Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I actually like Slowdraw on my Vestals. Gives them something to heal without screwing the following turns up.
Elrich Slayer and -Killer have the most useful spread of enemies to affect.
+Death's Door and/or Protection save lives.
As for the worst, quite many Positive Quirks have next to no effect at all. Plus Stress healed in Brothel? Woo...
For negative ones, Kleptomaniac, Curious, Compulsive. See the common thread? :b
Others doesn't matter. :)
While everything that forces curio interactions is BAD, i'd say that (Dungeon) Phobe and Fear of Eldritch are worse. Stress Eater, Weak Grip on Life are frequent run-enders. And in the Courtyard in particular, Claustrophobe has the potential to ruin the raid.
Best quirks are speed-related, quicksdraw, early riser, quick reflexes, etc. Worst are whatever lowers your speed and forced interaction quirks. +dodge and +hp also helpfull, +prot is good with +prot trinkets, and +dmg is also helpfull.
Dont bother with region, or enemy-specific quirks, unless you want some fun with Unholy hater crusaders.
Others are useful, but not worth paying for. ;)
On Guard- Gives +4 speed and +5 dodge on the first round. This has so many applications; typically hallway fights are going to be short anyway so a quirk that only applies on the first round is still very useful. It's also great on not just damage dealers but supports and stunners like Plague Doctor.
There are a couple quirks that work well in pairs. Arbalest with +10% ranged damage /+10% damage when torch over 75 will get +20% damage most of the time. Man at Arms with +10%hp and +10% prot will tank that much better.
Well, except for the Eldritch ones. There's not a single dungeon that doesn't have at least one native Eldritch enemy(often a boss), and that's not counting the Collector and wandering monsters.
Not to mention, that this quirk benefit you ONLY on death door, how often you end up there?
Cant remember any eldritch in wwrens and ruins, exept collector. Humans can appear everywhere, and even there it isnt really worth to lock man slayer/hater
Anyway the TRUE worse quirks are the one that makes you interact with curios for a simple reason: chain reaction.
Most of the bad quirks will be given by curios without using items on them, so from 1 bad quirk you can end up with 5 bad quirks on a single run.
I could have strangled my Man at Arms for his Compulsive nature forcing him to screw me out of what had to have been at least 6 or 7 curio artifact spawns.