Thursday, 22 December 2016

Darkest Dungeon.... Stress....

The latest patch has altered a few things that have made the gamplay a little more survivable. At least in my view. I had a week(1 turn in game) to fill in with a dungeon run as I waited for other characters to be healed and de-stressed. So I took a bunch of new recruits into a short dungeon to see how far I could push them. Given that this is a New Game Plus run. I was surprised how far they went.

Here is the measure of the pain:

Specifically:
All of them on death's door was a secondary concern. I dont' say that much in dungeon runs.
They show a lot of stress resulting in resolve checks and for three of them very bad results. Making them all stress each other out further as they bounced bad speech between themselves.

I did end up having a run for the first Cove boss that proved interesting. As part of the boss mechanics she can cast a "Sirens call" on a member of my party. She did so several times successfully. Once however she called my healing Vestal who was close to a resolve check when I was pleasantly surprised:
 
 Strange to see it from that angle as the enemies don't have to deal with stress.

Also strange since the last patch is the number of "good" resolve checks my characters had, I'm not complaining but it's a noticeable change... maybe I'm just lucky.


BaerTaffy's video's are my goto source of entertainment for Darkest Dungeon runs. It's been interesting to watch is early runs when the game was in early access. Still fun to watch like this one regarding stress:

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