![]() What I'd like right now is color indicators for combat reactions that work like the relationship indicators on overworld events. Many different things can influence this relationship. This system can both hinder and help the player depending on how the characters feel about one another. As the group travels together, they will share ideas or clash in their opinions. Stress means worse relations and health loss, which means more stress. This system refers to the relationships formed by the characters regarding one another. The problem for me is that at the moment, if you can't manage stress you'll spiral incredibly fast. There's a few other options for your starting selection, but they're either RNG or single target, so they are lower priority for the first few areas. It's arguably the single most important skill in the game right now.īest practice seems to be to use ounce and Laudanum at every opportunity. The Affinity System is divided into two types, positive and negative, having each hero that has a positive affinity or relationship with one another grants beneficial effects between two heroes, while a negative affinity or relationship can demoralize the team, causing negative effects and debufs. ![]() ![]() 4 seems to be the point where negative reactions start to trigger.Ĭurrently the best way to do this is to spend your first mastery point on the PD's ounce of prevention skill, which gives it a guaranteed party wide stress heal. Click to expand.The relationship system seems very frontloaded at the moment: If you can get a couple of relationships maxed in the first area you can keep carrying them with you for a pretty long time as long as you manage to keep stress for most of the party below 4. ![]()
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