![]() ![]() 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. except I desperately needed 3-4 Occultists & Vestals to provide healing for under/at level parties or ad-hoc ones. 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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