Darkest Dungeon Rebalance – No More Stalling
Just some changes that I’d prefer to play with making the game more fun (for me).
1) Healing from hero abilities is generally reduced but has some additional effects, mostly defensive
The purpose of this is 1) to prevent stall-heals from being effective and 2) to make it feel like you are taking wounds and feel the punishment. As well, food restores 15% HP (from 5%) to help accommodate reduced healing during engagements.
2) Stress healing is completely removed from hero abilities and mostly replaced by offensive buffs
This has a similar role to reducing healing but makes stress just constantly build. The main goal, again, is just to prevent stalling behaviour but it also makes the game feel more… dangerous. Criting helps reduce stress a little more and camping automatically removes some stress. The hero abilities that used to remove stress are now more offensive in nature encouraging you to kill enemies quicker (which helps reduce stress).
3) Quirks are around twice as effective but you can only have 3
This is more of an impact issue. I really like quirks and how they can help define heroes but found them a little lackluster. Now, if a hero hates Eldritch is quite matters. I like this, as I like it making a difference in how I play. Without this doubling I often ignored quirks though I did note they had impact. Now, however, I pay a lot of attention to them and build my teams around them. It makes the game slightly easier too which helps offset the difficulty increase from the reduced HP and Stress healing. It’s not too powerful though as you’re limited to 3 instead of 5. This also helps you know you characters more as with 5 it was easy to forget who had what.
4) You get far fewer heroes from the Stage Coach
This makes it harder to cycle through your roster making each character you get more valuable, even with flaws.