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Wrong again, it's at least 2 on average, more often 2-3, with curious also contributing.
Curious will stop contributing to your bad quirks when you stop touching things with your hands and learn the good interactions. Finishing dungeons with low stress also reduces chances of acquiring bad quirks. If your average is so high you gotta work on this.
You are experiencing one of the few quite high learning curves of this game, and that's alright. If you are willing to openly listen and learn, you will find plenty of people here willing to help. But if you keep assuming you know everything and the rest of the people is out to lie to you, good luck in life.
Don't even try and pretend there aren't games with plenty of common hacks. In fact, there's games that openly supply them.
Which ISN'T going to happen because the characters always have and always will obtain quirks that make them touch every curio.
My first try ever set for darkest, and almost everyone is level 3 with 0 deaths so far despite the never-ending quirks that will eventually overrun every character.
-you have max 5 positive & max 5 negative quirks
-only a few neg.quirks are bad in the dungeon (only a few pos. quirks are good in the dungeo)n
-even the bad ones aren't that bad (the good ones aren't that good eiter)
-just leave the quirks be as they make the game fun: every character grows some way, this involves both positive & negative quirks: this creates a evolving personality.
-don't play perfectionist, you don't need perfect heroes to clear the dungeons, just enjoy those quirks.
-bad quirks sometimes get replaced by less bad quirks too, btw
oh: the rare trinckets are much more powerfull than any quirk, btw... obtain these and use them.
IF you DO NOT complete the quest:
-Chance of positive quirk: 35 - 0.15 * stress
-Chance of negative quirk: 40 + 0.26 * stress
IF you complete the quest:
-Chance of positive quirk: 45% (regardless of stress)
-Chance of negative quirk: 25 + 0.25 * stress
I get like 1.5 negative quirks per run because i usually leave with 0-15 stress on my heroes,if you get that many negative quirks it means that youre either unlucky or leave with some pretty stressed heroes.
You want less negative quirks?
Try to finish the quest with little to no stress.
Well you asked a question on the internet, people answered you, you choose not to believe them because you don't like the answer. You don't have to worship anyone, just don't be illogical, but I see you continue with your hyperboles to try to make a point. Bad news, you are failing.
Which has nothing to do with matter at hand? No, people is managing their bad quirks just fine without hacks or mods. Of course, according to your logic I am lying, so be free to keep the saltiness going.
Use Sanitarium to clean these quirks or dismiss heroes if they got too out of hand. Pay attention to which quirks do heroes have when you recruit them, Kleptomaniac, Curious and Compulsive are not good to have.
Congratulations you are the master of the universe of Darkest Dungeon and people should be kissing your feet in despair for your guidance. You want a prize or something? Why you sound so butthurt and defensive if you are doing so well?
-Faithless(doesn't let you to flagellate or pray): I barely use the pray or the flagellate for stress relief.
-Resolution(doesn't let you drink): I do not use the bar for stress relief.
-Tuckered Out(-10% when HP below 50%): I mainly use him as a stunner/debuffer so it doesn't affect me.
-Bad Gambler(increased chance to lose trinkets/money at the gambling hall): I do not use the gambling hall,at all.
I mainly use meditate for stress relief.
Characters can only have a maximum of 5 Negative and Positive Quirks at any given time unless if you've installed a custom mod which expands that number.
If a quirk isn't 'locked in' when the character earns a new one - the new quirk randomly overwrites one of the older existing quirks.
New heroes come with ~1-2 negative and positive quirks upon recruitment.
Several Dungeon curio's can randomly 'Purge Negative Quirk' for free, with some of those having a 100% purge chance if certain provisions are used while interacting with the item.
How you deal with Negative Quirks is a part of the game that you have to manage. Intentionally leaving in specific negatives and locking in certain positive quirks a character can minimize or outright eliminate the negatives provided and exemplify the positives given. This long term strategy is what makes for great team builds.
For instance - Having the Positive Quirk 'Warrior of Light' (+dmg if light is +75) in tandem with 'Night Blindness' (-dmg if light is below 25). to get the most out of the positive you'll want to keep a high light level, which completely cancels out the negative quirk.
The Warrens and the Cove both have unique Curios found in the halls - 'Pile of Scrolls' for the Warrens, and 'Eerie Coral' for the Cove - If you use a certain Item while interacting with this Curio, it provides a 100% chance to Purge 1 Negative Quirk from the character that activated the item. On longer Dungeons, it is not uncommon to cross multiples of these items - with one of the longer Warrens runs i did, i came across 6.
This makes it fairly easy to have a 'Negative Quirk-free' roster.
Not to mention the Eldritch Altar which can pop up everwhere except the Courtyard and DD itself. I'm honestly not understanding how the OP is unable to believe that effective quirk management doesn't exist for utterly eradicating either all negative quirks or all impactful negative quirks (Bad Gambler on someone that never gambles, Flawed Release on a Hellion). Even before the districts, it was pretty easy to maintain rosters free of Kleptomaniac, Dark Temptation, and other really bad quirks.
However, not all negative quirks are horrible. Combinations like "bad gambler" and "Known cheat" are pretty useless, as all it does is prevent you from gambling, which isn't major.
For the most part, you don't need to remove all negative quirks, some of them you will never notice in a your situations. If you are playing Dark only, quirks that give you penalties at >75 are never going to be noticed, and likewise with <25 quirks if you only do light runs.
Why are you even trying to?
My Crusader has the following negative quirks: Cove Phobe, Warrens Phobe, Weald Phobe. All of them are locked in, meaning that it would be very expensive to try and remove them through in the Hamlet.
But i don't remove them because i only send him to the Ruins, as his +dmg Unholy is beastly there.
So why should I spend Money, Time, let alone Care about treating any of those negatives?
He is never going to set foot in any of those places - so the negative is entirely irrelevent.
Because he is not here to get a response for his question, he is here for validation of his saltiness and belittling the game for the sake of it.
Let's assume negative quirks indeed ruin game because they overrun you. How is it possible, then, to finish the game as most people commenting in this thread have done?