Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Right before the boss is good too, to buff and de-stress up. Only when the chars/stress is too high from poor RNG/choices would I camp before reaching the end. Really depends on how you wanna play :)
For bosses I take more supplies than usual, do my best to scout and avoid enemies and camp right before the boss room so I can be at full HP with buffs.
First, if stess gets too high, like 2 heroes somewhere in the 60s-70s or higher. Generally I don't risk picking up an affliction, because it just makes more things difficult. Also, if I've nearly finished the dungeon, I'll just camp so that my heroes have less stress when they get home, possibly saving me both the cost and time of removing stress at the manor.
Second, if there is a boss, I would like to camp immediately before fighting the boss, because they typically cause a lot of stress and damage, and camping buffs can usually help a great deal, so if I've scouted the boss room, I'll plan to camp just one or two rooms before it.
Third, reason would be if I really needed the health boost, or felt my group was a little underpowered for the dungeon and wanted the buffs. Sometimes on Long missions I will camp very early for this reason.
Fourth, and finally, is inventory/torchlight management. If I really want to pick up some extra loot from the dungeon, I will either camp to open up a slot, or dump all my torches because camping brings the torch back to max. Obviously, this doesn't work the same when I am doing pitch black runs, or looking for the shambler alter.
- before Bosses (to heal & buff-up)
- just before leaving dungons (to de-stress)
The only other time I camp is if my party has had a couple of tough encounters and everyones health is low.
On boss runs always the room before the boss, never before.
On long missions I camp the second time when I need the inventory space. Prefer to wait till the end so I can use respite for stress healing instead of buffs, but it's for vanity rather than necessity.
DO NOT UNDERESTIMATE THESE BUFFS!
If you invested some money in camping skills (or just got lucky) giving your entire team stress resist early + dodge can make the dungeon twice as easy.
In my opinion dodge and stress resist early are the best stats to focus on + someone with the skill that you don't get surprised by monsters as easily or scouting skill.
Unless it's a boss then you generally want to wait a little longer, but still better early than later if you aren't sure.
PS I lost way less people generally doing camps early with stress resist than heal afterwards.