Topic: Idea: Struggle Mechanic

This topic contains 4 replies, has 2 voices, and was last updated by  Cainhurtz 1 week ago.

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  • #265210

    Cainhurtz
    Participant

    So, have you ever had this happen. You’re facing off against a boss and having a real hard time. Three of your guys die and you’re left with just a Vestal. The problem is that you don’t have any moves that work from the front line. At this point you have no choice but to die or hopefully run away. The boss might only have 1 hp left. Now, I’ve never had this happen to me, but I would imagine it must suck pretty bad.

    So, here’s the idea. If you are put into this position, you moves are replaced by a “struggle attack.” This would essentially just be a weak attacking move. This would at least give you some hope for victory in this terrible situation. I think this could be a nice little addition to the game, and I doubt it would be too hard to add.

    Counter point:

    So, I know someone is gonna say this. “Well, you should’ve run mace bash. It’s your own fault for not preparing for this situation.”

    I don’t agree with this argument. Your essentially giving up a precious move for the very small possibility that you are moved/team wiped. This isn’t a very fun way to play. I generally dislike any move whose only benefit is “insurance.” If you equip a move, you be using it decently frequently.

    What does everyone here think? Like I said, I can’t imagine it would be all too difficult to implement. Do you see any potential issues with this concept?

    #265269
    HMV
    HMV
    Participant

    If your entire team wipes except for your Vestal, she should run away. Doesn’t matter if the enemy is at 1 hp or 100 hp.

    Visit HMV Plays, my YouTube channel where I play various games for your entertainment, including Darkest Dungeon!

    #265271

    Cainhurtz
    Participant

    Why? You didn’t really address anything in my post.

    #265277
    HMV
    HMV
    Participant

    Part of the planning process of the game is deciding to give everybody a move in every position (when possible. See: The Leper) or not. If you choose to not plan for that, and it happens, you should run away. I’m not saying you need to plan for everything. I’m saying you need to accept sometimes that you got your ass handed to you and maybe you should come back another week and try again.

    I don’t see any other points in your post to discuss. Sure, it probably wouldn’t be too hard to implement compared to the rest of the work done on the game already. I don’t agree that it should be implemented, though, for the reason I gave.

    Visit HMV Plays, my YouTube channel where I play various games for your entertainment, including Darkest Dungeon!

    #265285

    Cainhurtz
    Participant

    Okay, now this is more of a discussion.

    “Part of the planning process of the game is deciding to give everybody a move in every position or not.” I suppose at the heart of things, this is what I have a problem with. I don’t like this mentality of equipping a move as insurance. At the end of the day, you’re just gimping your character on the off chance something goes horribly wrong. More importantly, it’s terribly boring.

    I feel like there is a better way of dealing with this. Look at the Occultist; he isn’t useless from any position. Characters like the leper can always just move forward if they get knocked out of position. It’s really only the vestal and a few others who become useless.

    My idea is just an idea. That’s why I asked for feedback. There’s more than likely a better solution to this issue.

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