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Many things seems wrong so i'll just point out a few.
First, the Antiquarian is pretty much the only class necessary to your strategy...having always the same team seems a bit silly to me.
Doing only short dungeons will give you less chance to find secret rooms (7500 golds) and make the Antiquarian ability much less useful. Also you won't get to use their free trinket camp skill.
A camp can also heal lots of stress when necessary and make you save some golds on treatment. PD or Graverobber can also cure diseases for free.
Sure your characters will get more resolve xp, but medium dungeons sems like the way to go imo.
Be on the lookout for the "gather 3 medicines" runs. With a bit of luck you'll receive free use of the treatment ward to lock/remove quirks.
Still... I have to admit I also doubt that only doing Shorts is the best way to go about it. Antiquarians really shine in longer dungeons, and camping yields free trinkets, stress relief and disease curing.
More importantly, only doing Short dungeons means time is going to advance quickly while your roster is not going to level up quickly. As the above poster mentioned, this is a sure way to fail on New Game +. I feel there should be some sort of warning about that.
I would also note that having negative quirks is great. If a character has a negative quirk that doesn't affect their class, you make sure it stays there until it gets locked. That way you basically delete a negative quirk slot from the character.
Since this is a guide, I think you could add relevant information and post it in the "Guides" section. It might benefit people who rise to level 5 too quickly and don't understand why the game is suddenly so freakishly difficult.
1) They are super fast and allow you more chances at getting the characters you want from Caravan.
2) Again, they are super fast so if something does happen to go wrong, no big deal.
Again, this is not to say you CAN'T do mediums. My preference is shorts. Try it out and see what works best for you. If mediums work better, godspeed.
As far as team build goes, again as I said, the party I mentioned is the "ideal farming party I found." It's certainly not the only party you can use. It's definitely a great starting party to use while you're finding what you like.
Lastly (and I've said this several times) this is what worked for ME. I restarted several times because a lot of this information I didn't know about when I first started playing. Thus, this post is meant to help people from making the same mistakes I initially did. Take the pieces of it that you find helpful, discard the pieces you don't. I definitely encourage others to post (or link to) other similar starting guides. I'm always looking for new information and new strategies to perfect things.
One of the best things about this game is that there isn't ONE way to play it. There are so many options available to you that you can play the way you want. This is just one way.
The roster size is big enough to keep one place availabe for recruting a heroe with a very positiv quirk or you can dismiss one of the other heroes anytime.
Sure, you shoudn´t send out your favourite heroes on suicide missions because you do not have the stuff to equip them appropriate for the harder runs. But there is no need to grind until week 80+ in the rookie area at all and you get no advantages for the real challenges in late game either by doing so.
My first attempts I wasn´t ready for the challenges in late game also and I started new when too many of my heroes had died like flies on championship runs and I no longer dared to send people on the runs. So what? Going forward and starting new makes more fun than staying on rookie level for ages in my opionion, even if you are a rookie. It went better the second try and now I can handle championship as good as they are to handle. Besides people die on championship runs sometimes, no matter how good you play or how good your equipment, the quirks etc. is. It´s just part of the game. To learn to avoid this as good as possible in my opionion you just have to play these missions and analyze why some things worked out fine, others not.
The primary goal of the game is not, to get rich without risk but to beat the dungeons. If you like playing the beginners missions, it´s o.k. but it´s not a guide for the game at all.
Besides going with optimal geared characters in the rookie and medium dungeons you learn not a lot about the hard dungeons because there nearly everything works out fine. There it´s just no need bringing an optimized team at all.
It´s not a game for a perfectionist by the way because even perfect things does often not work out in the game. The tactical gamplay contains a significant random component.
It's sound advice, and there are some decent tips in how to do this most efficiently (again, I would disagree with doing mostly Short dungeons), though of course everyone is free to do it however they want.
So yes... it's more of a PSA than an actual guide.
Yeah, with the different title a lot of the things in the text would make more sense to me. I didn´t like it especially because farming and grinding is not necessary in the game and too many people already complain. The title and text gave the impression you have to do it.
Obviously, i'm not questioning your right to play the game any way you want but i'm afraid fallowing your guide won't be useful for the most of beginers. Still, it's an intersting opinion to read.
It's true that in Darkest Dungeon, you don't really get progress by levelling up your heroes like in most games. When your heroes gain experience they get stronger, but the challenges increase in difficulty much more quickly. Additionally, everything you've poured into strengthening a hero can be lost in a single bad expedition. On the other hand, improving the town is a net benefit which will make everything easier, and it's progress you can't lose.
Saying to players that their goal should be to improve the town more than improving their heroes when they start is very good advice. Both are a sign of progress toward beating Darkest Dungeon, but the town is much more reliable and rewarding.
Then, it's true the Apprentice level dungeons is the easiest way to get materials by far, and they don't require strong heroes at all. But focusing your entire strategy on them to the point of firing functional heroes who are too experienced to do those expeditions and give up completely on strengthening and maintaining most of your heroes does not automatically follow.
That strategy of farming Apprentice expedition and spending few to no resources on adventurers is where you move from the general-use guide to the strategy that's specifically tailored for players who are willing to spend lots of weeks and heroes to make steady progress.
*slowly in term of in-game time, it's probably rather fast in real time.
I can't imagine a more boring way to play. You can finish the game in well under 100 weeks even if you have no idea what you're doing to start with... My first win just missed then 91 week achievement, IIRC, and my NG+ followup was, I dunno, 60 weeks? Playing all those short dungeons is seriously crippling the efficiency of you play if you need this long to hit Veteran level. You'd probably get much better productivity by dropping your Antiquarian and doing Medium/Long dungeons with a stronger party. You'll end up with better loot, better trinket rewards, more heirlooms, and if you're feeling brave, you can farm the odd Shambler for ancestral trinkets.
I honestly have a hard time imagining a new/newish player reading this guide and having any response other than "If that's how you have to play, this game isn't worth playing."
That would matter a lot if "Progress per Week" were important, but that only matters in regards to Vvulf (and then only if you get level 5 characters), achievements, or NG+. Otherwise, it doesn't matter what week you're on or how powerful you are in relation to how many weeks have passed. The game doesn't care about your efficiency. You can be super inefficient and it won't punish you for it at all. I know it's weird, but that's how it is.
And of course, in-game weeks and real-life time have little to do with each other. If you could do 1-minute quests that give 2,000g each, you'd be on Week 350 in no time, but you wouldn't have spent any more time playing than someone who's only done Long missions and is on Week 20.
Still, I too prefer to do Medium runs (or Long runs if I have an Antiquarian).
Ultimately I think the one great point that the OP is making is that rushing to get to higher levels will only make things harder on you. Noobie dungeons are easier, pay about as much and will let you properly skill up and gear up your characters before moving on to Veteran dungeons. There's no rush because it doesn't matter what Week it is.
Apprentice short dungeons don't pay anywhere near as much even as Apprentice long. Apprentice short you're lucky to end up with 10k gold by the end of it, and you still need to cure stress and (maybe) quirks. The same group on Apprentice long might get 25-30k gold, and the cost for stress/quirk treatment is the same (lower, IMHO, due to camp benefits). If you can do 3 shorts in the time it takes to do a long... you'll still probably be ahead in terms of cash, trinkets, and heirlooms doing the long. And spending all of your time on short missions means that you'll be desperately low on useful trinkets when you try to go forward. At least on Apprentice long, you can get up to Rare trinkets, some of which are fairly useful (eg. Sun Rings), but you need to tackle some Veteran dungeons to get those Very Rare ones as well.
If you were to do this, after you do max out all your skills and smith and decide to visit your first Veteran area with your perfect-quirk team... you'll get destroyed because you haven't been working on strategy at all.
And again, the main problem I have with this strategy is not how unproductive it is (although I do feel it is very unproductive), but rather how boring it is.