Darkest Dungeon®

Darkest Dungeon®

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Magic Spazm May 31, 2016 @ 8:02am
Is Camping Important?
I don't camp and tend to throw out the camping items for loot space. I seem to do fine most of the time. The one time I tried out camping it just wasted my time by making me go through an ambush.
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Showing 1-14 of 14 comments
Scootz May 31, 2016 @ 8:08am 
You need to prepare camping skills, but yes.
For 8 food you can lower stress quite a notable amount (I think it's like 10-20 ea), heal a little.
You then get 12 respite which are used on camping skills to do things like heal, buff or even lower stress. Usually the ones that stop ambushes cost 4 respite. The Crusader, Vestal, Houndmaster, Highwayman and Occultist.
But I would totally recommend trying to work it in, it even restores torch back to 100.
It can be cheaper to give people good camping skills and use their destress abilities than to send them to the tavern/abbey. It's a balancing act.
str4hlemann May 31, 2016 @ 8:19am 
Well, "normally", camping only has advantages.

If you want to play it safe you can almost always prevent ambushes by using certain camping skills that will cost you 3-4 points (Houndmaster, Occultist, Vestal, Highwayman, Crusader can equip such skills).

The buffs you can get while camping are pretty nice. I used to always camp right before a boss fight to bring my party back to full health, low stress or just buff em as good as possible, since there are skills that will deal more dmg to size2 enemies.

Man at Arms has nice group buffs for dmg,crit,dodge, some classes can heal stress quite well (Hellion, Jester) or buff stress defense.

Damn, there are so many really nice buffs. Arbalest and Highwayman got some heavy buffs for themselves.

And, yup, I guess it can be vital as well. Equipping the right camping skills and keeping in mind which heroes you got in your party and which buffs you can use on them gives you a good advantage in every dungeon (except for short ones haha).

You can turn around a dungeon run that you deemed lost or just heal stress in the end of a dungeon as to not having to pay for stress relief in town. You can heal mortality debuffs, you can cure diseases. The one thing you can't cure are afflictions...

There are so many possibilities :P

As for the disadvantages.

If a hero IS afflicted he might refuse to use a camping skill or refuse to be targeted by one which will cost you skill points without gaining any effect. But still, there are some nice skills to help afflicted heroes too.

If you got an afflicted hero he might cause some group stress when you end camping.

There are some skills that also cause debuffs which you can remove with herbs. There are some skills that have a chance for some stress dmg. But you will probably not use them in a situation in which that outcome could really harm you.

There sure are ambushes but as said above you can prevent these if you don't want to take the risk. Some time ago these ambush preventing skills were not implemented and I guess you could kinda get screwed by camping but nowadays there pretty much is no real risk...just huge advantages...

Oh, camping will raise torch lvl to 100...

Scouting! You can buff scouting! Always an advantage!

You can debuff surprise attacks by enemies and buff your own chance for surprises.
Last edited by str4hlemann; May 31, 2016 @ 8:52am
Magic Spazm May 31, 2016 @ 8:26am 
Originally posted by Scootz:
You need to prepare camping skills, but yes.
For 8 food you can lower stress quite a notable amount (I think it's like 10-20 ea), heal a little.
You then get 12 respite which are used on camping skills to do things like heal, buff or even lower stress. Usually the ones that stop ambushes cost 4 respite. The Crusader, Vestal, Houndmaster, Highwayman and Occultist.
But I would totally recommend trying to work it in, it even restores torch back to 100.
It can be cheaper to give people good camping skills and use their destress abilities than to send them to the tavern/abbey. It's a balancing act.
I can usually kill stress enemies before they can stress my guys. My front liners can buff themselves more defense and it removes a good bit of their stress as well. Have a healer in the back with healing skill trinkets and the front liners have trinkets that improve heals received. I usually change out the guy next to my healer so he is either a really effective stunner/ blighter or a high dodge sniper.

So far these guys have never given up on a run, stress is never too high and health is never too low.
str4hlemann May 31, 2016 @ 8:37am 
Originally posted by Magic Spazm:
So far these guys have never given up on a run, stress is never too high and health is never too low.

You hit Champion lvl yet?

Originally posted by Magic Spazm:
Have a healer in the back with healing skill trinkets and the front liners have trinkets that improve heals received.

I wouldn't deem trinkets that improve heal received that useful? Especially, when you're already buffing your defense. I'd say you're generally better off with +spd and +acc trinkets but there are different ways to get the job done, I guess.
Also, only healing trinkets on healer might take away the possibility for stun or debuff.

Originally posted by Magic Spazm:
My front liners can buff themselves more defense and it removes a good bit of their stress as well.

So, you're using two Lepers or Leper&Crusader or something? Not usually the ones to kill off stress dealers fast, I'd say.
Still, Leper, Crusader, Vestal allows for some nice buffs for religious heroes.

When you plan camping skills right, you even could consider leaving a certain trinket at home as camping skills might fill the gap.
Last edited by str4hlemann; May 31, 2016 @ 8:56am
Magic Spazm May 31, 2016 @ 8:56am 
Originally posted by <DwB> str4hlemann:
You hit Champion lvl yet?
Not going there for a long time, seen too many complaint threads. Farming is my current goal, gold/ trinkets/ building upgrades. Rushing into Champion will only kill off my characters.
Originally posted by <DwB> str4hlemann:
I wouldn't deem trinkets that improve stress heal that useful? I'd say you're better off with +spd and +acc trinkets but there are different ways to get the job done, I guess.
Also, only healing trinkets on healer might take away the possibility for stun or debuff.
Next to my healer is a stunner/ blighter or a sniper depending on enemies. Stunner/ blighter has really high stun chance and a decently buffed blight chance. Sniper just has high evade, he's around if I know I'm going to fight a boss with 200% stun resist or something high like that.
Originally posted by <DwB> str4hlemann:
So, you're using two Lepers or Leper&Crusader or something? Not usually the ones to kill off stress dealers fast, I'd say.
Their damage is pretty high with the right trinkets, they kill off the frontlines of enemies pretty fast which leaves the stress dealers out in the open.
Solo Death May 31, 2016 @ 9:09am 
In level 1 and 3 dungeons, it's kinda important but it's not really needed. I've thrown out campfires for more gold before in those dungeons. I cannot recommend the same in Champion dungeons. If you need more space, it's almost always better to just use it instead, however(note, you don't HAVE to eat 4 or 8 food, you can always just eat 2 then buff guys to the moon). Camping buffs literally do nothing but make the dungeon easier for 4 combats, and that can go quite a long way,
Magic Spazm May 31, 2016 @ 9:12am 
Originally posted by Solo Death:
In level 1 and 3 dungeons, it's kinda important but it's not really needed. I've thrown out campfires for more gold before in those dungeons. I cannot recommend the same in Champion dungeons. If you need more space, it's almost always better to just use it instead, however(note, you don't HAVE to eat 4 or 8 food, you can always just eat 2 then buff guys to the moon). Camping buffs literally do nothing but make the dungeon easier for 4 combats, and that can go quite a long way,
#NoCampFireLife

Defeated a Shambler and Hag in a run, no campfire.
Shambler was easy, Hag was easy as well, but it was a slow fight since the only person on my team that could hit her was my sniper.
str4hlemann May 31, 2016 @ 9:16am 
Originally posted by Magic Spazm:
Not going there for a long time, seen too many complaint threads. Farming is my current goal, gold/ trinkets/ building upgrades. Rushing into Champion will only kill off my characters.

Wise decision to go prepared. Though the most interesting trinkets will drop in Champion lvls, I think. Also, seeing you say you're doing pretty good so far, I fear, might build up your confidence a little high (and we know to what that leads...). Lvl 3 dungeons really are forgiving.

Originally posted by Magic Spazm:
Next to my healer is a stunner/ blighter or a sniper depending on enemies. Stunner/ blighter has really high stun chance and a decently buffed blight chance. Sniper just has high evade, he's around if I know I'm going to fight a boss with 200% stun resist or something high like that.

Plague Doctor!

Don't forget your "healer" can also be used for some additional stunning if Vestal. Or for debuffs, heavy dmg for eldritch enemies and move if Occultist. You will not need to heal if you dispatch enemies fast / stun your enemies/debuff them.

Originally posted by Magic Spazm:
Their damage is pretty high with the right trinkets, they kill off the frontlines of enemies pretty fast which leaves the stress dealers out in the open.

Though having +dmg trinkets (if not sun/moon ring or something) and improve heal trinkets equipped means you probably got no +acc trinkets which can be really grievous on Champion lvl, especially for a Leper. Also on Champion lvl you can't expect to hack through front rows fast! Enemies will have considerably higher health, and enemies in front rows tend to have very high prot.
Then stress dealers will become a problem again. And if you got no good spd they will deal out heavy stress however fast you can dispatch them on your turn.

I can only advise you (as you want to go into Champion lvl prepared) to prepare also by learning about camping skills now as well. There's no great loss, right? You could even use camping on dungeon start, prevent ambush and buff so you still can put loot in that slot.

Generally, all those things like accuracy, speed, resistances, protection which do not really matter on lvl 3 dungeons will matter on champion lvl. And here's the challenge.
Last edited by str4hlemann; May 31, 2016 @ 9:31am
Magic Spazm May 31, 2016 @ 9:39am 
Originally posted by <DwB> str4hlemann:
Wise decision to go prepared. Though the most interesting trinkets will drop in Champion lvls, I think. Also, seeing you say you're doing pretty good so far, I fear, might build up your confidence a little high (and we know to what that leads...). Lvl 3 dungeons really are forgiving.
Only got one person in the graveyard, some level 0 that died from blight on one of my no healer suicide runs. Confidence is high, I hope it leads to more Shamblers as the one I fought gave me the Candle.
h0b0king May 31, 2016 @ 11:04am 
Originally posted by Magic Spazm:
they kill off the frontlines of enemies pretty fast which leaves the stress dealers out in the open.

No Corpses? Without corpses the leper and/or crusader buzz saw is fine, and the game is a lot less interesting. Camping is quite useful - even if your running is going great a nice camp at the end can remove a lot of stress and heal everyone up so the chance of getting negative quirks goes down and you don't need to spend money on recovery. Keep those logs as not having to pay for time in the sanitarium or chapel is worth a lot more then the 1500 GP a stack of gold gets ya.
Traveler Jun 1, 2016 @ 12:27pm 
Just anorter dumb thing. You start the mission refreshed so you should be able to pick any of the camp abilities before you enter the dungeon, but no only at a campfire. And you can't even buy extra camping supplies.
timmy Jun 1, 2016 @ 4:27pm 
Everything said above is good advice on both sides. Just be warned Magic Spazm, if you do hit a wall when you start champion dungeons, this is probably why. Killing stress dealers last and not camping can both get you in trouble. Not saying you will, but if you do this is why.
Magic Spazm Jun 1, 2016 @ 4:43pm 
Originally posted by timmy:
Everything said above is good advice on both sides. Just be warned Magic Spazm, if you do hit a wall when you start champion dungeons, this is probably why. Killing stress dealers last and not camping can both get you in trouble. Not saying you will, but if you do this is why.
Right, so stun the stress dudes or snipe em to death.
DuckieMcduck Jun 1, 2016 @ 5:30pm 
Replenishes the torch, provides physical and stress heal, optional buffs and disease treatment, etc.

So yes, it's important. Vestal/Houndmaster/Occultist/Highwayman have ambush prevention camp skills.

Originally posted by Magic Spazm:
Originally posted by timmy:
Everything said above is good advice on both sides. Just be warned Magic Spazm, if you do hit a wall when you start champion dungeons, this is probably why. Killing stress dealers last and not camping can both get you in trouble. Not saying you will, but if you do this is why.
Right, so stun the stress dudes or snipe em to death.
For Shaman/Courtier you can just have someone pull them to the front row and they'll be limited to using a weak melee attack. This also sort of applies for the Bone Arbalist and Brigand Fusilier, though the latter will do a single target low accuracy low damage shot.
Last edited by DuckieMcduck; Jun 1, 2016 @ 5:30pm
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Date Posted: May 31, 2016 @ 8:02am
Posts: 14