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They can only get cursed in certain zones (pre-court completion) or the Courtyard. You won't be accosted by Bloodsuckers in Hamlet Attack, Shrieker, Darkest Dungeon, or any non-Court zone once the DLC bosses (except Guardian) have been completed. On that note, you would save the Cure for heroes you want to clean up before important missions in non-infection zones, pre-boss fights, or after the campaign when you can't be bothered using the Sanitarium and having particular heroes benched for a week.
No, I do not consider Bloodlust a benefit at all as the buff can be off-set by the additional stress, self-shuffling, self-harm, party harm and random attacks they may perform of their own volition. In short, it is NEVER beneficial to be cursed when almost all variations of it can cause rounds to be wasted or strategies ruined because you randomly lose control at the worst possible time. In addition, the only positives it DOES give you are temporary anyway. I'd rather a non-cursed character I have 100% control over, compared to another who has minor buffs but does their own thing from time to time and, when that fades, is wandering around with negative stats for little to no benefit other than disease immunity (the only good thing about it - no, the added speed is not worth it).
Just because the liklihood of infection is high pre-Court clear doesn't mean cure isn't beneficial - but having said that, I wouldn't go out of my way to collect cures pre-Court clear either. If you acquire them, leave them in your Hamlet for those moments you want to really pull out a squad of death (and nuke the curse on some of those members in the process), especially if you're making a dream team to conquer something where there are no bloodsuckers.
For CC missions, you can check out right beofre the boss room, then swap in 4 wasting characters, enduring quad bloodlust for most if not all of the boss fight (I usually leave in front of a crate so I can also stack camping bonus).
The perks really aren't worth the hassle they bring. The only positive is disease immunity, yet even that isn't as good as it seems when various classes can remove diseases off themselves and other heroes simply by camping and spending 1 rest point. More blasee with curious? Fine, yet you get the most out of them by using the right items rather than raw activation.
There really isn't much reason to leave people cursed on your team. It is awful. If you're finding use out of it, that's good for you, though it doesn't make it a positive just because you can micro-manage a window of opportunity out of the very few good things that can come from it (which isn't overly reliable in the first place), compared to the shelf full of negatives that persist.
You dont leave people cursed (or deliberatly infect them), they just get cursed as you natrually play, and you try to work around it the best you can. Between the cycles of wasting, sated, and bloodlust, you get a situattion where both good and bad things happen, i think if you use it right, you can tilt the scales to a net positive, especially when you need it most (boss fights). I agree that having self damage and skipped/uncontrolled turns can have major concequences (I like as much control as can get in principle), but so can self stress heal, self advance, extra speed, and more damage.
Clearing the courtyard, you are going to have cursed heroes, so knowing how to deal with it is a useful skill to master.
Sure the stress-heal is decent, but quite rare and any good comp will be making it their business to avoid stress in the first-place and/or probably already has a dedicated stress healer in the group. Even extra speed isn't overly beneficial given having a higher speed than X is not a first-turn guarantee over it anyway, so only your slowest will pool any worthwhile benefit of any note if they can squeeze in a few turns over some of the enemy chaff from time to time, or if you're already boosting them up speed-wise to bring them up to speedy levels (eg. Vestals with the Haste Chalice + Curse).
Sorry but self-advance is not a good thing, and I say that as someone who does play mobile comps who won't be effected as much, but there will still be that one time you really do not want X to randomly decide that moving forward 1 is a fantastic idea. Reminds me of my double-abom comp I wanted to test out, one in R1 with the +R1 melee damage set trinkets. My designated R2 stunnabom decided multiple times that he really wanted to be in R1 instead. That's a forgiving/static-strat example of how it sucks, forcing the now R2 Abom to headbutt back into position to make any use of his trinkets at all. There are far worse examples (mobile and static) that would spell nightmares for some comps, especially in a tense boss fight, compared to very few situations (other than moveless champs, which are not very meta) getting shuffled then moving themselves forward without wasting a turn.
No amount of praise makes the curse a good thing in any light as far as I'm concerned. You can turn it to your benefit at times, but it's not all that beneficial considering what typically works best vs DD content these days and said perks coming with constant risk of lost turns, primarily negative stats and a wealth of other detrimental effects for the sake of forgettable/situational (mostly temporary) positives.
Look, i appreciate you taking the time to respond in length, but I really dont think you are listening to what I am saying much. You keep acting I am advising deliberatly having more curse than the game throws at you, and like you have total control over whether or not you have or use cursed characters. While this is true to an extent, as you can simply not send them out if you want, you reach points when you need to use a cursed character or when you get cursed mid run. In these situations there is absolutly strategy involving when and how to handle the curse, which and how many cursed characters to take ect.
For example deciding how long to let a character sit at wasting before taking them into bloodlust (just popping a blood as soon as it pops up is rarely your best move). Also, +25% damage, big resists buffs, and +4 speed from bloodlust (then a whole addtional buff for consuming the blood which can be used at the other stages as well), isnt just good on paper, its incredibly strong period. It is quite possible to control the curse enough in a run to use it on boss fight.
The curse is both good and bad, we both agree on it. You seem to keep wanting to argue with me as if I were saying "the curse is great, you should enjoy having it." When in fact i am saying "the curse is controllable enough that as you deal with it naturally, you can also tilt its effect towards your favor."
Also, you may not be aware, but I am one of the people that beat bloodmoon CC with 0 deaths. So i do have some idea what I am talking about.