Heads Will Roll: Reforged

Heads Will Roll: Reforged

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halcyan2 Oct 13, 2023 @ 8:26pm
How Does Respite Work?
Can someone please explain how the Respite mechanic (in combat) works and what it does?
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Showing 1-6 of 6 comments
Clockwerk Oct 13, 2023 @ 8:33pm 
Respite allows you to gradually reduce your Fatigue (Which is indicated by the tired-looking face icon) each time it is used. The higher your Fatigue, the more you are penalized in combat in regards to your accuracy/ability to evade hits. Regular balanced use of Respite allows you to mitigate the effects of heightened Fatigue which generates as you fight or sustain a blow from the enemy.

This means that not only do you need to regularly need to "Recover" your Stamina, you also regularly need to use Respite to stave off Fatigue from getting too high during extended fights.

It should be noted that certain stats (I'm not sure, Endurance/Coordination) help boost the rate at which Respite reduces Fatigue each time it is used. This also means, of course, that wearing heavier armor that penalizes Endurance/Coordination will also lower the rate at which Respite can mitigate the effects of Fatigue.

It should also be noted that at higher difficulties you will only get a limited quantity of Respite usage which generates as you successfully land a damaging blow on an enemy (Either damage their health or damage their shield) or kill them.
Last edited by Clockwerk; Oct 13, 2023 @ 8:34pm
Darial Oct 13, 2023 @ 10:04pm 
I think Endurance is the primary stat used to calculate Fatigue recovery, Coordination recovery is for Stamina. Another benefit of high Endurance is that it raises the Fatigue threshold to the next tireness level. So a high Endurance is essential for Chapter III and beyond once you start encountering difficult bosses that you need to outlast via Fatigue.

Additionally, alcohol use in combat is great for fatigue recovery. I recommend packing 1 to 2 wine or ale for combat fatigue recovery.
halcyan2 Oct 14, 2023 @ 3:30pm 
Oh. I thought Endurance helped with fatigue recovery while you are doing tasks around camp (i.e. improves recovery with Hang Out action). Is that not the case?
ARFett Oct 14, 2023 @ 3:45pm 
Actually after a while the combat just goes this way:

Shield bash the enemy / feint at the enemy in the start.

Two handed weapons might seem king due to better damage output.

But as you are nearly always confronted with multiple enemies I question their effectiveness as well as the drain on your stamina and the fast tiring.

Always be on DEF Stance in that phase.

Let them tire out while you use recover and respite recovery.

Then pounce and always go for neck or limbs if easier.

You can switch for BAL(ANCED) or OFF(ENSIVE) mode for easier hits and doing better crit.

Neck is deadly.

Limbs can get the enemy broken bones, muscle tears etc.

I prefer a axe as you can bash shields and get to the "meat" easier.

Try to be always at level 1 tired level.

The difference between a level 1 or level 2 tired you and a enemy on tiredness level 4 or 5 is almost constant 100% hits.

And guess what - neck is then deadly.

And using a axe or a sword you will fulfill the game title constantly:

HEADS WILL ROLL

Level 2 is acceptable on long fights.

Endurance and Coordination are key for your stamina and recovery as well as agility for your dodge skill.

Agility of course for good dodge.

Use things like the cudgel trinket which is brilliant to tire out the enemies.

Every time you hit limbs or head with this trinket it does extra fatigue to the enemies.

Bosses are harder but basically most of the fights are war of attritions.

And dodge and good endurance carry more than just going in front loaded on strength and vitality.
Last edited by ARFett; Oct 14, 2023 @ 3:54pm
icardias Oct 14, 2023 @ 3:56pm 
Originally posted by ARFett:
Actually after a while the combat just goes this way:

Shield bash the enemy / feint at the enemy in the start.

Two handed weapons might seem king due to better damage output.

But as you are nearly always confronted with multiple enemies I question their effectiveness as well as the drain on your stamina and the fast tiring.

Always be on DEF Stance in that phase.

Let them tire out while you use recover and respite recovery.

Then pounce and always go for neck or limbs if easier.

You can switch for BAL(ANCED) or OFF(ENSIVE) mode for easier hits and doing better crit.

Neck is deadly.

Limbs can get the enemy broken bones, muscle tears etc.

I prefer a axe as you can bash shields and get to the "meat" easier.

Try to be always at level 1 tired level.

The difference between a level 1 or level 2 tired you and a enemy on tiredness level 4 or 5 is almost constant 100% hits.

And guess what - neck is then deadly.

And using a axe or a sword you will fulfill the game title constantly:

HEADS WILL ROLL

Level 2 is acceptable on long fights.

Endurance and Coordination are key for your stamina and recovery as well as agility for your dodge skill.

Use things like the cudgel trinket which is brilliant to tire out the enemies.

Every time you hit limbs or head with this trinket it does extra fatigue to the enemies.

Bosses are harder but basically most of the fights are war of attritions.

And dodge and good endurance carry more than just going in front loaded on dominately strength and vitality.

and i hate the game to force me to have a shield i am ♥♥♥♥ soft locked in the desert area , and in a normal game you cant level up your profile, im tired of this bad game design
Last edited by icardias; Oct 14, 2023 @ 3:56pm
ARFett Oct 14, 2023 @ 9:29pm 
Originally posted by icardias:
Originally posted by ARFett:
Actually after a while the combat just goes this way:

Shield bash the enemy / feint at the enemy in the start.

Two handed weapons might seem king due to better damage output.

But as you are nearly always confronted with multiple enemies I question their effectiveness as well as the drain on your stamina and the fast tiring.

Always be on DEF Stance in that phase.

Let them tire out while you use recover and respite recovery.

Then pounce and always go for neck or limbs if easier.

You can switch for BAL(ANCED) or OFF(ENSIVE) mode for easier hits and doing better crit.

Neck is deadly.

Limbs can get the enemy broken bones, muscle tears etc.

I prefer a axe as you can bash shields and get to the "meat" easier.

Try to be always at level 1 tired level.

The difference between a level 1 or level 2 tired you and a enemy on tiredness level 4 or 5 is almost constant 100% hits.

And guess what - neck is then deadly.

And using a axe or a sword you will fulfill the game title constantly:

HEADS WILL ROLL

Level 2 is acceptable on long fights.

Endurance and Coordination are key for your stamina and recovery as well as agility for your dodge skill.

Use things like the cudgel trinket which is brilliant to tire out the enemies.

Every time you hit limbs or head with this trinket it does extra fatigue to the enemies.

Bosses are harder but basically most of the fights are war of attritions.

And dodge and good endurance carry more than just going in front loaded on dominately strength and vitality.

and i hate the game to force me to have a shield i am ♥♥♥♥ soft locked in the desert area , and in a normal game you cant level up your profile, im tired of this bad game design

I play only Heads will Roll difficulty as I come from "A Legionary's Life" which this game clearly copies and expands on.

Dying and leveling your start guy and trying anew is motivation for me.

The "fixed" levels are really only a small bit of the game.

And frankly boring.

In HWR Mode you can vary your start stats, gear and more for a starter character.

Or even go with a random roll start.

It is clearly designed around that HWR mode.

Still you die...a lot.

Until you get some decent profile level for your starting guy.

But then it is like "the hundredth peasant guy who became THE hero".

Until you run against some of the bosses or bad RNG luck.

At least you are rewarded with good leveling of your profile for a restart.
Last edited by ARFett; Oct 14, 2023 @ 9:30pm
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Date Posted: Oct 13, 2023 @ 8:26pm
Posts: 6