Darkest Dungeon®

Darkest Dungeon®

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Alu Mar 19, 2016 @ 12:33pm
Is it worth to remove negative traits ?
I ask as a noob in this game because it seems you get new ones quick anyways. I see the logic behind locking good ones but removing the negative ones just to get one back in the next dungeon seems stupid. Or do you guys just keep the less bad ones and then remove the real bad traits ?
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Showing 1-15 of 25 comments
Van Mar 19, 2016 @ 12:35pm 
In Lategame, if you play well, you can have all your heroes with zero negative quirks, so... it worth :).
Dr. Uncredible Mar 19, 2016 @ 12:43pm 
The way I play it, I treat my early characters as entirely disposable, I let them just get a bunch of bad traits, and when they can no longer do apprentice dungeons I boot them and hire a new one.
Once I start doing champion dungeons I´m a lot more careful and get rid of the really bad ones, and towards the endgame (haven´t been there since the release though) I get rid of everything, because why not. ^^
Arghaab Mar 19, 2016 @ 12:45pm 
It is worth a lot. But not by using the Sanitarium, by learning how to remove them using curios you find in the dungeons ;)
DuckieMcduck Mar 19, 2016 @ 12:58pm 
It depends on how bad the Quirk is.

Stuff like Curious/Compulsive can in fact grant you MORE negative quirks. Kleptomaniac might deliberately push you back economically.

Then you have Combat related quirks which can be really bad in general as they not only put the party member at risk, it puts the whole party at risk.
Alu Mar 19, 2016 @ 1:10pm 
Originally posted by UnluckyDuckie:
Stuff like Curious/Compulsive can in fact grant you MORE negative quirks.
So you dont open stuff in dungeons ? Because i always do maybe i shouldnt haha.
BG88HE_FD_PA Mar 19, 2016 @ 1:17pm 
My philosophy:

Combat quirks and things like Stress Eater must go immediately
Second order of importance is things like Curious/Klepto
Third is specific Curio examination because its trigger rate or how much it actually matters is pretty rare, so I'll only remove these if I have spare money. They don't trigger every time you come by the curio, and even if they do trigger, it's not guaranteed to have a bad outcome so these are fairly minor.

Things to not get rid of at all are "Can't pray/flagellate/etc". Those are essentially nothing and not worth spending gold to remove. "Can only do X in town" is slightly more annoying but still shouldn't be a problem and I generally just let them stay. "Has some combat penalty when Torch is low on light" is also of little consideration if you never plan to have low lighting, same for vice versa. You can be smart with your gold instead of blowing it all on negative quirks that you really don't need to remove, and there are quite a few that really don't matter. So even with units you intend on keeping it really isn't worth spending thousands of gold getting rid of all of them.
X AE A-12 Mar 19, 2016 @ 1:17pm 
Originally posted by Alu:
Originally posted by UnluckyDuckie:
Stuff like Curious/Compulsive can in fact grant you MORE negative quirks.
So you dont open stuff in dungeons ? Because i always do maybe i shouldnt haha.

http://darkestdungeon.gamepedia.com/Curio
Curios are generally worth opening if you provide the right item, and generally negative if you don't provide an item. The "curio quirks" give you the latter option only.
BG88HE_FD_PA Mar 19, 2016 @ 1:23pm 
Which is true but it's also unnecessary and you get diminishing returns from using reagents due to backpack space being so limited. Even if you use no reagents on a medium dungeon, chances are you are leaving with a full pack. And while it's nice that the reagents guarantee a positive outcome, the investigative negative quirks really aren't that big a deal.

Most commonly it will be something like investigates a corpse, it's nothing. Or investigates a corpse, it's a disease, resisted. Worse case scenario you get a low level bleed or blight. Not exactly super threatening. It can have a negative outcome, like getting a disease, but it's fairly rare. It has to pass many checks to matter: Curio type matches, quirk actually triggers, negative outcome actually happens instead of a neutral or positive one, and you don't resist its effects. That's a lot of "ifs".
!?! Mar 19, 2016 @ 1:48pm 
I always remove ones that make my guys touch stuff.
You don't want that curious kleptomaniac open stuff by themself and then, if it wasn't a syphilis trap and you actually get any, steal the loot.

Things I deliberately leave on are stress relief traits, the best "bad" trait being the one that prohibits gambling because that sucks anyway. Let that lock in so it blocks future bad traits.
Last edited by !?!; Mar 19, 2016 @ 1:50pm
Walkampf Mar 19, 2016 @ 2:45pm 
Originally posted by Alu:
I ask as a noob in this game because it seems you get new ones quick anyways. I see the logic behind locking good ones but removing the negative ones just to get one back in the next dungeon seems stupid.
You tell me, if it's worth to remove bad quirks.
For example, imagin an adventurer with the 'love interest' trait, which will allow him to only visit the brothel for stress relieve.
And now imagin he gets the 'deviant tastes' quirk, which prohibits him from visiting the brothel.
Madmax Mar 19, 2016 @ 2:55pm 
Originally posted by Walikarp:
Originally posted by Alu:
I ask as a noob in this game because it seems you get new ones quick anyways. I see the logic behind locking good ones but removing the negative ones just to get one back in the next dungeon seems stupid.
You tell me, if it's worth to remove bad quirks.
For example, imagin an adventurer with the 'love interest' trait, which will allow him to only visit the brothel for stress relieve.
And now imagin he gets the 'deviant tastes' quirk, which prohibits him from visiting the brothel.

Quirk generation was changed at some point during development to prevent most instances of this. So generally, quirks you get at the end of a quest will no longer keep you from being able to use stress-relief resources. So if you have a hero with Love Interest, the same hero will not get Deviant Tastes at the end of a quest.

That being said, the same hero could get Deviant Tastes after using the brothel. That remains unchanged.
X AE A-12 Mar 19, 2016 @ 3:16pm 
Originally posted by RedBeard:
Which is true but it's also unnecessary and you get diminishing returns from using reagents due to backpack space being so limited. Even if you use no reagents on a medium dungeon, chances are you are leaving with a full pack. And while it's nice that the reagents guarantee a positive outcome, the investigative negative quirks really aren't that big a deal.

Most commonly it will be something like investigates a corpse, it's nothing. Or investigates a corpse, it's a disease, resisted. Worse case scenario you get a low level bleed or blight. Not exactly super threatening. It can have a negative outcome, like getting a disease, but it's fairly rare. It has to pass many checks to matter: Curio type matches, quirk actually triggers, negative outcome actually happens instead of a neutral or positive one, and you don't resist its effects. That's a lot of "ifs".

Yes, usually you miss a gold stack or two if you're unlucky at the end of the dungeon.
On the other side:
- more gems stacks (especially the cove whale)
- more food and heals (12 extra food mid-dungeon? by far the best curio in the game imo)
- quirk removal (actually has a price, 1500 or 5000 gold if quirk locked)
- buffs until camp
- stress relief
- supplies can be used to great effect in combat if no curios are found
the list goes on..

Areas have thematical curios: Warrens: medicine, Weald: bandages, antidote, Cove: shovels, medicine, Ruins: keys, Everywhere: holy water.

There is no drawback at all for bringing 1 bandage and 1 antidote for example. The question of how much supplies to bring is one of playstyle and the specific situation.

And also supplies are not easily found in dungeons so you'll mostly have to bring your own.
Halser, the Mar 19, 2016 @ 3:25pm 
remove terrible quirks, like Curious, Kleptomaniac or combat stuff like Off Guard.

Keep minor quirks such as claustrophobia and god fearing. Let them lock in, so that your hero can't get really bad quirks anymore. If you manage to get a hero to have full negative locked quirks then he can't get any more, meaning you can interact with quirk inducing curios freely.
Sunwave Mar 19, 2016 @ 3:28pm 
Actually, @b_perfanoff: You can use medicine everywhere too. Warrens: Food tables, barrels, food carts. Weald: Beast carcass. Cove: Fish carcass. Ruins: Iron maidens & chemistry tables.
IrrelevantFish Mar 19, 2016 @ 3:31pm 
Originally posted by RedBeard:
It can have a negative outcome, like getting a disease, but it's fairly rare. It has to pass many checks to matter: Curio type matches, quirk actually triggers, negative outcome actually happens instead of a neutral or positive one, and you don't resist its effects. That's a lot of "ifs".
Sometimes, yes, but when those "ifs" are satisfied (and on a "medium" or "long" dungeon, with some quirks, there's an excellent chance they will be), you're probably going to have to wave the white flag. Some of the diseases you pick up are absolutely crippling, and if you're out of firewood or don't have anyone with a disease-curing camping skill, it's either abandon the quest or risk a party-wipe.

And since the price of removing a locked-in, negative quirk is about the same as a single quest's gold reward, yeah, I'd say it's worth curing your curious, compulsive necromaniac before you take him into the Weald.
Originally posted by Arghaab:
It is worth a lot. But not by using the Sanitarium, by learning how to remove them using curios you find in the dungeons ;)
I do this with some quirks, but others are just too dangerous/debilitating. In particular, curio-related quirks can snowball, with undesirable interactions resulting in another curio-related quirk which means even more likelihood of undesirable interactions, which means even more curio-related quirks. Unless you run into a quirk-curing curio near the beginning of the dungeon, you can end up gaining two or three new quirks and a couple diseases for every quirk you cure, and that's just not a risk worth taking.

Obviously, this depends on the quirk. Some of the curio-related quirks are rarely an issue (eg, hagiomania), but others (eg, compulsive) should send the hero straight to the sanitarium.
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Date Posted: Mar 19, 2016 @ 12:33pm
Posts: 25