The heavily-lined visual aesthetic, seemingly comprised of a thousand shades of black, suits the game's grim tone perfectly, and it's no surprise to see Klei's name on the pre-game credits given the heavily stylised nature of both art and animation. These moments, when everything is going wrong and one of your heroes digs deep and finds something extra, are the highlight of the game, even when there's a good chance that Hero will still be squashed in the very next turn.ĭarkest Dungeon has plenty going in its favour. Occasionally, when a hero's resolve is tested, they'll receive a buff instead of an affliction, making them more powerful or resilient to damage, or heightening their abilities. You'll never do huge damage in one go, but by stacking Blight effects you can end up doing over a dozen damage to an enemy every turn.While the affliction system is fascinating, the game is ironically at its best when the dice roll in your favour. The Plague Doctor's main priority is keeping their team alive, and if everybody's fine, inflicting various status effects on the bigger enemies that wear them down and tax their Deathblow Resistance saves. Allies struggling to keep their blood inside them? Battlefield Medicine will pick them up. Being attacked at range by artillery-focused foes? Trigger Blinding Gas to cripple their accuracy. Opposition got their own healers? Throw poison at the back two ranks. Big enemy? Blight them and watch their health drain. Frankly, adventuring without a Plague Doctor feels ridiculous, as their extreme versatility means they have something for every situation. Strategy: The Plague Doctor is your main support class, healing allies of both damage and afflictions while lobbing toxic explosives at the enemy that Blight and Blind them. Pros: Healing, status cures, status afflictions, ranged attacksĬons: Low health, poor front row fighter, does damage over time rather than quicklyĬould be replaced by: Occultist, but not really - the Plague Doctor's too good to swap out
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