The only feasible downsides are probably grinding level 6 heroes and RNG screwing you over on a rare occasion (like your level 6 Flagellant with 87% deathblow resist dying on the first death's door check, have fun spending an hour or two grinding a new hero with good quirks! (also a reminder that deathblow resist doesn't exist)). Once you harness the game mechanics and RNG to some extent, the game becomes really enjoyable. Another factor is more related to your personal blunders like forgetting some provisions like Blood or shovels and what not, or starting a fight you can't finish (Shambler, Collector) or having to abandon the mission because your team comp couldn't get to the boss room with little damage, or letting a hero get an affliction (this usually causes a domino effect and you'll probably abandon the quest soon). Includes a slight change to the investigate sprite, where a sheathed dagger is attached at the belt. The gimmick of the game is that you cannot prepare for everything (unless inordinate quirk locking be considered a virtue), the trinkets always have some kind of downside (or kind of useless when they don't), but the good thing is that having stuns, lots of damage, speed, accuracy, some healing and some stress healing and camp skills to heal stress makes the game a lot more managable, so the conclusion is that you want to look out for heroes that have the aforementioned things and don't interfere with each other's positioning and always can do something useful in case you get surprised or shuffled. This mod is not opted-in to receive Donation Points A magenta and dark green recolor with gold dagger/belt buckle for the Plague Doctor. The game isn't that hard once you learn what enemy parties you might encounter, their abilities and what your heroes are good at.
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