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Heart attacks instantly drop the hero to death's door. They are not instant deaths. They only kill if the hero is on death's door. As long they have some hp remaining they will survive the heart attack.
However this does not make the game unplayable. Stress management is extremely important. Enemies that do stress damage should be priority targets. Kill them first. It is easy to heal damage but it's a lot harder to heal stress.
Some camping skills are good for reducing stress. Keep the torch light above 75 because enemies do more damage and stress damage in the dark.
Also the stress bar notes how much stress you have, but it rounds down - like if you have 186 stress it's going to look like 180 unless you mouse over it.
However, learning to manage stress is the major skills in the game. Things you should do:
1) Don't mess with every curio, learn which ones do what, and usually touching unsafe curios without the right object is a bad bet. Sure you can sometimes get something good- more often no.
2) Scouting helps, traps do a lot of stress damage, and the 8 relief you get from disarming them is quite useful as you can apply it when you need to a degree.
3) Learn to kill the back rank attackers that inflict stress. Don't use slow front rank attacking heroes and expect to crave your way to victory. Focus fire the stress dealers, stun them, pull some of them to where they can't hurt you (this also goes for many damaging attackers as well - most have a very feeble attack if pushed into the right place).
4) Learn when to give up and cut your loses. If you've got a hero at 150 stress, the rest of your group is likely in a terrible state as well, consider leaving the dungeon unless you are about to complete the quest. Never stick around after a first heart attack, just don't your hero is basically already dead if you do.
5) Learn who to take where, stress producing trinkets and phobias add up and they actually matter. Liekwise taking a level 3 into a long veteran dungoen is going to build up more stress then taking a level 4. Taking a level 0 on anything but a short run means careful management or risk taking (perhaps an anti-stress trinket).
6) Light, yeah use it, at least until you aren't worried about stress anymore.
If you do these things and learn how to manage the game you can avoid using the chapel and tavern except very rarely. Most of the time your heroes will leave the dungeon with 20 or 30 stress.
Theres also a malus for reaching 0 hp (and its not even a sure thing) shall we ad that to the heap of silly complaints?
Exactly. I would even add that heart attacks are much more predictable in this game than IRL...
Heart Attacks should only happen if you hit 200 stress. While you can end up in some negative feedback loops, you ultimately have control over the risk/reward of pushing forward when you hit high stress. Stress management is a critical pillar of the game just like HP management is.
Also what are you talking about? How about retreating when all heroes are afflicted? How about not even attempting a shambler fight with high stress? You know that you can just leave the shambler fight after the first round? Not a single chance.... actually ridiculous.
Play stupid games, win stupid prizes.