One way to see Darkest Dungeon gameplay is a slow death march when you do 2 steps ahead, 1 step back. Going back to easier dungeons with underpowered units after having tasted the end-game is just not fun and I'm baffled has someone though this was a good idea, specially when the game itself is already grindy. It's an annoying setback which i utterly dislike. The issue here isn't (only) a personal attachment to the veteran who fought countless battles but the need to train a replacement. one aspect of the game I don't like is how your units slowly but surely pile up negative traits to a point you need to pick a fresh one. The narrative, the art, the combat, etc, etc. I like most of the things about the game. I keep coming back for more so I guess the game is good? hype came back with the release of Radiant (aka, easy) mode and died again when I started playing it and my units started a spiral of stress, disease and mental illness and yet. +/- "Stress Skills while Camping (stress-abilities usable while camping).I was extremely hyped about Darkest Dungeon, then the hype died when I found out how punishing the game was. +/- Stress (generic, applies to all sources). Jester will take +15% more stress if Torch is below 51. Jester will take -25% stress when the Torch is at 75 or higher. Jester will always have 20% more effective stress-healing from his stress-heal (on himself and others). Transform inflicts stress on the abomination as well as the group, so equipping this simply reduces the numbers by 40% whenever you use transform. This effects a very specific ability and has no bearing on generic stress intake. Transform: -40% Stress Inflicted on Party // -40% Transformation Stress This will improve the effectiveness of stress-related camping skills, and those only. If not in position 4, you will take +10% stress in general. +10% -15% = You will take -5% stress in general when in position 4. The wearer takes +10% additional stress from stress-effects in general.Īll of the above can be stacked and countered/improved by other trinkets, so for example, if you wore that Scroll as well as a. The wearer heals/reduces stress via stress-healing abilities in combat 25% more effectively. The wearer gains +25% more effective (health) healing skills (which has no bearing on stress-healing).
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