![]() Things escalated, leading to the two heroes marking out abilities that would trigger the other’s suspicions. That decision saved my party and got me to the next inn, a temporary haven of safety. I needed my stagecoach to take some blows if I wanted to make it to an inn. Against my nature, I took the doc’s prescription. My plague doctor, however, wanted the poor sods to fix our wagon. It wasn’t exactly charity because we could learn more about the map in return. When we met some troubled townsfolk, the absolute unit of a gentleman suggested a donation. Her goggles didn’t have the penchant for understanding that the latter’s war-torn gaze did. ![]() ![]() My plague doctor and hulking man-at-arms had issues. An affinity system keeps track of your decisions and how they affect your party members, for better or worse. In Darkest Dungeon II, your enemies aren’t the only challenge you have to overcome. While some choices are nearly impossible to sidestep, considering the fickle minds of your party will minimize scuffles and even net you some neat perks. Aggravate your team enough and watch combat effectiveness take a nosedive. But choices that not everyone is on board with can test your relationships. Healing and buffing each other across Darkest Dungeon II’s tense turn-based battles can turn acquaintances into allies. But while you can discover her past over multiple runs, her current state of mind is shaped by her misfit companions. The grimdark roguelike lets you discover her backstory across stagecoach trips with only a flickering flame for comfort. “What is a physician if not a student of decay?” The stiff plague doctor in Darkest Dungeon II doesn’t have time to smell the flowers.
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