Spammable and reliable with mastery but if you use it you are committing to your Hellion as nothing but a stress healer for that fight because it applies a stacking damage penalty which you can't clear without certain skill masteries. Hellion: Works unreliably without mastery. Man-At-Arms: Requires mastery, Unreliable, but you can spam it and it clears Horror which is super nice Jester: non-viable, doesn't work unless they have 5 stress or higher and you need to keep them under 4 to prevent them from hating each other I might be missing one somewhere, but I think that's it.Īs far as I can tell the ups and downs of all of them are: The only party stress heals in the game as far as I'm aware belong to plague doctor, jester, hellion and man at arms.
If you don't get a decent party stress heal at the first inn your characters will all hate each other by the end of the first road, and then you'll die because most of your power comes from them liking each other and they don't
If you have a Jester/Highwayman/Leper team and you can level up the Jester's skills that apply skull icons and buff up the leper you can really plow through a lot of fights with minimal resistance, especially when you have the Highwayman ready to take out guys with crits from his blade attack. Highwayman's "Take Aim" and the Leper's skill that makes him a target and buffs his defense are really strong. I'm getting more used to the game and so far it feels like you're struggling up to the second inn and then after you get a few mastery points you can kind of breeze through the next couple areas. It just feels as if im deliberately sabotaging a run when i dont take it.Ĭould be picking the jester or some other skill upgrades offset it and i haven't found another good combo yet. The difference it makes in getting early positive relations is insane. Just the other day i forgot to spend the mastery point entirely in the starting inn. There is no way to plan for or mitigate a completely binary roll that I can't see coming or happening.ĭecided to try a run without immediately mastering Ounce of Prevention and wow, this feels terrible. Make it add stress to the other amorous character or make them lose relationship sure but the game telling me "No, you can't do that this turn" was stupid. It's not ok in my eyes for a thing the game encourages (positive relationships) to take away actions from the player based on RNG. It's ok for the dice to not fall the player's way every once in a while and it is also ok for some "good" things to have downsides. Similarly, sometimes seeing an Amorous partner take damage leads to a pip of stress for the other character.Īmorous usually gives you a fuckton of positive buffs that churn out like a machine I think it's fair that it can also give out a negative thing once in a while (as it is irl lol) I had a battle similar to this early on where a character jealously barked "there's something between you two!?" when I tried healing someone else-both of them were Amorous with the healer so it forced me to not use Heal on the first person.
Lol that actually loving owns and was def one of the "moments" this game is built to create. I'm gonna set this game aside for a bit until we get a bit more content and hopefully some of the bullshit interactions adjusted. I was able to get to the inn and still win the run with the reinforcement but that battle completely soured the whole thing. A positive relationship got my character killed. The kicker? it was an outburst FROM AMOROUS. Was annoying because she got extremely unlucky to get on death's door in the first place but the real problem was that she died because my Graverobber did an outburst that prevented my PD from using a heal on the Runaway of course the very next attack killed her. Just finished a run where my Runaway died on the last battle before the inn.