Dragon's Dogma

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When you say "goblin rape", will the goblins rape or will I be raping the goblins?
Only one of those will make me play the game.

So, I've been on the fence about this game. I haven't played any of the old entries and I have absolutely no idea what it's all about and what all the terminology means. When it came to RPGs I've mostly been content with western titles, but with the advent of niggers and fags in my games, I'm looking to branch out. The only jap title I've played from this category is Elden Ring, which I've finished and sunk ~300h.
So, fellow kiwis, do please sell me on this game and if possible, give me a quick run down.
 
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Nothing like a sequel to a good game to make me want to go back and finish the first one, lol.
 
When you say "goblin rape", will the goblins rape or will I be raping the goblins?
Only one of those will make me play the game.

So, I've been on the fence about this game. I haven't played any of the old entries and I have absolutely no idea what it's all about and what all the terminology means. When it came to RPGs I've mostly been content with western titles, but with the advent of niggers and fags in my games, I'm looking to branch out. The only jap title I've played from this category is Elden Ring, which I've finished and sunk ~300h.
So, fellow kiwis, do please sell me on this game and if possible, give me a quick run down.
Buy the first for $4.98 on Steam.

Basically....its a mix and max of a ton of different games with a bunch of fresh ideas. At first it feels generic as hell....and then you realize the game is not gonna hold your hand and is willing to completely fuck you up. The magic system is a real system where, given enough time, you can bring down the heavens/cause a CAT 5 tornado. Unique classes, the ability to change classes at any time, the retarded fun of dealing with the pawn system, actually climbing on monsters to rip off different body parts (that would have a actual effect), and a fairly unique story about the cycle of death and rebirth. All combined with just enough jank that never goes over to being annoying.
 
So, fellow kiwis, do please sell me on this game and if possible, give me a quick run down.
It's Japanese Skyrim with a 4 man party. Open world with nightime survival elements, plus a few small dungeons. Main focus is on taking down big monsters. You create your first, and constant, party member that levels with you - your "pawn". You can then choose two more party members from the internets made of other people's pawns. These two don't level with you, so you'll likely be replacing them fairly regularly. The main story is pretty slow and generic, the "chosen one" type of thing, but late in the game it goes Japanese batshit and becomes insanely good. Combat has strict classes, although you can change freely and easily, but gear is broadly locked to classes.
 
Basically....its a mix and max of a ton of different games with a bunch of fresh ideas. At first it feels generic as hell....and then you realize the game is not gonna hold your hand and is willing to completely fuck you up. The magic system is a real system where, given enough time, you can bring down the heavens/cause a CAT 5 tornado. Unique classes, the ability to change classes at any time, the retarded fun of dealing with the pawn system, actually climbing on monsters to rip off different body parts (that would have a actual effect), and a fairly unique story about the cycle of death and rebirth. All combined with just enough jank that never goes over to being annoying.
It's Japanese Skyrim with a 4 man party. Open world with nightime survival elements, plus a few small dungeons. Main focus is on taking down big monsters. You create your first, and constant, party member that levels with you - your "pawn". You can then choose two more party members from the internets made of other people's pawns. These two don't level with you, so you'll likely be replacing them fairly regularly. The main story is pretty slow and generic, the "chosen one" type of thing, but late in the game it goes Japanese batshit and becomes insanely good. Combat has strict classes, although you can change freely and easily, but gear is broadly locked to classes.
Thanks for the summary.

Initially, my plan was to get and play this game until Elden Ring DLC comes out, but from what I'm seeing, it might even steal the spotlight.
I'm doing some research into mechanics, while running away from anything that looks like a spoiler, because I want to go in knowing how the game operates to some degree, but without any knowledge on what's going on. I learned my lesson with Elden Ring, where I unwittingly spoiled myself on some early-to-mid stuff, because I was confused on some mechanics (a life time of using a quest log and markers creates certain expectations, and how the fuck should I know that I need to engage in talk more then once to get info and quest progress, fucking japs).

And, I'll be real honest with you friends.
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I'll go all in on the sweaty degenerate harem lifestyle. I'll only pick human and elf women as my party members. No furries. I don't roll with that faggotry.
And if anyone asks me about it, I'll say I'm a modern feminist who thinks women can do any job, and not that my motivation comes from a place of coom.

Now, on to more serious nerd talk.
All I know is that I will play something with magic, and looking at what's available, it's Mage and Sorcerer. There's also the hybrid class, but all I can see is some gay jedi with his twin blades, some Darth Maul nigger. So yeah, I'll stick with a faggot in a robe nuking shit.
With this choice as the MC, what would be some cool (be it mechanical or thematical) picks for the vocations of my main pawn and the other sluts I pick along?
 
If you're talking about the second game, we don't really know all of the classes yet. Very high likelyhood, basically a guarantee, that there are more, and I'm sure at least one of those will use magick. Trickster is also (presumably) a magick user and that class lets you spin around a censer like a faggot and make enemies kill each other (or themselves). Magick Archer is also a caster that just has a differently-shaped wand that's easier to point and click to murder things. In DD1, MA was the most powerful class because of some of the wild jank they could pull off but we'll see how that goes here.

In DD1, there was also the Magick Knight, who is a capable caster that focuses on being in the middle of the clusterfuck and vaporizing enemies big and small with weird spells like Magick Cannon and trap runes. Apparently, running MK with a staff is actually pretty viable, meaning you can be a caster with a big fuck-off shield that lets you shoot lightning bolts up a cyclops's ass, immediately perfect guard their giant club which causes more lightning to come out of your shield, then shoot them with more fucking lightning 1 second later.

The joy of DD's combat is not to be understated.
 
I'll go all in on the sweaty degenerate harem lifestyle. I'll only pick human and elf women as my party members. No furries. I don't roll with that faggotry.
lol, you won't be anywhere near the first or the last. Some sped on the main wiki did at least 75% of the in-depth skill showcases with his MC lady running around in a string bikini.

All I know is that I will play something with magic, and looking at what's available, it's Mage and Sorcerer. There's also the hybrid class, but all I can see is some gay jedi with his twin blades, some Darth Maul nigger. So yeah, I'll stick with a faggot in a robe nuking shit.
If you're looking at the first game, play Magick Archer. Learn to light yourself on fire, then climb up the biggest monsters and stab them in the spine while being the Tiananmen Square Tank Man.
Sure, there's other shit you can do with the class, but who fucking cares.

With this choice as the MC, what would be some cool (be it mechanical or thematical) picks for the vocations of my main pawn and the other sluts I pick along?
More seriously, it wouldn't be a bad call to run your main pawn as Warrior or Fighter, so that you'll have ready access to a good meat shield. Fighter if you want her more defensive, Warrior if you want to have Shenan the Barbarian bisecting motherfuckers that wander too close.
Class isn't the be-all determinant for a useful pawn, but that's getting into mechanical shit, so I'll stop there.
 
More seriously, it wouldn't be a bad call to run your main pawn as Warrior or Fighter, so that you'll have ready access to a good meat shield. Fighter if you want her more defensive, Warrior if you want to have Shenan the Barbarian bisecting motherfuckers that wander too close.
Class isn't the be-all determinant for a useful pawn, but that's getting into mechanical shit, so I'll stop there.
Please do, because I'm actually looking to have a solid grasp on the mechanics.
My first ideas for the main pawn is either sword+shield or dual knives/swords, so that's Fighter, Warrior and Thief. I'm more or less taking inspiration from an old gook game called Lineage 2, which I used to play often, and would pick Blade Dancer or Shillien Knight.
Anyway, going by what info I gathered, there's a fair chance that more classes will be available, some even being specialized with shields and available to pawns, but since no info is available, I'll have to theorycraft with that's at hand.
So, if class isn't the be-all determinant for a useful pawn, what should I be on the lookout for? Assume I'm a drooling retard and don't know shit.
 
climbing on monsters to rip off different body parts (that would have a actual effect),
Well that's just a flat out lie if we're going off the first game. Maybe that's something new in the Sequel, idk cause I'm going in blind, but in the first game climbing monsters was really just a way to deal damage to weak points more efficiently and nothing more. It's not like Monster Hunter where you're lopping off tails, breaking limps and gimping wings. Chimera tails, cyclops tusks and drake/dragon horns are the only parts that break. And the chimera tails are the only ones that have any impact on how the monster fights. Everything else is just loot drops and has no effect behind cosmetic.
I hope they keep the weird shit in like the starting weapons becoming amazing (for pawns) if you kept them and upgrade them all the way.
The rusted weapons were really only good once you got them gold rarity and only because of the status ailments, weren't they? Could be wrong because I never bothered running with rusted weapons and if I wanted status ailments I'd just be a magic class and do it that way.
So, if class isn't the be-all determinant for a useful pawn, what should I be on the lookout for? Assume I'm a drooling retard and don't know shit.
The thing that makes or breaks pawns, even your own, more than their class is what skills and augments they have. Augments are things like increased health, deal more damage with physical attacks, decrease spell charge times etc. And skills, obviously, would be what attacks/moves they can use like fireball and whatnot.

Then there's a thing called "inclination", which some might argue is the biggest thing to look for in pawns, be it your own or others. It's a system for pawns that basically acts as a rough guide for what their AI will do and focus on.

Do you want your pawns to focus on gathering items? Rushing in ahead of you to attack the enemies and act as a tank? Focus on ranged or weak/strong opponents? Have them walk ahead of the party or stick closer to you? Focus on healing and status ailments?
Inclinations are where a lot of depth can come from in your party and how it interacts with a given situation, and your main pawns inclinations can be influenced by how you direct them during gameplay or by telling them precisely what you want them to focus on.

Its something that has more weight if you're trying to play as effectively and efficiently as possible, and even if not can certainly make things easier if you know what each one does and know what you want in your group, but for more casual play it won't be as important as looking for the right skills and Augments.

Basically for a first playthrough, focus more on what skill and augment loadouts your pawn and the ones you hire on have. And of course, gear matters too, but that's a given.
 
dude, people really sleep on rusty weapons. the slow effect it gives to enemies is really helpful.
I love how is actually makes sense with them being "rusted" weapons. You've giving all the monsters tetanus!

Get a Strider pawn, give them a rusted gold star bow, and watch as how everything is now moving at slow motion towards the group.
 
Please do, because I'm actually looking to have a solid grasp on the mechanics.
My first ideas for the main pawn is either sword+shield or dual knives/swords, so that's Fighter, Warrior and Thief. I'm more or less taking inspiration from an old gook game called Lineage 2, which I used to play often, and would pick Blade Dancer or Shillien Knight.
Anyway, going by what info I gathered, there's a fair chance that more classes will be available, some even being specialized with shields and available to pawns, but since no info is available, I'll have to theorycraft with that's at hand.
So, if class isn't the be-all determinant for a useful pawn, what should I be on the lookout for? Assume I'm a drooling retard and don't know shit.
Pretty much what @Rick The Stick said - I was alluding more toward inclinations, but there are certain skills that Pawns utilize poorly at best, like many of the Warrior's charged attacks. Your main Pawn's behaviors are influenced by how you direct her and by your own actions performed in combat; she will begin to copy your habits over time, so if you focus on certain types of enemies in combat (strong, weak, ranged, melee, and so on), put more effort into supporting your party over dealing damage, or even just break off from fighting to pick up monster drops before they vanish, she will begin to prioritize the same things as you.
This can be a problem when, say, you want your Sword and Boardian Fighter to instead try and control crowds while you stand well back and drop the wrath of God on the toughest motherfucker still standing. There are items for purchase that can directly alter your Pawn's inclinations, but the system itself is somewhat obfuscated by design, because fuck you.

It's not an awful system, but if you aren't trying to turn your Pawn into a mini-me then you'll have to take some extra steps to mitigate it.
 
Then there's a thing called "inclination", which some might argue is the biggest thing to look for in pawns, be it your own or others. It's a system for pawns that basically acts as a rough guide for what their AI will do and focus on.
Pretty much what @Rick The Stick said - I was alluding more toward inclinations, but there are certain skills that Pawns utilize poorly at best, like many of the Warrior's charged attacks. Your main Pawn's behaviors are influenced by how you direct her and by your own actions performed in combat; she will begin to copy your habits over time, so if you focus on certain types of enemies in combat (strong, weak, ranged, melee, and so on), put more effort into supporting your party over dealing damage, or even just break off from fighting to pick up monster drops before they vanish, she will begin to prioritize the same things as you.
This can be a problem when, say, you want your Sword and Boardian Fighter to instead try and control crowds while you stand well back and drop the wrath of God on the toughest motherfucker still standing. There are items for purchase that can directly alter your Pawn's inclinations, but the system itself is somewhat obfuscated by design, because fuck you.

It's not an awful system, but if you aren't trying to turn your Pawn into a mini-me then you'll have to take some extra steps to mitigate it.
So, if class isn't the be-all determinant for a useful pawn, what should I be on the lookout for? Assume I'm a drooling retard and don't know shit.
In the first game, Pawn inclination is the single most important factor to consider regarding Pawns, both your own and the ones you hire, bar none. Only a few inclinations are universally good, a few others are situationally good and are otherwise useless or will even break the AI of pawns that are suboptimal for them, and several are just straight up bad, and will utterly fuck any pawn that uses them.

There is only two universally good inclinations, and that is utilitarian and mitigator. Utilitarian is always good and should be the primary or secondary inclination of all pawns. It encourages teamwork (both among your pawns and the pawns of other players) and the targeting of known enemy weaknesses. It also encourages the mages and sorcerers to use buffs (and the best buffs available if multiple are possible) and use the spells that specifically target enemy weaknesses, and it encourages the warriors and fighters to grapple. Though it should be primary at best, its usefulness is dependent on more than one pawn in your party having it as an inclination and at least one pawn in the party having knowledge regarding the current foe, since pawns can only target weaknesses if they know what they are to call out the correct strategy to other pawns. Pawns with utilitarian as their secondary inclination will fight well, but won't respond well to other pawns calling out strategies. Mitigator encourages pawns to attack weaker enemies first and encourages magic using pawns to use massive area of effect spells. Its good on any pawns, just depending on party composition.

The other inclinations that are usable are situational at best. Medicant is best on Mages because it encourages them to use their healing spells. It works Ok for sorcerers because it encourages them to remove status ailments, but its wasted on pretty much any other type of pawn as it just encourages them to spend healing items. Scather, the opposite of mitigator, encourages pawns to focus on stronger enemies first and foremost, and should be avoided (on consoles at least) for any pawn that's ranged based because it encourages melee and climbing over everything else. Scather's usefulness on fighters and warriors is highly dependent on the other inclinations, pawn training, and its placement. The Challenger inclination encourages pawns to target ranged and magic using opponents first, and also encourages magic using pawns to use spells with a wide area effect. Its good for most anybody, except possibly warriors, because they may struggle to keep up with fast moving opponents who runaway from them, though its most effective for bow and magic using pawns trained to use charged magic attacks, which allow them to bring down these enemies quickly.

The remaining inclinations are either completely useless or actively detrimental. Pioneer just encourages pawns to run ahead of you. This can vary, depending on other inclinations and their order, from running only a few feet ahead of you, to running several meters ahead of you and picking fights with other opponents you cannot see yet. Its overall not that useful of an inclination. The acquisitor inclination encourages pawns to pickup random shit on the ground and destroy every barrel in site to look for stuff. This can be extremely annoying in battle, as pawns will ignore doing literally anything else, including fighting, to pick up random shit. Even as a secondary or tertiary inclination it can be annoying, as you'll often find the pawn weighed down by random vendor trash. Ok if you don't want to hold everything yourself or don't trust yourself to find it all, but it will weigh down your pawn combat, and the item may very well be completely worthless. The Guardian inclination will cause a pawn to stay near and protect the Arisen, which is not nearly as useful as it sounds. A pawn with this inclination won't close in on and fight enemies, many times won't even attack enemies unless they attack the Arisen first. So what you get is a mostly useless pawn that won't do much and will be an active detriment in most harder battles, as enemies that target that pawn will many times hit the Arisen (and vice versa). If you want a pawn that's good at support, you should just use utilitarian. And then, there is Nexus, the single worst inclination in the game. Its supposed to encourage pawns to stick close to other pawns to support them, kind of like how guardian encourages pawns to hang around the Arisen. NEVER EVER USE THIS. Its fucking broken. What you actually get is a pawn that uselessly runs back and forth between party members and never engages the enemy, while getting you and party members caught in AOE attacks. Never, EVER, use this inclination.
 
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