![]() This isn't necessarily a bad thing! If you were stressed about those difficult decisions in the original, Darkest Dungeon 2 might be much more your speed. Having a single long dungeon run means there are a bunch of smaller decisions with smaller effects overall. ![]() Darkest Dungeon 1 was filled with the compelling decision of "should I try to guide this barely standing party to a finish line or should I bail now and keep them alive?" In Darkest Dungeon 2, you simply go as far as you can until you have to click "Abandon Run" and then try again. Because a run is a single, multi-hour progression, there's no ability to run away and only get partial rewards for the current set of characters – in Darkest Dungeon 2 you're either going forward or you're starting over. ![]() They combine in a way that removes the signature tension that Darkest Dungeon 1 created. They're annoying, certainly, but they're not run-ending the way a breakdown in Darkest Dungeon 1 could be.Īnd this is the biggest issue with Darkest Dungeon 2's new mechanics. I found it pretty easy, at least early in a run, to simply fight my way past the debuffs. Alternately, if you don't want to worry about stress, you can get by without even bothering to take those characters or upgrades. ![]() If you want to manage your party's stress level, you pretty much have to upgrade one of a few skills like the Plague Doctor's "Ounce of Prevention" skill at the start of a run and use it regularly. This combines with the other major issue with the relationship system in the early access version: it's just not especially well-balanced right now. ![]()
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