Darkest Dungeon®

Darkest Dungeon®

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Mandorian Dec 1, 2015 @ 2:29am
The new deaths door recovery mechanic
Really dont like this new debuff added for getting your characters out of deaths door. The game is already punishing enough, and getting your character out of deaths door shouldn't penalise you further. If your toon has been knocked to deaths door you're already in a heap of trouble, especially if they have blight/bleed on them.

Just really scratching my head at this, seems like you're pushing difficulty too far for the sake of pushing the difficulty.
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Showing 1-13 of 13 comments
Mothra Dec 1, 2015 @ 2:40am 
Each of those penalties are really light. The stress penalty is probably the most noticeable, and of course it is, the character almost died moments ago.
Mandorian Dec 1, 2015 @ 2:44am 
That can be argued either way though. Had you been dying only to be healed out of dying surely you'd be heroic and inspired?
anaid Dec 1, 2015 @ 2:55am 
I think it's a fine debuff as is, the only comment I can give on it is that "until end of quest" is a bit harsh. I rather feel it is better if the debuff acts like an Affliction does.

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"
Last edited by anaid; Dec 1, 2015 @ 2:56am
RedBaron Dec 1, 2015 @ 3:01am 
Maybe after a rest in the camp effect should disappear?
Lu Dec 1, 2015 @ 3:12am 
Death's door is a ridiculous crutch for players. You shouldn't be able to heal your characters off of it over and over again without any consequences.

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.
Mandorian Dec 1, 2015 @ 3:21am 
Aren't you the guy going on about how dodge is absolute king? So what happens when that gets nerfed, and you're knocked to deaths door? You're ok losing your high level characters yeah? Especially if the heal fails. Oh and the 50 stress on top of that. Go go masochist resolve break.
Inigo (Banned) Dec 1, 2015 @ 3:23am 
Come back months after not playing this due to pure luck stupidity increasing.
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.
Mandorian Dec 1, 2015 @ 3:42am 
Anyway, being able to heal to full to remove it, remove all stress to remove it or camping are all good suggestions.

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?
FreyaMaluk Dec 1, 2015 @ 4:13am 
Originally posted by ODTOCYMRedBaron:
Maybe after a rest in the camp effect should disappear?

+1. It makes sense
Hound Archon Dec 1, 2015 @ 5:00am 
Originally posted by Mandorian:
Go go masochist resolve break.

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.
Balgin Stondraeg Dec 1, 2015 @ 5:15am 
Originally posted by FreyaMaluk:
Originally posted by ODTOCYMRedBaron:
Maybe after a rest in the camp effect should disappear?

+1. It makes sense

Ironically I clicked this thread to make just such a suggestion.
Panfilo Dec 1, 2015 @ 5:42am 
A couple things that could help it:

-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.
Mordraneth Dec 1, 2015 @ 5:51am 
Nope, it's too easy. There should be a brick wall at the end of the 200 stress line. Heck that's already DOUBLE the first warning sign that the player should quit the dungeon or quickly get over with it.

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.
Last edited by Mordraneth; Dec 1, 2015 @ 5:52am
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Date Posted: Dec 1, 2015 @ 2:29am
Posts: 13