Narration system to celebrate your successes.and failures.Innovative turn-based combat pits you against a host of diabolical monsters. Striking hand-drawn gothic crowquill art style.The Affliction System – battle not only monsters, but stress! Contend with paranoia, masochism, fear, irrationality, and a host of gameplay-meaningful quirks!.Uncover strange mysteries, and pit the heroes against an array of fearsome monsters with an innovative strategic turn-based combat system. You'll battle not only unimaginable foes, but stress, famine, disease, and the ever-encroaching dark. Reclaim Your Ancestor's EstateRecruit, train, and lead a team of flawed heroes through twisted forests, forgotten warrens, ruined crypts, and beyond. HM is a good alternative, but while his sheal has the highest overall number potential, the RNG element makes it awful for focused shealing - in a game where enemies almost seem scripted to pump the highest stress target with all those meaty stress-nukes.Darkest Dungeon is a challenging gothic roguelike turn-based RPG about the psychological stresses of adventuring. By using a Crusader instead, you may not have the same sheal punch, but you have far more comp-options and flexibility. He cannot compete with a Jester or Vestal in a dedicated s/heal role, but he absolutely can push out serviceable numbers if built properly.Ĭrusader is often my stress-healer of choice whenever I'm not playing bleed comps, in which case Jester fits better and doesn't mind being rooted primarily in R3. Alas, until you level the abilities and/or use said trinkets, the heal/sheal start off very weak, yet good play ensures that the need for relying on them is minimal. There are quite a few trinkets that can facilitate both buttons. He's stupidly flexible and fits into so many top comps because of that flexibility - a whole team wrapped up into one hero, hence those buttons do NOT have major potencies because that would make him overpowered. It is also why his low speed can actually work in your favour seeing as he can easily become the last-turn safety net, deciding between topping up the group, or lancing, stunning, or simply slapping something upside the head. If it IS needed, you're pumping up their health slightly in the process to boot (and raising the torch). If shealing isn't needed, you can replace it with the regular heal instead - or do something else. If the heal crits, you get the flat stress-heal value + destress from critting. The fact Crusaders sheal has a micro-heal tacked on AND a torch-raise are two very underappreciated factors. Flagellant also has a solid stress-heal (providing a similar number to Crusader along with a self-SPD-buff), yet it stresses himself out in the process, requiring a bit more tact compared to press-and-forget of anyone else.įurthermore, JES & HM can't heal other heroes - with Crusaders heal also being usable on anyone from anywhere. The same can be said for HM, who has the highest potential sheal numbers overall (RNG dependant), yet once again, stuck in 2/4 positions, both of which deny him one of the better stuns in the game. Jester has the most potent ST sheal in the game (overall number + destress buff), yet he can only do it from 2/4 ranks and partially crippling his options. It's the second-best ST sheal in the game that can be used on any position from any position. Even holy lance is better for me, personally. Not to mention that it's a 4-people party, you can use other heroes with better heals, etc. The cultists are also usually accompanied by frontline enemies, just attack them instead. But it feels way too specific to be useful somewhere else. All the damage to health, torch level, and stress can be mitigated. I feel like it's a good counter to stressful incantation. The enemies deal more stress damage anyway, so I'll end up with negative total of stress healed. If I want to heal stress, well, it heals so little that I would rather use my turn to attack the frontline enemies instead. And it raises torch level worth 2 or so turns of inspiring cry, I think. Sure, you can only use it once per battle, but it also gives mark and prot to aggro the enemies and protect your party members. If I want to raise the torch level, bulwark is better. It also provides more utility in case my healers are out of options. If I want to use it to heal or to bring a partner out of the death's door, I would use battle heal instead. I don't have any idea where I'll actually need to use this skill. does a little bit of everything that it practically does nothing. Seriously, I really want to like this skill.
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