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Top 5 Best/Worst Quirks in your opinion??
:steamhappy:
Last edited by eric2bezrukov; Jun 26, 2017 @ 6:46am
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Showing 1-15 of 30 comments
The worst quirks are Kleptomanic, Curious, Kleptocurious, Curiomaniac and Corvid's Curiosity.
Paranoia Jun 26, 2017 @ 6:51am 
Kinda dependant on the Hero.

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
oldnoob Jun 26, 2017 @ 6:51am 
The worst ? Weak grip (or something like that) - 10% deathblow resist. The best ? Opposite.

Others doesn't matter. :)
UR|Dialetheia Jun 26, 2017 @ 6:56am 
Quick Reflexes, Hard Skinned, Slugger/Lurker/Warrior Of Light(depends on your playstyle), Eagle Eye/Precise Striker, Eldritch Hater-Killer-Slayer. In some cases, Irrepresible, but that's borderline.

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.
Last edited by UR|Dialetheia; Jun 26, 2017 @ 6:57am
Ghin Jun 26, 2017 @ 7:18am 
I always lock the +speed and +prot quirks. Also a fan of the bleed resist quirk though its effectiveness is debatable.
eric2bezrukov Jun 26, 2017 @ 7:45am 
Originally posted by Ghin:
I always lock the +speed and +prot quirks. Also a fan of the bleed resist quirk though its effectiveness is debatable.
good point
Enfild Jun 26, 2017 @ 7:56am 
Originally posted by Hekwit:
The worst ? Weak grip (or something like that) - 10% deathblow resist. The best ? Opposite.

Others doesn't matter. :)
Very strange decision. And very harmfull advise, being on death door is always a gamble, it is better try to avoid it, rather than try to rely on your 10% increased chance to survive.

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.
Last edited by Enfild; Jun 26, 2017 @ 7:58am
oldnoob Jun 26, 2017 @ 8:06am 
I meant Lock/remove. 10% deathblow resist is always worth the money. :)

Others are useful, but not worth paying for. ;)
Panfilo Jun 26, 2017 @ 8:10am 
Best:
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.
UR|Dialetheia Jun 26, 2017 @ 8:17am 
Originally posted by Enfild:
Originally posted by Hekwit:
The worst ? Weak grip (or something like that) - 10% deathblow resist. The best ? Opposite.

Others doesn't matter. :)
Very strange decision. And very harmfull advise, being on death door is always a gamble, it is better try to avoid it, rather than try to rely on your 10% increased chance to survive.

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.

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.
Enfild Jun 26, 2017 @ 8:27am 
Originally posted by Hekwit:
I meant Lock/remove. 10% deathblow resist is always worth the money. :)

Others are useful, but not worth paying for. ;)
Quite the oposit. What is worth +10% deathblow resistance when your hero still dies an first tick? Speed on the other hand allows you to stun/kill enemies before they even have chance to move.
Not to mention, that this quirk benefit you ONLY on death door, how often you end up there?

Originally posted by UR|Dialetheia:
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.
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
Last edited by Enfild; Jun 26, 2017 @ 8:30am
Matthew Jun 26, 2017 @ 8:34am 
I like the +4 speed on first round for Hellions. Anything which helps them Iron Swan the back enemy before they can act. Rest of the fight doesn't matter, she can YAWP at the slow front-line when she gets around to it.
My Name is Mud Jun 26, 2017 @ 8:40am 
Quirks I'd try to get rid of would be anything that forces Curio interaction, and there are quite a few. Kleptomaniac is probably the worst. Other bad ones are the one that lowers stun and disease resist, anything that negatively effects you at high light, and reducing criticals.
OnsideSilver Jun 26, 2017 @ 10:10am 
It depends on the chara, for example an Hellion with -3% crit chance on ranged attack is really welcome (se doesn't have any ranged attacks xD)
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.
THANKS OBAMA Jun 26, 2017 @ 10:28am 
My god do I hate forced Curio Interactions when I'm trying to bring along my Antiquarian.

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.
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Date Posted: Jun 26, 2017 @ 6:46am
Posts: 30