Darkest Dungeon®

Darkest Dungeon®

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Escapegoat Nov 27, 2017 @ 2:06am
How am I suppose to get rid of 50+ quirks?
It's literally mathematically impossible to get rid of all the negative quirks, but they only keep increasing in numbers, it's a mathematical garuntee that it's impossible to finish any game because you will inevitably be overrun with at least 20 negative quirks per character. Surely the developers can't be that incompitent, so what built-in way to deal with this is there?
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Showing 16-30 of 54 comments
Escapegoat Nov 27, 2017 @ 11:14am 
Originally posted by chakkal2001:
Well, plenty of people with quirk-free rosters
I have no way of verifying any part that statement, nor that hacking wasn't involved anyway.

Originally posted by Sir Francis:
You cure them 3 per week, while only gaining 1.5 on average every dungeon run,
Wrong again, it's at least 2 on average, more often 2-3, with curious also contributing.
Last edited by Escapegoat; Nov 27, 2017 @ 11:15am
Chezz Nov 27, 2017 @ 11:34am 
Well if you choose not to believe people because you don't want to change your mind, that's your loss. Nobody has any reason to lie here, and it's perfectly possible to have bad quirk-free rosters. But sure, me with 300+ hours and other people with even more in this thread telling you this are probably making this up, you surely know better since you appear to have learn everything about this game in 6 hours.

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.

Escapegoat Nov 27, 2017 @ 12:05pm 
Originally posted by chakkal2001:
Well if you choose not to believe people
So I'm suppose to worship some random internet guy wasting everyon'es time as some infallible god that knows everything?

Originally posted by chakkal2001:
you surely know better since you appear to have learn everything about this game in 6 hours.
Don't even try and pretend there aren't games with plenty of common hacks. In fact, there's games that openly supply them.


Originally posted by chakkal2001:
Curious will stop contributing to your bad quirks when you stop touching things with your hands
Which ISN'T going to happen because the characters always have and always will obtain quirks that make them touch every curio.

Originally posted by chakkal2001:
You are experiencing one of the few quite high learning curves of this game
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.
Last edited by Escapegoat; Nov 27, 2017 @ 12:11pm
Dr. Sultan Aszazin Nov 27, 2017 @ 12:12pm 
Well:
-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.
Last edited by Dr. Sultan Aszazin; Nov 27, 2017 @ 12:14pm
Alex_Anitos Nov 27, 2017 @ 12:12pm 
Here's the chance of acquiring quirks:

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.
Chezz Nov 27, 2017 @ 12:14pm 
Originally posted by uSg. Adobe Potatoshop:
So I'm suppose to worship some random internet guy wasting my time on the internet as some infallible god that knows everything?

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.

Originally posted by uSg. Adobe Potatoshop:
Don't even try and pretend there aren't games with plenty of common hacks. In fact, there's games that openly supply it.

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.

Originally posted by uSg. Adobe Potatoshop:
Which ISN'T going to happen because the characters always have and always will obtain quirks that make them touch every curio.

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.

Originally posted by uSg. Adobe Potatoshop:
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.

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?
Last edited by Chezz; Nov 27, 2017 @ 12:14pm
Donathan Cheadledge Nov 27, 2017 @ 12:29pm 
Originally posted by uSg. Adobe Potatoshop:
Originally posted by chakkal2001:
I recommend defer yourself for making statements like 'mathematically impossible'
It's litterally impossible given the projection I've made. The only microscopic shred of anything to resolve that issue is the singular, non-troll non-waste-of-time statement that "the max is 5" though that doesn't offer any information as to how to prevent or cure 5 quirks EACH from 12-20 characters.
You literally do not need to remove them though. A lot of them barely even do anything.
Alex_Anitos Nov 27, 2017 @ 12:50pm 
Here's an example of someone[imgur.com] with many negative quirks that i do not remove because they dont affect me:
-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.
Last edited by Alex_Anitos; Nov 27, 2017 @ 12:52pm
PyroPaul Nov 27, 2017 @ 1:08pm 
Originally posted by uSg. Adobe Potatoshop:
It's literally mathematically impossible to get rid of all the negative quirks, but they only keep increasing in numbers, it's a mathematical garuntee that it's impossible to finish any game because you will inevitably be overrun with at least 20 negative quirks per character. Surely the developers can't be that incompitent, so what built-in way to deal with this is there?

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.
PyroPaul Nov 27, 2017 @ 1:25pm 
Originally posted by uSg. Adobe Potatoshop:
Originally posted by chakkal2001:
Well, plenty of people with quirk-free rosters
I have no way of verifying any part that statement, nor that hacking wasn't involved anyway.

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.
SergeTroy Nov 27, 2017 @ 1:38pm 
Originally posted by PyroPaul:
Originally posted by uSg. Adobe Potatoshop:
I have no way of verifying any part that statement, nor that hacking wasn't involved anyway.

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.
A New Player Nov 27, 2017 @ 1:46pm 
Cove and Warrens have curios that remove negative 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.
PyroPaul Nov 27, 2017 @ 1:51pm 
Originally posted by uSg. Adobe Potatoshop:
Originally posted by chakkal2001:
I recommend defer yourself for making statements like 'mathematically impossible'
It's litterally impossible given the projection I've made. The only microscopic shred of anything to resolve that issue is the singular, non-troll non-waste-of-time statement that "the max is 5" though that doesn't offer any information as to how to prevent or cure 5 quirks EACH from 12-20 characters.

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.
Last edited by PyroPaul; Nov 27, 2017 @ 1:52pm
Chezz Nov 27, 2017 @ 1:54pm 
Originally posted by SergeTroy:
Originally posted by PyroPaul:

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.

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.
Pseudok Nov 27, 2017 @ 2:18pm 
Heroes will never be "overrun" by quirks. It's possible that you're very annoyed by the fact that they are semi-permanent penalties to your heroes, but they are not THAT bad. You ain't going to "lose the game" becase of bad quirks.

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?
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Date Posted: Nov 27, 2017 @ 2:06am
Posts: 54