![]() ![]() The longer the dungeon, the higher the effect. ![]() One possible mitigation might be to immediately set a camp upon dungeon entrance and activate stress reducing perks, like 10% by next camp, compound it a few times can potentially very early reduce stress intake by 30% hopefully. Too often this hero comments, sometimes multiple times in a turn. I personally view the rate of stress spreading across the party by an afflicted hero as arguably excessive. Chances of stress-related disaster gets very real and quite literally will even stress the player if one chooses to keep delving the dungeon with afflicted heroes. If you get even one afflicted hero too early in the dungeon, consider full retreat. One by one, soon more heroes become afflicted exacerbating the stress sprerad, essentially doubling it, tripling it and so on. At this point this hero becomes a huge problem as his stress is so severely contagious that the whole party will get afflicted in a very short period of time, triggering a domino effect. This hero starts commenting throughout the rest of the dungeon, on every single turn, both on his own turn and on those of his comrades'. Once this condition is met, the afflicted hero spreads party-wide stress in amounts much more than the enemy. In particular it is one mechanics feature called Affliction. The real hell in the venerable opulent and imperial manor is called stress. See, RNG is the core of the game, you can't avoid it, you will get misses, dodges, and will eat crits, live with it. Understandably most people view the RNG as the worst problem but my experience points that there is a worse mechanic in the game that can really upset your run. ![]()
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