Either dropping to 0 HP gives you a big stress hit and then you heal back to full, or making healing a one-time thing per combat right after finishing, or making healing use some limited consumable. I think the game would be much better with some other healing mechanics. Jesters and Houndmaster stress heals are great for taking a team though repeated dungeons, but aren't necessary if you rotate through a big roster. Stress, on the other hand, isn't nearly so bad of a limit as HP unless you go into a dungeon with significant stress to start. The Abomination is also one of the unique classes because it has two forms. except I desperately needed 3-4 Occultists & Vestals to provide healing for under/at level parties or ad-hoc ones. The Abomination class is one of the classes you can use in the Darkest Dungeon. The catacombs underneath the ancestral home in Darkest Dungeon host paranormal monsters and eldritch abominations. A single bad round in a Champ dungeon can turn your pristine party into a bleeding, blighted wreck and you just have to be able to heal back up on the easy fights or abandon missions a lot. Set in a dismal 2D setting, Darkest Dungeon is a party-based dungeon delver and RPG with an emergent storyline in which players are tasked with bringing their ancestral home back to its former glory. The times I go without a healer, even if the entire party is overleveled or well-built, always feel and act very risky. Taking a healer and then sandbagging once you have knocked a fight down to 1-2 enemies to draw out the combat with stuns while you heal. My experience with the game is that healscumming is very powerful.
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