the game has strict rules but are easily abused
(aka running ruins the entire game)
As someone who buys all the food, every single mission without exception, with the grainery, finding food on the mission, not using food to heal as much as possible and not feed a full 8 food when camping as much as I can. The Mill is S+++ teir for me. I am plaged with hunger checks constantly.
I have a love/hate relationship with the bank. On the one hand, it means I don't have to care about collecing money ever again, but on the other hand it removes the need to ever collect money ever again.
I agree with what you said about the bank. Even on bloodmoon, if you get the bank by week 25 or even 30,you ll be fine. There s absolutely no need to get the bank on week 10.
My worst bloodmoon attempt was when I rushed bank, I was constantly poor. On my 2 good attempts, cartographer's camp was first, and I focused on guild/blacksmith first
Shout out to my homie Eli, it's his 19th birthday today
Sad thing about torchless carto camp is that it actually reduces the loot bonuses you get, from 130% to 105%, even if it does make the extra torchless table a little more frequent. Undoubtedly S tier for normal playthroughs though
I've twice bankrupted myself from 200k money with bank, preparing fully upgraded parties for darkest dungeon runs and countess back to back, so I wouldn't say you never have to worry about money if you feel like making quests as safe as possible.
Another informative and entertaining video, good job as usual. I've been playing darkest dungeon since release and agree with you on most points, however I strongly disagree on laundum. I buy 4-6 ever mission once I can afford it as part of my standard supplies (unless doing an expendable hero run), mostly for the random ghoul in a hallway when a hero is on the verge of breaking. It's not the most frequent occurrence and I often dump the laundum for treasure near the end of the mission, but there have been enough times I was glad to have it that it always comes along now. I also rank the puppet theater higher because I often deliberately leave heros with a small amount of stress so the theater can cure if for free while they are hanging in town, of course you do need a large roster for that to work so it's usually my 3rd or 4th district, campfire and bank always one and two.
Puppet theater is the absolute MVP if you're doing a modded run with tons of class mods. Good luck trying to manage the stress of 100+ heroes without it.
I think the only worth place for taking laudanum is the cove on lvl 3 > missions, because you can encounter 3 enemies that inflict terror instead of the common 2: Madman, Ghol and the pirate skeleton, with 2 of them having all party terror
I think it's worth noting that the stats the wiki lists for the Cartographer's Camp are wrong. The "+50% loot" thing doesn't exist; the actual effect is basically giving you the loot you would get from one torch level below your current one (with even better odds at pitch black). It also gives a minor bonus to Dodge at full light; the full light bonus is increased to 10 on Radiant and 7 on other difficulties.
In spite of that it seems like a really useless district to me. The bonuses are nice, sure, but they're in such small quantities that I don't think I would ever notice them. So your scouting in full light before other bonuses goes from 40% to 42.5%; great, it's always nice to boost an important stat, but when are you ever going to feel a difference? You're still going to take Map if you want scouting, it's just that if you go through a hundred rooms you'll get in the vicinity of 2-3 extra scouts that may or may not matter. In general the bonuses seem so small that you can't actually play around them, whereas other top-tier districts like Bank or (most of) the class districts have an effect that actually changes your gameplay.
I appreciate the explanation on the loot, it's easier to understand. I know carto camp doesn't give any massive singular buffs, but it helps with everything just a little bit. It may not seem like it helps that much at first, however I'd say with how often you roll scouting or get attacked etc, those small bonuses will be the difference maker sometimes. I can understand if that still isn't enough to consider it top tier for others.
Just as i unlocked districts for the first time yesterday 👌
Hey Shuffle if you begin a fight while on a lower light threshold (let's say torchless) and then raise it after,
does it remove the monster buffs (crit, stress) mid fight?
Yes
@@ShuffleFM thanks
Jesters building it's rather good, maybe B or A, since it makes sure that he always goes first and it's rather cheap, half the resources than most buildings so it shouldn"t be hard to regain the crests because they are really common
And I like stacking the stress resistances. -10% from The Performance Hall + -10% from the Steady Quirk + -25% from a Light/Dark Tambourine = -45% stress is pretty crazy. Or at the very least it takes the bite away from any trinket that decreases your stress resistance (like the Tyrants cup or Sun Cloak).
I don't really like how it only affects him though. Many of the other districts benefit multiple characters, so I prefer those
@@S_Black True. But it's so cheap and only costs crests (the most plentiful heirloom). Easily the first District that you can unlock. And because it's Crest based to unlock it'll be directly going up against the Outsiders Bonfire (300) and the Training Ring (300). The ring affects technically 4 characters (5 with Musketeer but she's an Arbalest clone) at 300 crests which breaks down to 75 crests per person vs 70 for the hall. So, the performance hall could be worth it if you have a couple of Jesters early to beef them up an help them help the rest of the party. But yeah, ymmv.
Yeah and you have to consider as well that it buffs the char that is going to constantly be buffing your party anyways
If it were 50 crests I'd consider it higher. 75 is a bit steep when every building upgrade wants crests, and caro camp wants 300. The upsides are great though.
I strongly disagree with some of these. Imo you severely overrated the aethaneum and the mill because you didn't consider the cost. Aethaneum costs 110 deeds, which is massive, it's more than enough to get all the weapon or all the armor upgrades from the blacksmith. And the bonuses are really lackluster, occultist doesn't have a blight skill and his debuff skills are situational at best, plague doctor doesn't need more blight skill because her best items already boost it to high heavens. The antiquarian does enjoy the buffs, but at least I personally don't like to use her on Champion/Darkest missions. Paying such a great number of deeds for such minor bonuses doesn't feel worth it at all
As for the mill, the bonuses are S tier for sure, but at the point where you get enough memories to buy it you probably will have already won the game, so in terms of helping you win it's D tier. If you could get it on week 10 then absolutely I'd rank it S, but you can't
I felt I made that pretty clear about the mill. I said it's a super late game district in the video. As for athenaeum, what about altar of light? It's nearly double the deed cost and some of your same arguments apply. Vestal gets a ton of healing trinkets, crusader gets a couple powerful ones, and flagellant doesn't really need the healing bonus. You're free to disagree with me of course. All I'm saying is if athenaeum is bad for some reasons, then you can make a lot of those arguments for the altar too.
For athenaeum though, PD doesn't mind the extra blight and debuff chance. Weakening curse from occultist is one of the strongest debuffs in the game and I think it's quite worth buffing up personally. Same with Anti and flash powder.
@@ShuffleFM You have a point about altar of light, yes. I suppose it's a matter of perspectives, I don't like the individual hero districts as much as the universal ones so I personally would rate them lower (especially the expensive ones). Maybe you're more effective with your heirlooms/bring more of them from missions so you don't have to be as picky?
And the mill, I was thinking about it from a perspective of which helps me win the campaign, but I guess yours was more of an objective power comparison and don't mind continuinng after beating the final bosses?
Anyways, I don't want to argue about silly video game tier list. I'm sorry if I sounded condescending in my first comment, I didn't mean to
LET'S GOOOOOOOOOOOO
UA-cam comment tier list next
Out of context, some really disturbing stuff here "can start really considering things like rabies on musketeer".
I think the red hook should make enemies harder, maybe always crit. Still a meme but a fun meme and interesting challenge
The Red Hook should cost more gold. 50k is too cheap for a post-game money sink. Once you have everything upgraded, you barely need the money, so even if you don't already have a spare 50k gold laying around, getting it is trivial, especially compared to how long it takes to grind up 750 crests.
shirt check passed
Thank you Tatsu!
I personally rate the Granary and the Performance Hall higher than you, but otherwise I fully agree.
Thank you tatsu
Im going to fight you on the Vintners; anyome with crimson curse can chug alug some blood for hella speed, or hella damage and speed
Crimson benefit babyyyyyyy
Edit: For anyone unaware, drinking Blood on a normal CC hero gives a good Dodge and Speed buff for a few rounds, and when Bloodlusted, you can crank some disgusting damage out of anyone; getting the Vintners means less weeks spent in Courtyard gathering blood if on Bloodmoon (Time limits scare me), and after Countess is dead, you can purposefully infect heroes so as to benefit from all these things.
Vintners after Countess is 2 free battle buffs for a dungeon, or a buff and a Bloodlust, or a really powerful Bloodlust; before Countess, it saves you entire weeks, meaning you can go after trinkets, heirlooms or money instead. At worst, it delays the need to go to the Courtyard on blood missions
Unrelated to the vid, but I’m a more casual(ish) DD player and was wondering if it’s a good idea to only have one of each class, which sounds kinda dumb when I say it out loud (I can’t help but get attached to my dudes)
It's cool to have 1 of each. You can upgrade the roster later and get 2 or 3 of your favorites which is nice.
In the midgame, should you focus on gold or bust/crest/portraits?
heirlooms should be managed in priority, you can use the antiquarian to get gold if needeed, or even better - the bank
Heirlooms are priority until you've upgraded everything you need to clear the game. As long as you can hold onto like 20-30K gold, you should be able to scrape by on upgrades and preparations.
If you get the bank early and do a couple antiquarian missions to get a nest egg of 100k or so, by week 60 you will literally have more money coming in as interest than you can spend (in my latest campaign I had over 500k at that point and made 25k a week in interest alone). So get the bank and focus on heirlooms
Oh good, I have no clue how to use these
The Mill is B or C or even D tbh. What good has a district u'll never be able to afford?
I almost unsubscribed when you said the red hook was D tier! Everyone knows it's S tier!! Lol
Lmao. What's next. Disease tier list ? Actually wouldn't be that bad of an idea.
People have asked for it if you can believe it
Your videos have really helped me get better at this game. I do have a question though that is not exactly gameplay related. How to save your mod order in case you want to start a new modded game? I use steam workshop mods only but the in game mod UI is very tedious if one has a lot of mods installed.
I don't know sadly. Feels like you have to rearrange them each file you start.
@@ShuffleFM I see. No worries.
honestly bank should be double S tier single most important thing in the gaym....!
can you do a leper character skin tier list?
There are so many out there ~_~
Coment just so you get the algorithm boost
ty tatsu
Hi shuffle!
Hey good video
i will never thank tadsu. her horiness frightens me