So if the Bar heals 25, the Gambling Hall heals 50 and the Brothel heals 75, then the Bar would cost X, Gambling 2X and Brothel 3X. Since time is a commodity in the game, there's no need to make the better 'rooms' more efficient. It'd help make the relevant negative quirks more important, since someone with Tippler is going to be out for a few weeks if they're really stressed, and someone with Love Interest can't just cheaply remove a few points of stress outside of the mission. Something to cure only about 20-30 Stress for heroes you're looking to top off for the next mission, while the middle option is for moderate to severe cases (50-70), and the final option was for people who'd gone over the deep end (80-120), while the costs adjusted appropriately. If the Bar was both cheaper and less effective, for example. I think it might be a bit better if the Stress relief was more spread out amongst the options. There's just no need to invest in them, when they already do almost everything I need, and I need them very rarely. My Abbey and Tavern are still faltering while my Guild and Blacksmith are maxed out. The only reason I use any other service is because of Quirks, Events or the Caretaker. The Bar and Cloister with just a couple of upgrades can heal 56 Stress for pretty cheap, and that (plus some idle time) is usually enough for most problems. And when I do, the cheapest options are pretty good. Or perhaps it's because of my excessive use of Jesters, Crusaders and Houndmasters (it's rare to have a party lacking one of them).īut I just find that I very rarely need to worry about paying for rehabilitation. Perhaps this is because of me prioritizing Stress healing at campsites over buff abilities. And even then, the odds of them needing anything more than Meditation or Booze are rarer still. I'm almost always capable of keeping stress down to a minimum, and only in bad runs do my soldiers really need some R&R. So, how often are people using the Tavern and Abby to relieve stress? I find it happens very rarely.
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