Darkest Dungeon®

Darkest Dungeon®

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Sir Crow Jul 10, 2019 @ 8:27am
I obsessed negative quirks of heroes
Spend so much money for each ones, I guess I need treatment ward for this problematic behaviour!
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Showing 1-12 of 12 comments
It would be a wise investment, yes.
PalmTree Jul 10, 2019 @ 9:19am 
Originally posted by ⛧CyberDemonEmpiress⛧:
It would be a wise investment, yes.

Only if it's a really bad quirk. If it's something minor like being banned from a stress facility you shouldn't waste your money on it. It's only good to remove ones that are really bad for the unit its on, like Bad Healer on a Vestal.
Tingsfrid Jul 10, 2019 @ 11:45am 
Hm, where does helping end and spoiling begin? Hard to tell with a game like this.

Let's put it this way: Experimenting with Curios is important.
Stal Hamarr Jul 10, 2019 @ 1:47pm 
Always do the caregivers convention quest when it's available. Free sanitarium to clear locked negative quirks and lock positive quirks. Huge money saver.
waouh Jul 10, 2019 @ 6:51pm 
bring herbs to cove ;)
Skinny Pete Jul 10, 2019 @ 7:23pm 
Originally posted by Stal Hamarr:
Always do the caregivers convention quest when it's available. Free sanitarium to clear locked negative quirks and lock positive quirks. Huge money saver.

This. Also if you're going to spend money on quirks directly, get rid of the non-locked in ones. They're cheaper and if you have nothing but locked-in quirks and remove them with curios like the Eerie Coral, you'll be more likely to hit a locked-in quirk, and won't have to pay for it.

Use Caregiver's Convention, whenever possible, to lock in a good quirk while getting rid of a bad quirk at the same time. It's worth maxing out the Sanitarium slots just to do this.
waouh Jul 10, 2019 @ 8:20pm 
Originally posted by Skinny Pete:
Also if you're going to spend money on quirks directly, get rid of the non-locked in ones. They're cheaper and if you have nothing but locked-in quirks and remove them with curios like the Eerie Coral, you'll be more likely to hit a locked-in quirk, and won't have to pay for it.

Unless you get something like claustrophobia or nervous, or more situational ones like fear of unholy on a crusader
Skinny Pete Jul 10, 2019 @ 10:01pm 
Originally posted by XxDEMONBUTCHERX420Xx:
Originally posted by Skinny Pete:
Also if you're going to spend money on quirks directly, get rid of the non-locked in ones. They're cheaper and if you have nothing but locked-in quirks and remove them with curios like the Eerie Coral, you'll be more likely to hit a locked-in quirk, and won't have to pay for it.

Unless you get something like claustrophobia or nervous, or more situational ones like fear of unholy on a crusader

And this is why, if you can, you remove those before they're locked in. A locked in terrible quirk like Kleptomaniac, for instance, renders a character essentially useless until you get rid of it. (Whether you can get rid of it before it gets locked in is a matter of luck in the case of Reynauld because it can get locked in before the Sanitarium opens on the first mission. I'd usually leave him on the shelf until the Sanitarium opens for that reason alone.)
No One Jul 11, 2019 @ 2:59am 
If you have the bank you can afford it.
Originally posted by Sir Phoenix:
I guess I need treatment ward for this problematic behaviour!
Ha!
Last edited by No One; Jul 11, 2019 @ 2:59am
Sir Crow Jul 11, 2019 @ 4:37am 
Originally posted by No One:
Ha!

I meant I need treatment ward for MY problematic behaviour! Spending money constantly for each ones, searching and clicking negative quirk removing curio ONLY on expedition etc.
Guts Jul 11, 2019 @ 5:21am 
I actually lock in specific negative quirks on purpose. Can't lock in more negatives if your negatives are already maxed out. And there's plenty of pretty harmless negative quirks to pick from.
No One Jul 11, 2019 @ 5:40am 
Originally posted by N473:
I actually lock in specific negative quirks on purpose.
Sad that I didn't think of that.
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Date Posted: Jul 10, 2019 @ 8:27am
Posts: 12