![]() On the off-chance it's only my experience, i think it's most prudent to start it here first, and not in the "suggestions" forum. Obviously, this doesn't work the same when I am doing pitch black runs, or looking for the shambler alter.I call for a discussion regarding Short dungeon runs in the hopes of extracting some sort of consensus from our demented community. ![]() If I really want to pick up some extra loot from the dungeon, I will either camp to open up a slot, or dump all my torches because camping brings the torch back to max. Sometimes on Long missions I will camp very early for this reason.įourth, and finally, is inventory/torchlight management. Third, reason would be if I really needed the health boost, or felt my group was a little underpowered for the dungeon and wanted the buffs. Second, if there is a boss, I would like to camp immediately before fighting the boss, because they typically cause a lot of stress and damage, and camping buffs can usually help a great deal, so if I've scouted the boss room, I'll plan to camp just one or two rooms before it. Also, if I've nearly finished the dungeon, I'll just camp so that my heroes have less stress when they get home, possibly saving me both the cost and time of removing stress at the manor. Generally I don't risk picking up an affliction, because it just makes more things difficult. First, if stess gets too high, like 2 heroes somewhere in the 60s-70s or higher.
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