Darkest Dungeon®

Darkest Dungeon®

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whitewolfmxc Apr 12, 2015 @ 2:37pm
The Town needs heal stress by itself
Not that im complaing about how stress currently works in game , but how if you leave your men in the town and not take them out for adventures , person left behind even without any "special" stress treatment SHOULD take at least minimal stress away (like 1 -2 per time you leave them)

this stops the bloody complusary 4000 + dollar plus stress treatment after every mission if you chose to
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Showing 1-12 of 12 comments
Optional Guy Apr 12, 2015 @ 2:52pm 
Ummm I don't think decreaing stress by 1 or 2 will make much of a difference. If your hero is at like 60-80 stress then you're going to have to send him/her to treatment unless you plan on leaving him/her there for 40 weeks or so...
Satoru Apr 12, 2015 @ 3:46pm 
Note spending money to stress release is not mandatory. You may need to make the decision to simply cut and run with specifc heroes that are not worth spending the money on.
wusch Apr 12, 2015 @ 11:01pm 
If you invest Heirlooms into the Tavern and the Church, then the costs will decrease significantly and with 4000 Gold you can usually, if you upgraded both buildings, stress heal 4 people.
Reoden Apr 12, 2015 @ 11:03pm 
Both previous replies are right on the money. Note each time you embark and return from a mission represents one "week" in-game. As Optional Guy said, having 1-2 stress relief per week seems insignificant. But having too much would make the stress relief buildings irrelevant since you're allowed to expand your roster up to 20 people, so you could probably just set up a rotation where you never need to spend money in the Abbey or Tavern.

I agree in theory it makes sense to have people lose stress if they're lounging around town not really doing anything dangerous, but from a gameplay perspective I think it would weaken the existing system.
Last edited by Reoden; Apr 12, 2015 @ 11:04pm
zverozvero Apr 13, 2015 @ 12:59am 
I'd love some interaction for idlers, so it dont feel like they were just put on ice. Some miniscule stress relief is one way to make it immersive.

And theres allways middle grownd between 'gamebreaking' and 'utterly insignificant'.

**lets imagine that stress works 'well' accumulating in each mission, like desirable 40-60 points/expedition. For extremes it wont be impactfull anyway.

Say 3-7 per expedition stress for idlers. Even If 4 teams are rotating, it wont dismiss mending if run didnt go too smooth, but still will be noticable.
whitewolfmxc Apr 13, 2015 @ 2:43am 
doesnt have to be game breaking , a few random stress heals (like random events while your gone that we can reveiw and even interact ) could have been fun to see as well as stress releaf for players lol
Hyperfin Apr 13, 2015 @ 2:03pm 
Would be cool to have both
Stress relief AND stress increase
I mean the town is near some dangerous dungeons isn't it?
Maybe combine it with quirks and inflictions? Like if a guy has the quirk where he is curious about death and such thing and a crew member dies in the previous run he would loose some stress whereas other would increase theirs. I mean all are about to go into that dungeon and when the whole team dies I would ♥♥♥♥ my pants if I knew I had to go into that dungeon too :D
Or maybe some would just leave for 1-2 Weeks and than come back
Or like a tough guy likes to beat up some strangers an gets stress relief
There are like thousands of possibilities

So the town gets more "life"
All for the sake of immersion:D and sure it had to be balanced
I hope you understand my point
zverozvero Apr 13, 2015 @ 9:17pm 
That random events in town are good too?
EVILBONESAW Apr 13, 2015 @ 9:43pm 
do more dark runs and money wont be an issue, also if you can find the right mix of teams and work on getting crits you will end your runs with little to no stress at all.
Hyperfin Apr 14, 2015 @ 4:43am 
Originally posted by zverozvero:
That random events in town are good too?
Well you completely misunderstood me...
I my opinion the town is too quiet. There isn't really happening something
So these events I mentioned combined with the quirks would make the characters more personal and the town more alive
I'm talking about a maximum of +/- 5 stress here
And there already is a random occasion where some characters leave the town for 1-2 weeks
whitewolfmxc Apr 14, 2015 @ 6:23am 
Originally posted by ☠Hyperfin☠:
Originally posted by zverozvero:
That random events in town are good too?
Well you completely misunderstood me...
I my opinion the town is too quiet. There isn't really happening something
So these events I mentioned combined with the quirks would make the characters more personal and the town more alive
I'm talking about a maximum of +/- 5 stress here
And there already is a random occasion where some characters leave the town for 1-2 weeks

i agree with ya , the town is way too boring quite for the people staying over
zverozvero Apr 14, 2015 @ 10:35am 
Originally posted by ☠Hyperfin☠:
Well you completely misunderstood me...
I my opinion the town is too quiet. There isn't really happening something
So these events I mentioned combined with the quirks would make the characters more personal and the town more alive
I'm talking about a maximum of +/- 5 stress here
And there already is a random occasion where some characters leave the town for 1-2 weeks
Then i got it right :) Random events varying from +/- stress to side effects like those of church/bar would make idlers more 'alive' and thats good.
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Date Posted: Apr 12, 2015 @ 2:37pm
Posts: 12