Darkest Dungeon®

Darkest Dungeon®

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Scout Sep 15, 2015 @ 8:22pm
Is there any reason to not prolong fights to heal?
So, I've found that one of the best ways to keep your party in tip top shape (as you cannot use skills to heal out of combat) is when you have a battle that has a weak opponent, you kill everything but that 1 opponent, then sit around for 10 rounds using heal HP/stress skills until you're full on HP and emptied out on stress. Is there any penalty to doing this? I find that having a party of a crusader, leper, vestal, and houndmaster makes healing up go pretty fast.
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Showing 1-15 of 22 comments
SVP Sep 15, 2015 @ 8:32pm 
Nope. You're doing it right. That's how you win. We used to stun one target left, but now there's a buff against repeated stun.
monsoontide Sep 15, 2015 @ 8:42pm 
It's an essential stregey, though - as you can tell by reading the forums - CRITS can happen from the enemy at the most inoportune times and be warned, in the COVE, enemies can now heal and also hypnotize your own party members to attack you, amongst other new abilities.
Drimble Wedge🐉 Sep 15, 2015 @ 8:57pm 
Party members can gain extra stress from prolonged combats, but as long as it is manageable through stress-healing abilities, you should end up just fine.
Morrtanius Sep 16, 2015 @ 2:47am 
There is no reason to do it, just as there is no reason not to do it.

It is NOT essential by any stretch, despite what others may say.
Garudazeno Sep 16, 2015 @ 3:03am 
There is a penalty for prolonging fights by either stunlocking or leaving a weak opponent alive. Not exactly sure what triggers it but it kicks in rather fast (mostly 2 turns with weak damage when i play). It gives a mid-sized stress increase to the entire team.
Last edited by Garudazeno; Sep 16, 2015 @ 3:04am
Dr. Uncredible Sep 16, 2015 @ 3:04am 
Aye, you have to gauge the situation, if you´re in a good position, by all means, stun that last freak and take a turn to catch your breath, but remember that one good hit from an enemy can easily undo the healing you cheesed out of the fight, so stall, but stall wisely. ^^
Magniff Sep 16, 2015 @ 3:54am 
Stun-lock'ing the last opponent was around since DD hit early access.

Whether it's essential or not depends on your playstile.
Since copses slightly reduced the effeectiveness of AoE-spammers,
stun-lock'ing might be superior, for now.
Garudazeno Sep 16, 2015 @ 4:11am 
I'd disregard what everyone is saying and delay for a maximum of two turns, the stress hit just isn't worth it.
Magniff Sep 16, 2015 @ 4:34am 
Originally posted by GarudaЗено:
I'd disregard what everyone is saying and delay for a maximum of two turns, the stress hit just isn't worth it.

It's not difficult to circumvent that penalty for a few rounds.
Just hit the stun-locked opponent with a weak but not -100 % damage attack once per turn.
Garudazeno Sep 16, 2015 @ 6:40am 
Originally posted by Magniff:
Originally posted by GarudaЗено:
I'd disregard what everyone is saying and delay for a maximum of two turns, the stress hit just isn't worth it.

It's not difficult to circumvent that penalty for a few rounds.
Just hit the stun-locked opponent with a weak but not -100 % damage attack once per turn.
I didn't use a -100% stun but I get penalized anyway, are you sure that's how the mechanic works?
Scout Sep 16, 2015 @ 8:02am 
Wait, what's this penalty that people are talking about? I've prolonged fights for 10+ turns just healing. What I do is when I have an opportune fight with an extremely weak opponent, for example, a bone arbalist in the front line who can only bayonet jab, I'll cast 4 heals with my 4 team members each turn until my team's completely healed and destressed, then finish it off. I don't stun it or attack it at all.
Garudazeno Sep 16, 2015 @ 8:55am 
Originally posted by Closed:
Wait, what's this penalty that people are talking about? I've prolonged fights for 10+ turns just healing. What I do is when I have an opportune fight with an extremely weak opponent, for example, a bone arbalist in the front line who can only bayonet jab, I'll cast 4 heals with my 4 team members each turn until my team's completely healed and destressed, then finish it off. I don't stun it or attack it at all.
It's supposed to give a stress penalty then, for 'toying' with the enemy in a stressfull enviroment. Perhaps it's still buggy.
Satoru Sep 16, 2015 @ 8:58am 
If you drag out the battle, your characters will start stressing out.
Fireman Sep 16, 2015 @ 11:08am 
It's a mechanic of gameplay there is a penalty if the fight doesn't "move on" for a certain amount of rounds 2,3 i believe ?

I was doing that every fight then i got penalty and realized how dangerous it can be (Penalty of stress worked for me idk why ppl never had it before).
RodHull Sep 16, 2015 @ 3:28pm 
Originally posted by Morrtanius:
There is no reason to do it, just as there is no reason not to do it.

It is NOT essential by any stretch, despite what others may say.

THIS

Depends on your party if your all glass cannons then just burn it down fast if you have a ton of healing and debuffs then abuse the stun locking/heal mechanics... as with most things in DD its just down to preference there is no right wrong way
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Date Posted: Sep 15, 2015 @ 8:22pm
Posts: 22