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I was quite interested in Darkest Dungeon while the game was on early access, until I learned about a game breaking strategy:

Healing abilities are not limited in use, but they only work inside battles. So, each time you encounter a group of enemies, you kill everyone except the weakest enemy, and then spend lots of turns Stunning or even ignoring that enemy while spamming healing abilities. You can even exploit Stress-healing abilities the same way, leaving each battle with full HP and Sanity.

I have watched videos of people playing that way, and the game became extremely easy and extremely tedious. However, the exploit was so obvious and powerful that it couldn't be ignored or chosen not to exploit. That screamed "game breaking design flaw" to me to the point of stopping following game development.

Now Darkest Dungeon is fully released, so I ask: has this issue been fixed? And how?
There's a mechanic that gives you stress damage if you take too long in a fight, I'm not sure how effective it is to prevent that behaviour as the few times I went one or two rounds over the treshhold in Veteran dungeons it was very minor damage.
Maybe it ramps up the longer the fight goes don't know or at higher difficulties..
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Hollyhock: I was quite interested in Darkest Dungeon while the game was on early access, until I learned about a game breaking strategy:

Healing abilities are not limited in use, but they only work inside battles. So, each time you encounter a group of enemies, you kill everyone except the weakest enemy, and then spend lots of turns Stunning or even ignoring that enemy while spamming healing abilities. You can even exploit Stress-healing abilities the same way, leaving each battle with full HP and Sanity.

I have watched videos of people playing that way, and the game became extremely easy and extremely tedious. However, the exploit was so obvious and powerful that it couldn't be ignored or chosen not to exploit. That screamed "game breaking design flaw" to me to the point of stopping following game development.

Now Darkest Dungeon is fully released, so I ask: has this issue been fixed? And how?
If one use this trick or not it is up to the player but you do not have to do it. About 6 months ago devs address this issue introducing a stress penalty for fights over 6 rounds. Now, one can enable/disable this in options of the full version. Another countermeasure is the cumulative resistance to stun buff after each successful stun (after every stun the resistance goes up by 20% or so). In higher dungeons it means stun /get attacked/stun/.... chains that are not really allowing for the abuse.

The 6 rounds penalty on its own makes some sens but in the third level of dungeons there are enemies with tons of health and high damage protection that extends battles to 8 or even 9 rounds. So the penalty is actually punishing you for having nerved characters.
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Hollyhock: Now Darkest Dungeon is fully released, so I ask: has this issue been fixed? And how?
The issue You outline has been addressed long ago. The videos You see are of very early builds. Currently healing and stress healing are very much underpowered to the point of them being cost effective only on a critical. There also are mechanics present that spawn new enemies or large stress penalties if you take too long in a fight. You will at times end up doing Your best in a combat ... still getting Your backside handed to You on a platter and on top of it ridiculed further by massive stress penalties and additional spawns.