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Granted, my management was made immensely easier by three Caregiver's Conventions in a row, after which I did not have much any impactful negative Quirks to speak of and all the positives I wanted locked.
Furthermore, I tend to do much Warrens and a bit less frequently Cove, since both tend to have Curios for removing negative Quirks.
*Ba-dun-tsss*
Never encountered the ticks, how did you get it and what procs it?
I assume the word that was intended was Quirk.
Yes right, sorry im German and my Game is in German, dont know how to change it, just assumed it was the english Word too.
There is nothing i can do really, you mean?
I wish there were more Chambers or ways, because one Quirk per Hero, per week with around 30 Heroes is just a pain tbh.
Wouildnt be so bad if all Chars would be unique.... Maybe im getting old or so, but this would help to remember.
Uhh, you can have three slots, and remove a negative and reinforce a positive in one go in each.
That's 3 x 2 = 6 Quirks affected in one week. Meaning that everyone out of 30 gets a go in ten weeks.
But oftenmost one does not even have that much to lock at once. I had trouble deciding who had anything I wanted Reinforced after fifth Week in a row.
Wait what? Im dumb, i was wondering why the window for quirks is so stupid and now you tell me i can heal a quirk while enbracing one?
Thank you for that Information. Will try it.
In case it has not been clear to you, you get the extra slots by upgrading the Sanitarium. It is the last type of upgrade, I believe, and starts with expanding Medical Treatment slots by one, alternating between them from that point on.
Indeed, in most games I tend to focus on getting at least two slots and full cost reduction as fast as I can.
I like to let harmless negative quirks lock in. Once I have 3, it means there are only 2 that can be an issue. So if I get a bad quirk I can just have that hero recklessly interact with curio that give quirks. He'll quickly get a new negative quirk to replace the problematic one.
So as long as it's not crippling (Off Guard can be pretty horrible for example), I don't need to send them to the Sanatorium.
There are a lot of quirks that can be managed with very little issue. For example, Egomania only interacts with curio exclusive to the Ruins, and the only Unholy enemies of note outside the ruins are the ghoul and gargoyle (which are rather unusual). So if you have Ruins Phobe, Satanophobia and Egomania on a character, they're fine as long as they don't step in the den of the undeads.
Penalties tied to the light level like Diurnal can be avoided just by keeping your party well lit. Quirks that are limited to ranged or melee attack won't be an issue on the right hero (like Lazy Eye on a Hellion or Weak Grip on an Arbalest). Penalties to Damage don't matter much to characters who kill with DoT (like the Plague Doctor).
And there are all the limitation on stress-relief activities which can easily be worked around.
So that's how I've been managing my negative quirks for the most part.
1. Bring heroes only 2 times to battle then remove their negative quirks. If you bring them 3 times their negative quirks will become deadly and will become expensive to remove. However you can bring heroes with negative quirks that you DO want to battle 3 times so they lock .
2. Get rid of heroes with 2 or more expensive deadly and really bad negative quirks or replace them with new recruits of similar kind. For example a hellion with say -10 damage and -5 dodge replace it with another one that has Tippler or Enlightened which doesn't get in the way. Is better to remove heroes than try to fix them.
3. Remove terrible negative quirks early (-damage% , -dodge%, -accuracy%) and the ones that produce forced interactions like Curious and Kleptomaniac . Do not let negative quirks become deadly they will be too expensive to remove
4. Lock positive quirks you want if your hero has 5 quirks or you may lose it. So try to avoid bringing them into battle until you have enough gold to lock it
5. Try to lock the positive quirks early starting with level 1 AFTER a hero has seen battle (don't do it before level 1 because you might lose them after level 1 they are more likely to survive longer in the game) because is way cheaper to lock quirks early.
6. Pick only one stress relief method and manage negative quirks around this stress relief method for ALL heroes. Abbey meditation is the cheapest and best one because it uses busts and crests which are the most common ones. So having say Enlightened or will not drink, will not gamble , etc is perfect for filling up negative quirks. By late game upgrades on that same stress relief method it will clear stress as easily as the more expensive ones but will do it for cheap. For e x in my game I focus on Tavern drinking and all my heroes are drunkards :D
7. Early on grab heroes with Hater or Slayer quirks they are the best . Human or Eldritch Hater or Slayer are the best one as Humans are the most common enemy in the game . Hater is good for melee and Slayer great for ranged.
Ruins = Human Unholy
Weald = Human Eldritch
Warrens = Human Beast
Cove = Eldritch Unholy
Darkest Dungeon = Human Eldritch Beast
8. Also early on focus on heroes that have dungeon specific abilities especially the scouting ones are great.
9. Use dungeons to mitigate quirks . Each dungeon has specific curios you interact with and some give you quirks some remove them. Medium or Long campaigns guarantees the curios you need for each kind of dungeon see below.
Ruins = you get lots of libraries and stacks of books that give you random quirks
Cove = get rid of negative quirks using holy water on coral, bass relief gives you random quirks
Weald = holy water on troubling effigy gives you random positive quirk
Warrens= burn pile of scrools (torch) to remove negative quirks
Weald medium / long campaigns is best for cycling positive quirks if you're looking for the best ones
Cove medium/long campaigns is best for getting random quirks mostly positive and getting rid of negative ones.
10. Positive quirks depend on the character but I'd say protection Hard Skinned 10% is by far the best one and i'd say -10% stress is also pretty good because many good trinkets give stress
Tough the one that gives bonus HP is actually bad. Protection reduces each attack's damage so it actually adds up to more hp bonus than the Tough quirk. I'd avoid the Tough.
TBH the best ones are Quick Reflexes (on ranged units or units you want to hit early), Hard Skinned for anyone that takes damage with terrible dodge base bonus, Damage /Accuracy ones for front liners, Unerring for ranged, Slugger for melee, Natural Swing for anyone that has low accuracy.
Evasive one is good but only on heroes that have good dodge bonuses.
And other than that I'd recommend Human Hater and Eldritch Hater even tho nobody talks about them the +25% damage and -25% stress is really great. Cultists for ex will deal -25% less stress with Human Hater !
TBH I don't know if the bonuses stack for ex Beast Hater + Human Hater vs Human Beast would you get +50% damage and -50% stress? I think it might. Haven't tried it yet. I wanna lock in Human and Eldritch hater on one champ for darkest dungeon later.
Finally Steady -10 stress is great for anyone with low dodge that takes direct damage. You wanna reduce or mitigate stress attack or crit stress.