![]() 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. You just have to navigate to your Darkest Dungeon folder, then to heroes, then to abomination. His terrible claws are each the size of daggers, and his progressive mutation manifests in unspeakable strength, speed, and a profusion of bile.Blacksmith The Abomination was added to the game in the Inhuman Bondage Update on Novem. ![]() except I desperately needed 3-4 Occultists & Vestals to provide healing for under/at level parties or ad-hoc ones. Protected by cursed chains and a thick, leathery hide, the Abomination can withstand the pressures of frontline combat as well as any plated footman. 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. 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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