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Darkest dungeon abomination restriction8/23/2023 What does matter is that, for any state aside from passive, the character also has a random chance of doing affliction-type things in battle, such as spouting random bullshit that stresses out other characters, attacking other characters as a free action at the start of their turn, refusing to accept a healing skill, using a random skill, shifting their position, passing their turn, etc. For the most part, the buffs/debuffs don't really matter (even the +25% damage buff from bloodlust isn't as good as it sounds because about half of the characters treat the actual damage of their attacks as a nice bonus rather than their main appeal). When a character has the crimson curse, it gives some pretty minor buffs/debuffs, with the specifics depending on whether the curse's state is passive, craving, wasted, or bloodlust. For one thing, unlike other diseases, it can't be cured except by killing the next crimson court boss (until you kill the countess, after which it can be cured in the sanitarium). This is a special disease that can be inflicted by almost every new enemy (I think only chevaliers can't inflict it), but it really works more like a mortality affliction. Now, unfortunately, I can't talk about the Crimson Court DLC without also talking about the crimson curse. This all works to make it so that it should take about the same amount of time to do all of the missions in the crimson courtyard as it would to kill all six bosses in the other standard areas, but they're condensed into a set of just four missions, three of which end in unique bosses (okay, yes, after killing the countess, you can fight the statue boss as many times as you want, but that's basically just another generic mission at that point). The light level is just always set to "blood light" (which gives the benefits of any " if torchlight is over 75" quirks/accessories), and torches are just used for interacting with curios or giving the party a minor accuracy buff for their next fight. As well, the torch doesn't work in the same way in there as it does in the rest of the game. This isn't a pain in the ass, though, because the game actually saves your progress in the mission if you retreat, so you can take it on in smaller pieces rather than having to do it all in one go. I mean, not so much the general little missions to collect some of The Blood, but the actual plot missions there all dwarf the size of any other missions, including the "exhausting"-tier mission in the darkest dungeon. That last part is important, by the way, because the courtyard missions are fucking huge. Of course, these upgrades become less viable if you're playing with a time limited difficulty level, but that arguably makes it a more interesting decision as to whether or not to go for them. The increased critical hit chance for bounty hunters/grave robbers/highwaymen, the increased status chances for plague doctors, and the innate stress resistance for jesters are all wonderful upgrades the extra action points during camping for abominations/hellions/lepers is ridiculous, especially since it can't be substituted with an accessory like most of the other class perks can and the extra benefits for having high torchlight make playing in brightness (something that you should be doing already, in most cases) even more rewarding. I wasn't too keen on this at first because I'd thought that the number of heirlooms required for them was excessive enough that you wouldn't get much actual benefit from them by the time you can afford them, but that ended up not being the case. Third, killing bosses can reward you with blueprints, which are used to unlock special upgrades that cost a fuckton of heirlooms. Stress is an issue when it happens in dungeons, but in town, it's just a matter of not using that character for a little while to recover it (or, if it was a shitty character anyway, just dismiss them). At worst, you'll waste some money and gain a bit of extra stress on your characters. What makes it too forgiving in the case of Darkest Dungeon is being able to retreat from individual fights with very high chances of success and being able to retreat from whole missions with very little consequences. This is, of course, standard procedure for playing a roguelike, so that's hardly anything novel, nor is it something that negates challenge innately. The way to assure your success is to first and foremost reduce your reliance on the RNG as much as possible, then to stack the odds in your favor as much as possible, and only then to take advantage of characters having that final safeguard against dying. The death's door mechanic is part of this, but it's really just a last resort. This all underscores another point: Darkest Dungeon is too forgiving to really be considered a hard game.
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