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I always aim to go there when I have the time for a full one-party clear. Assuming you have already learned from the base-game (and have at least ventured into the Darkest Dungeon where it's a similar deal), then it really isn't all that bad at all - just a much longer test of attrition with no retreat penalty. ![]() It is only truly difficult when you go in blind and aren't entirely sure what to expect. there is no light mechanic in court - torches provide party-buffs if used manually, clear one of two obstacle types, and have uses in multiple curios (one of which is a moderate stress reliever), so you'd bring more of them for Court than you typically would elsewhere. It is also an area where supply-item priorities shift - eg. It's worth remembering that if you retreat from there, you do not lose any heroes (compared to Darkest Dungeon / WotDoor), and the map is entirely static, allowing for much easier planning (provided you are willing to spoil it by looking up maps etc). It has no bearing on mission length - something you yourself have to account for by composing a team that can endure such a scenario, accounting for mini-boss, boss, back-tracking, and prolonged stress / more supply management. For example, you won't meet the Artillery enemies in Novice, but you will in Orange+. ![]() Novice/Vet/Champ is more an indication of who you can utilize for those missions (hero levels) and the difficulty (and types) of enemies you encounter inside. ![]() So that means the description has no meaning at all.
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