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If Afflicted and stress reaches 0, the hero loses its affliction.
Maybe if on Death's Door recovery, if the hero gets to full health they will lose their debuff?
Unless the idea is that the recovery is not physical but mental, then I can understand that it will stay during the entire quest, but perhaps even then it'd be more fair if it was "until camp"
If anything, I would make the consequences even harsher. If your character goes to death's door, they should immediately receive 50 stress. If they're then healed off it once, future heals should have a high chance to fail entirely especially if the heal is small.
Find pure luck stupidity getting worse.
Good to know the game is on track to being only playable by a speedrunning, save-scumming AI, still.
Let me know when you find the "fun" in a game that can ♥♥♥♥ over you taking 6 hours to luck-based dungeon crawl and make a party on accident that dies to a random series of nonsensical debuffs, crits and FAKE DIFFICULTY penalties - forcing you to grind another 6 hours to try again.
Cuz I sure as hell can't see it.
Perhaps remove one of the negatives it gives, and replace it with a -5 to 15% heal on that character and have the debuff removed if you get the toon to 100% health?
+1. It makes sense
This game is way too easy in its current state. Red Hook should send people with wooden mallets to stand behind me and whack me on the head each time one of my characters receives a stun.
That would significantly improve the balance and will be seen as a major innovation in the gaming industry.
Ironically I clicked this thread to make just such a suggestion.
-Camping, like other people suggested. It would make camping too early more risky, since you might lose your opportunity to remove the debuff.
-A crit heal while on death's door, which while random would be better than nothing
-If a hero is Vigorous he will not get any debuffs from being in Death's Door.
-The buff only has a % to stick, based on your hero's Deathblow Resistance making that skill exponentially better as it gets higher (less likely to both die outright and less likely to get debuffed from Death's Door)
Another thing that might ease the pain of it is to take the current debuffs from it, both while on Death's Door and post-Death's Door, and divide them by 3 then make it a debuff that stacks up to 3 times. Then the abovementioned actions might reduce the stack by 1.
Think about it: no long lasting penalty from reaching double the stress a hero can handle, and now stress can be healed with regular hp heals. Personally i'd rather have the heart attacks back.