Darkest Dungeon®

Darkest Dungeon®

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Lucid Jun 24, 2017 @ 6:41pm
When do you lock in positive quirks, cure negative ones, and dismiss your guys?
Seems to be a lot of different philsophies. I keep buffing my guys and sink a lot of cash into them upgrading their armor. However, when I do, I end up eventually getting so much crap in terms of negative quirks and diseases (diseases I can somewhat circumvent due to some camping abilities) but it still becomes so much money. I have a hard time deciding when to let someone go. And to lock down good perks for the strategy I want with a given character becomes almost impossible. For example, I have a lvl 3 crusader and I want to keep this perk. It's half my gold (around $10,000). This is AFTER I upgrade the buildings to get this stuff at a "reduced" cost. Just at some point I feel like I should diss them. But dunno...

Wanted to know your guys take.
Last edited by Lucid; Jun 24, 2017 @ 6:42pm
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Showing 1-15 of 16 comments
TheBoredGal Jun 24, 2017 @ 6:55pm 
Normally I wait on removing and locking quirks until they get to rank 6 or get a really good one at a low level, it costs more but I know they will be around until they die, which for me is not very often unless I'm feeling cruel. Armour and Weapons I upgrade ASAP so they are viable in dungeons and make it easier to come out with more loot. Sure my stratagy costs more but it doesn't seem to matter when you start swimming in the loot.

So regarding your crusader, do you find that quirk so good that it needs to be locked in and you plan on keeping him then do in now rather then later, it costs less. if you don't plan on keeping him then don't worry about it.

At least thats my say.
-TheBoredGuy
ThatStrangeGuy Jun 24, 2017 @ 6:56pm 
Recommend locking positive quirks at end game since everything is settled and you have the resources to throw around. I do it mid game because I do heavy duty gold farming with Antiquarian.

Mostly leave the negative quirks alone, unless it seriously impacts gameplay (CURIOUS & KLEPTOMANIC) and rely on curios for free removal. And diseases are nothing with the free removal on camp skills.

I usually take a select few lowbies with great starting quirks out on a few quests. If they don't show any promise and just get terrible negative/positive quirks, then they're gone. This eventually works out as I weed out the weak and are left with the strong.
Lucid Jun 24, 2017 @ 6:58pm 
Originally posted by TheBoredGuy733:
get a really good one at a low level

Sorry for the stupid question but what's a "really good one?" Is "Warrior of Light" a good one?

I find it good. I don't find it "10,000 in gold" good. But then I don't know what warrents good. I think the lock in are going up in price as they lvl up (my main party is lvl [including the crusader]).
Last edited by Lucid; Jun 24, 2017 @ 7:07pm
Lucid Jun 24, 2017 @ 7:03pm 
Originally posted by ThatStrangeGuy:
Recommend locking positive quirks at end game since everything is settled and you have the resources to throw around. I do it mid game because I do heavy duty gold farming with Antiquarian.

Mostly leave the negative quirks alone, unless it seriously impacts gameplay (CURIOUS & KLEPTOMANIC) and rely on curios for free removal. And diseases are nothing with the free removal on camp skills.

I usually take a select few lowbies with great starting quirks out on a few quests. If they don't show any promise and just get terrible negative/positive quirks, then they're gone. This eventually works out as I weed out the weak and are left with the strong.

Compulsive? That seems like a biggie and it's for my new and only jester :( I love the jester but I may have to dismiss him.
Alkavi Jun 24, 2017 @ 7:04pm 
Locking in perks is quite expensive, and should only be done when they're filled with positive quirks, when the quirks you want to keep are at risk of disappearing.

Oh, and make sure to prioritize. If you simply don't have the money, don't do it. Leave the person in question behind in the hamlet and I'm 99% sure they wont replace their quirks as long as they do absolutely nothing but wait, that way you can for sure make sure you get the quirks you want.
Sunwave Jun 24, 2017 @ 7:04pm 
Warrior of light is OK. It's not "A really good one". The really good ones are the ones that give you extra speed (strike first, kill first) or extra crit (crit is Increase damage AND cure stress). Those are the only types taht are "REALLY GOOD" early on. Unless specific ones like anti-holy for crusader, or accuracy for leper, etc. But even then, only do it if you ahve extra money.
ThatStrangeGuy Jun 24, 2017 @ 7:04pm 
Originally posted by Zenman12:
Originally posted by TheBoredGuy733:
get a really good one at a low level

Sorry for the stupid question but what's a "really good one?" Is "Warrior of Light" a good one?

I find it good. I don't find it 10,000 in gold good. But then I don't know what warrents good. I think the lock in are going up in price as they lvl up (my main party is lvl [including the crusader]).

Depends on play style. Do you always stay above 75+ light? If so, then it might be very good. Do you use primarily Crusader as an offense class? If not, then it might not be the one to lock in.

For me, I always lock in quirks that improve speed and a few notables that are guranteed lock in are: On Guard, Quick Draw, and Quick Reflexes.
Dies Horribly Jun 24, 2017 @ 7:10pm 
On the subject of your Jester, Compulsive is very, very bad. It's the same effect as Curious. My suggestion is to treat that quirk at the Sanitarium.
Lucid Jun 24, 2017 @ 7:13pm 
Originally posted by Dies Horribly:
On the subject of your Jester, Compulsive is very, very bad. It's the same effect as Curious. My suggestion is to treat that quirk at the Sanitarium.

Yeah, I figured such. I had Kleptomanic and that was really annoying. I figured Compulsive was in the same league.

I'm still on the learning curve of when to lock in when to cure, when to ditch, when to upgrade weapons. Basically strategically determining invest vs dismiss (and at what level).
Last edited by Lucid; Jun 24, 2017 @ 7:14pm
Runiver Jun 24, 2017 @ 7:48pm 
I usually don't lock positive quirks until I have too much gold to spare.
I remove the worst negative quirks (curios one, and really bad stress/accuracy ones) as long as they're not locked in.
Then after some times, I just do Cove runs, with medicinal herbs to remove the annoying "locked" ones with the corals. Sometimes I manage to have 2 to 3 corals per mission, so it helps quite a lot.
Panfilo Jun 24, 2017 @ 8:39pm 
Warrior of light is good in that it can stack with either +10% melee or ranged, giving you effectively +20% more damage before you even get to trinket bonuses with high light.

The trick to locking in positive quirks on the cheap is to do medicine gathering quests in the weald. Save your busts for increasing the number of treatment slots so that when it is free you can potentially lock in good quirks from 3 heroes which saves a ton of money.
MrMurLock Jun 24, 2017 @ 9:36pm 
Depends on the character really... I do have a set of "standard" quirks though, but that could change depending on the situation.

-- Tough (+10% HP), Hard Skinned (+10% Prot), Steady (-10% Stress) is my go to lock-ins for my front liners.

-- Slugger (+10% melee damage), Precise Striker (+3% melee Crit), Natural Swing (+5 Acc) is the set for my melee damage dealers.

-- Unerring (+10 ranged damage), Eagle Eye (+3% ranged Crit), Natural Eye (+5 ranged Acc) for my shooters.

Some of my "specialized" sets include:

-- Occultist with Eldritch Hater, Eldritch Slayer
-- Houndsman with Beast Hater, Beast Slayer
-- Bountyhunter with Mankind Hater, Man Slayer
-- Crusader with Unholy Hater, Unholy Slayer

I'd typically dismiss people if they have too many negative quirks as to be ineffective in their roles such as a tank having Soft (-10% HP) or a shooter with Flawed release (-3% ranged crit)
Some negative quirks like Diurnal or Night Blindness I leave alone since I play with the lights usually above 50 if possible. While the opposites of these such as Nocturnal and Phengophobia I always remove as soon as possible.
Last edited by MrMurLock; Jun 24, 2017 @ 9:41pm
Guts Jan 8, 2018 @ 12:00pm 
Sorry to go all apprentice necromancer on this thread, but I see a ton of people crying for gold. Why not use an antiquarian? They increase loot stack sizes, cause extra high value loot to drop, and turn your tank into a super tank with their protect me ability, which adds enough prot and dodge to a man at arms or crusader to ensure that you can heal fully, destress fully, and refill the torch before finishing the fight. I'm on week 12 and I have 52000 gold after spending as much as I can.

I run a Man at Arms in first slot, Crusader or Jester in second, Antiquarian in third, and a Vestal in fourth. Everyone starts by attacking the stress damaging enemies, then they eliminate all but the weakest hitter. Then the MAA guards the Vestal, the Antiquarian tells the crusader to guard her, and nobody can get seriously injured anymore. Sometimes instead of the weakest, I'll opt to leave an enemy that can only hit the front 2 positions so that I can guard the crusader with the MAA.

I recently fought the swine prince and left the dungeon with 0 stress, 100 torchlight, 100% hp, and over 20k gold.
LaserGuy Jan 8, 2018 @ 12:18pm 
I usually am constantly locking/removing quirks as I go, though I never pay to lock them, and only pay to unlock the worst ones (Curios, Compulsive, Klepto, anything with -SPD and the Fear ofs). Instead, I try to open up as many slots as I can in the sanitarium, then do medicine runs in the Weald for free sanitarium usage. Usually these come up every few quests or so, so it's quite easy to keep ahead of your quirks.

I'm on week 12 and I have 52000 gold after spending as much as I can.

While I generally agree about using Antiquarians for extra loot, gold costs do increase considerably as your progress through the game, since equipment/skill costs rise dramatically. Fully upgrading a character to level 5 weapons/armor/skills takes something like 60000 gold assuming that your buildings have all of the cost reduction upgrades, and basically twice that if they don't. So if you want to fully upgrade 20 heroes, you're looking at 1 million+ gold investment over the course of the game... and any time somebody dies, that's another 60000 gold you need to add to your pool.
Guts Jan 8, 2018 @ 12:45pm 
Originally posted by LaserGuy:
While I generally agree about using Antiquarians for extra loot, gold costs do increase considerably as your progress through the game, since equipment/skill costs rise dramatically. Fully upgrading a character to level 5 weapons/armor/skills takes something like 60000 gold assuming that your buildings have all of the cost reduction upgrades, and basically twice that if they don't. So if you want to fully upgrade 20 heroes, you're looking at 1 million+ gold investment over the course of the game... and any time somebody dies, that's another 60000 gold you need to add to your pool.

Nobody ever dies with my party because the only members that can get hit are the crusader and the man at arms, which both have huge dodge and prot bonuses as well as seemingly unlimited health pools. Do you mean 60000 gold total per hero, or is that just the final upgrade? Either way, my whole team is level 3 and upgraded as much as they can be, with no unwanted negative quirks or diseases. I only have 8 active heroes, since I'm running this party every time. When I say I have 52000 gold, I mean that there is literally NO way I can spend it all unless I try to buy every trinket on the market. Does the gold requirement really get so bad that I will have to spend all of that to keep 8 people fully geared?
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Date Posted: Jun 24, 2017 @ 6:41pm
Posts: 16