Darkest Dungeon®

Darkest Dungeon®

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Ithuriel 1/set./2018 às 0:15
Battle Duration Buffs On The Farmstead
I've noticed something a bit odd with abiliies that are limited in terms of uses per battle but give a battle-long buff on the Farmstead- in particular, I'm thinking about the Man-At-Arms' last ability, Bolster. Bolster gives the entire party a +dodge -stress buff for the duration of the battle. While doing the second Farmstead mission- to kill the Miller- my Man-At-Arms used this buff on the first turn. After the party got shunted out of time and space for the first time and got shards from a relic, then came back, the buff was gone- so you'd think this would be a new battle, right? Except Bolster was unavailable to use, and told me that I'd already used it the max number of times that fight. As a result, my Man-At-Arms was unable to Bolster for the rest of the mission, and I couldn't have the buff up for the boss fight... can anybody explain what's going on here to me?
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Sir Francis 1/set./2018 às 0:28 
These buffs, and in fact all skills with limited uses per battle, are not refreshing until the whole set of waves is over, at mildred, after the miller, the sleeper, etc.

Only the Buffs were supposed to be hit by the nerf though, we are still waiting for the resurrection of Plague dr. and Flagellant, as they are dead now in the farmstead.

This was part of the most recent patch, which nerfed these skills because they are too good in these long battles.
Ithuriel 1/set./2018 às 1:06 
It's just really unclear to me that the buffs will expire after a certain duration but that the uses per battle won't refresh- the limiter and the duration descriptions both say "per battle" or "for battle." A specific note should be provided that, in the unique case of the Farmstead, these are not equal despite all other indications saying so :\
Laplace93 1/set./2018 às 1:31 
For now if you want to refresh these skills you need to use the shard dust.
The abomination still treats his transformations like a normal buff that resets in the break rooms despite his transformation being only 2 times per battle. Its the opnly example I know of.
Skinny Pete 2/set./2018 às 11:45 
Escrito originalmente por Ithuriel:
I've noticed something a bit odd with abiliies that are limited in terms of uses per battle but give a battle-long buff on the Farmstead- in particular, I'm thinking about the Man-At-Arms' last ability, Bolster. Bolster gives the entire party a +dodge -stress buff for the duration of the battle. While doing the second Farmstead mission- to kill the Miller- my Man-At-Arms used this buff on the first turn. After the party got shunted out of time and space for the first time and got shards from a relic, then came back, the buff was gone- so you'd think this would be a new battle, right? Except Bolster was unavailable to use, and told me that I'd already used it the max number of times that fight. As a result, my Man-At-Arms was unable to Bolster for the rest of the mission, and I couldn't have the buff up for the boss fight... can anybody explain what's going on here to me?

They deliberately nerfed those per-battle abilities to utter uselessness.
Ithuriel 2/set./2018 às 11:57 
Well, @Skinny Pete they're not awful- the thing that I'm complaining about is that they're inconsistent, and the game gives you no indication of such. Since you can swap abilities in the "break rooms" or so to speak, you can run a non-per-battle ability for most of the run, and swap when you're going to fight a boss, for isntance.
Skinny Pete 2/set./2018 às 13:14 
Escrito originalmente por Ithuriel:
Well, @Skinny Pete they're not awful- the thing that I'm complaining about is that they're inconsistent, and the game gives you no indication of such. Since you can swap abilities in the "break rooms" or so to speak, you can run a non-per-battle ability for most of the run, and swap when you're going to fight a boss, for isntance.

The problem is these limited use abilities are often best for dealing with some sudden unexpected emergency. But to use them, you'd have to have them on the bar in the first place, which means your character is gimped out of a useful slot for a skill you'd use more often.

And God forbid you forget to swap one of these out. Your run is basically instantly in the toilet if you do that. Not that you should necessarily get your hand held to prevent you from dumb choices, but there's just nothing particularly fun about that outcome.
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Publicado em: 1/set./2018 às 0:15
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