![]() This is also coming from someone who literally just got 3/4 party members killed. I can tell you with certainty, as a game designer, that this is not a balance or design issue. If you could deal with the Shambler with ANY party build - if could just run 0 light bosses and not worry about the other boss lurking in the shadows - THAT would be bad design. Better idea: if you want to do a mission at 0 light, build a Shambler party and DON'T GO FOR A BOSS. You want to fight a boss without bringing torches? Plan your party PERFECTLY or die. No, that's not bad design, it's excellent. and what if youre on a boss run that requires a different party comp? face it, its bad design. seems like a very limiting restriction to me. Even if you remain steadfast and refuse to do depraved, pragmatic things like firing heroes with high stress levels or straight up using them as cannon fodder, the temptation to do so WILL come up as they become more and more aggravating to work with.Originally posted by Ragic:so every party composition on every dungeon run has to be able to defeat shambler. ![]() It's chilling if your the kind that really gets invested in stories and characters. yeah, this game does everything in it's power to tempt you into throwing away your humanity. I mean, it's not like recruiting heroes to replace the dead or the ones you fired costs a dime. It stresses you out, and it makes it more tempting to stop caring about your characters and people, and it might tempt you to view them as expandable. It's aggravating, and it makes you get annoyed at your employees. This can force you to place your hero in facility you haven't upgraded that much compared to others, meaning they are more expensive and less effective, meaning you have to either upgrade those spots or waste money and time you otherwise wouldn't have if not for that quirk.
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