Darkest Dungeon® II

Darkest Dungeon® II

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Best And Worst Quirks And Diseases
Best: Eagle Eye (more ranged dmg), On Guard (block or dodge at start of combat?), Cosmic Hater (kill bosses more)

Worst: Coward (run from rank 1 to rank 4 at times), Soft (less HP, chance to be blinded on taking a hit), Weak Grip (reduced crit %), Resolute (won't drink)

Diseases: Tarantism (chance to move around or smaller chance to get dodge start of turn), Rabies (less HP, chance to be blinded start of turn, dmg buff?)

Add yours and correct me if I messed any up. I'm hazy on these, lol.
Last edited by HighLanderPony; May 18, 2023 @ 11:12am
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Showing 1-13 of 13 comments
Blockhead May 18, 2023 @ 11:44am 
Deadly is just a better version of Eagle Eye - Eagle Eye is +10% better Ranged Crits, whereas Deadly is +15% better Crits in general.

Defiant is incredible (+5% Heal at the start of every round) for no draw backs.

The Jinx is also really nice - free debuffs on the enemy when your Hero gets hit. Getting this on a Tank is wonderful.

Even though it's a positive quirk, Breacher is just awful. If you get lucky and get it on your normal frontliner/Tank then it's fine; but because it's a positive quirk, you can't get rid of it if you end up getting it mid-run on someone you've built as a backliner (not without some serious luck in getting another positive quirk to replace it). Really doesn't make any sense to me that a positive quirk essentially forces you to adapt to a different (and potentially less optimal) Turn 1 strategy. You could easily fix this by renaming the quirk 'Reckless', making it a negative quirk, and removing the Defence and Strength buffs.
snuggleform May 18, 2023 @ 11:47am 
Eagle eye doesn't make sense on dot or melee builds. On guard, yes I love that one. I also love +2 initiative. I also love The Jinx. Basically if I see Jinx/defense on combat start / unconditional initiative I'll lock it in and call it a day for almost any build.

Coward is not bad for someone like grave robber who isn'ts supposed to be in rank 1. If she gets shuffled there (very common in Librarian fight due to the names of the dudes I pick) I'm totally ok if she flies back 3 ranks without using any action points. Thank God actually.

There are a lot of diseases to hate - wasting sickness means no traveling heals means you're probably going to start every battle on the edge of death. The 5% chance to get stunned disease every round really tickles my pickle when it procs. Lots of them reduce max hp which is very scary when you're trying to do deathless runs.
Lunchbox May 18, 2023 @ 11:59am 
Originally posted by Blockhead:
Even though it's a positive quirk, Breacher is just awful. If you get lucky and get it on your normal frontliner/Tank then it's fine.

I thought this as well until I rolled it on highwayman at the beginning of the run so I built him around PB shot...let me tell you he carried my team for quite awhile. Being able to start every round with a Crit PB shot was crazy
Last edited by Lunchbox; May 18, 2023 @ 11:59am
snuggleform May 18, 2023 @ 12:05pm 
Breacher is only ♥♥♥♥♥ on vestal and plague doctor. It's very very usable on anything else. Think about it this way you basically nullify 2 of the enemy's actions due to the taunt + heavy block on every combat start. The reason why it sucks on vestal/pd is because it takes them 2 whole turns to move backwards into a position where they can do what they're supposed to be doing and they don't really have good enough skills in the frontlines to build them that way.
The Face May 18, 2023 @ 12:27pm 
Yeah the breacher people are odd since it is only bad on the ones with no movement. Tanks love it, and some dps can do fun things. Highwayman point blanks, jester finales, GR pirouettes. Heck even runaway has dragonfly (though that is just ok).

Luck into the movement pet and put the breacher in the back and get a party damage boost as well
Blockhead May 18, 2023 @ 1:09pm 
It's important to note that I'm talking mostly about getting Breacher mid-run. If I've spent several Masteries on, let's say a Deadeye Grave Robber, with trinkets that match that play style, and all of a sudden on Region 4 I have to rejig her Skill Set to allow her to move back/others to move forward, I don't really see that as much of a positive.

It's definitely manageable, I'm not saying it isn't, I wouldn't end a run if I got it late-run, it's just that it's a quirk that forces you to change your play style (unless it's on a front-liner already), and as others have said it can actually be super terrible if you get it on a Vestal (for example).
Last edited by Blockhead; May 18, 2023 @ 1:13pm
danglibit May 18, 2023 @ 1:14pm 
Some of these are highly situational and largely depend on what character you are playing and what setup you are playing with i.e paths and positions.

For example, breacher on man at arms is ideal. breacher on plague doctor less so.
Ben bitmişim May 18, 2023 @ 1:16pm 
Bloodthirsty best quirk.
The Face May 18, 2023 @ 1:18pm 
Vicious, IIRC, is a fun bad one, since it is a damage boost with a penalty (15% chance to vuln yourself)
Playerjjjj May 18, 2023 @ 6:58pm 
The Jinx might just be the best quirk in the game. It's so consistently gamebreaking, especially since it still procs on misses.

Anemic is a really bad quirk. -bleed resistance, high chance to be dazed every round, *and* it blocks poultice items at the inn. The Yips sucks as well. Cowardly is bad for obvious reasons, although it's okay if it's on a backline hero.

I haven't seen all the diseases yet, but the most devastating one I've come across so far is Cholera. It nukes healing received by 50% and and tries to daze you every single round. Sepsis seems really bad as well if you let it fester for a while.
HighLanderPony May 18, 2023 @ 7:00pm 
Yeah, I love the jinx as well. Fun input, people!
Nitaire May 19, 2023 @ 2:31pm 
Field medic is great, Tarantism was.. interesting. Fragile is mildly annoying and I hope to never see Weak Hold on Life again, because it happened to appear at a point where the hero in question hadn't been upgraded and the death resistance was probably at/near its lowest normal point anyway, even without the reduction.

Having just got Lost in Time on a Jester I think it is very good, if I'm reading it right then the downsides may only happen if he is allowed to become stressed.
Last edited by Nitaire; May 19, 2023 @ 2:32pm
Jelly Sandwich May 19, 2023 @ 3:05pm 
Bloodthirsty: 30% damage, 5%crit if target bellow 25%
I have it on my HWM and he can one shot most back liners
Last edited by Jelly Sandwich; May 19, 2023 @ 3:06pm
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Date Posted: May 18, 2023 @ 11:10am
Posts: 13