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Dodge: Because bad luck. My high dodge characters tend to do fairly well, check your diseases and such.
Illnesses: That's what the sanitarium is for.
Conclusion: No, you're frustrated because you are failing dice rolls. Failing dice rolls is one of the first things you need to manage before even thinking about torches.
Read the mouseover stats on enemies. Their dodge stat subtracts itself from your character's final ACC stat. This can make some enemies (Courtiers, etc) insanely difficult to hit. As we say in the industry, "working as intended". Negative and positive traits pop up even if you abandon a quest. They're not rewards, they're character development.
This kind of overlapping does bother me from a consistency standpoint but the sanitarium does exist for a reason. It is quite costly but this can be changed by careful heirloom management.
http://steamcommunity.com/app/262060/discussions/0/612823460253686932/
Traits that makes the specific hero only go to one specific stress relief should in my oppinion be barred to only 1. Having 2 specific preferations that prohibits a person from doing anything is counter intuitive, and a big immersion breaker, however a hero having a gambling addiction, but being known as a cheat makes sense.
Fully agreed.
I'm unaware of these. Mind sharing?
Tomorrow, while you go about your daily lives, pay attention to your attitude. When things go the way you expect them to, when nothing bad happens, when you get your way, do you feel uplifted, overjoyed, refreshed? Most likely not. Most of us feel like things /should/ go our way most of the time, so when they do - well that's as the world should be. Well done, World, but nothing special has happened.
But when something /doesn't/ go your way, when they mess up your grill order, when someone cuts you off, when you don't make the light - these are all very trivial events in the greater scheme of things - but how do they make you feel? I know I tend to feel stress disproportionate to the event, and I don't think I'm alone, if the number of road rage occurrences I witness each day are any indication.
That's how I interpret the stress events in the Darkest Dungeon, and how I interpret it when the heroes /don't/ jump up and down for joy just because something /didn't/ stab them this time.
Thank you for your time. :)
Considering that you have no money to heal or buy excessive amounts of gear, reducing that a bit in the early game would only improve the game.
The other thing is the Randomizer itself. Currently it seems to be stuck on similar results. An algorithm that produces varying results, not 50% 1dmg, 50% 100%dmg as it often appears to be, RNG-elements would be softened a bit, as it would happen less often that you have good or bad luck several times in a row.
"The game just ♥♥♥♥♥♥ up, I retreat and try another dungeon" might be a successful strategy as a gamer, but it's definitely not a good strategy for a developer. The Times where you run through a dungeon and luck wins or looses everything for you should be at an absolute minimum. It's not "difficult", if your mistakes are cleaned by shear luck. A hard game should be about being able to be proud of yourself when you get through it, not for having stuck with it long enough to finally get lucky.
1) Traps - Agreed. I do have to say that i have this feeling of missing something when i am able to disarm a trap. Stress reduction, even if small, is a good idea.
2) Stress Reduction - Agreed again. They should be either more common or significant. I know there are ways of reducing stress big time during camp, but most of time it feels insignificant in front of loosing it to attacks, traps, comments of afflicted characters, weak light, stressful objects in your way and about every other thing that can happen during the game.
3) Dodge - I'm on the fence on this one, for now i will remain neutral.
4) Negative traits - I actually like the negative traits in the end of the battle. It is the scar that adventure left on that character. I vote for keeping it.
5) Overlapping Traits - While i don't have a problem with the overlapping traits from a RPG point of view, i do agree it feels bad as a gameplay mechanic. In the least it will be considered as a development mistake, at worst people will call it a cheap way of stretching the game.