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Best advice otherwise is focus the stress dealers, bonfires can help with stress in medium missions, and if you're constantly being outsped that might be an issue with who you're bringing.
Game's punishing by design, the trick is that pretty much anything can be solved with enough game knowledge.
In time, you will learn which quirks are worth keeping or nuking, many of which aren't worth touching at all - and many of which can be managed inside dungeons. Don't waste all your money removing bad quirks - only a portion is vital, and you will (inevitably) get more anyway. It is better to keep low-impact negatives than it is to try and keep your quirks clear.
In time, you will learn how to strangle intake and manage curios, to the point where things like diseases are exceedingly uncommon, and how you can remove them as part of your dungeoneering (rather than the Sanitarium). This will be more important later on (when you take on Crimson Court), as avoiding disease helps dilute its systems.
In time, you will learn that these complaints are a product of inexperience. The game certainly is punishing (by design), and it will continuously remind you that this long campaign is meant to be chipped away via persistence, background prog, and learning how to overcome the failures. Knowledge reigns supreme, and you are still finding your feet, so you are the prime candidate for its punishment, so when things go wrong, ask yourself why and keep that in mind for later. Just don't be one of those people who blame pure RNG, as that can be squashed to oblivion when you know how.
Just keep plucking away. If you're not playing Styigan, there's no game over, so victory is inevitable. Rest assured that with time and practice, you'll know how everything works, how to better manage (or outright avoid) all of these pitfalls, and will start crippling yourself just to continue having fun.
Enemies always go first: You need to increase your speed. Always remove a quirk that lowers speed, and save quirks that increase speed. Use faster characters, too, if you're using all the slowpokes. 10 speed is good for late game, so that's your goal. It's okay to have like one slow character, in my opinion (probably your tank, if you want one).
Stress is too hard: Kill/stun the stress dealers before they act (which is easier to do if you're fast). You can also use stress healing skills with the Jester, Houndmaster, or Crusader. Keep the lights at 100-75%, too. Every segment of darkness magnifies all damage types.
Not enough money: Don't treat every character like they are royalty. If they get fed up, just send them home. If you get someone who has great quirks, then clean up that particular character and keep them in good condition. You have free characters in the wagon every week, so use them. You don't need to spend that much gold until mid game, so you should be able to accumulate hundreds of thousands of gold in the early game. Don't upgrade, either. You should upgrade when you are prepared for the second half of the game. The first half is just repairing the hamlet.
80% = miss: Yes, that is how statistics work. 80% accuracy = 1 in 5 attacks will miss. 90% = 1 in 10 attacks will miss. You owe Lady Luck a miss, the longer you go without one. Since you are struggling with the game, missing seems like a big deal. As you get better, missing won't matter that much. Trust me.
Quest completed, zero stress, 100% health. Bags full of loot.
(And look ... even a Leper in the party).
Expanding on this: Radiant Mode is a grind-reducer, not a difficulty reducer. You choose Radiant Mode when you want a quicker campaign -- not necessarily an 'easy' one. It was designed solely to make the campaign shorter via lower requirements and quicker leveling (without crippling the difficulty).
Yes, it does (technically) make the game easier, but this is not a standard "Easy > Medium > Hard" decision. It is "Darkest: Short >> Darkest: Standard >> Darkest: Timed/Death-count", with the main difference being equivalent to a few points of dodge (Radiant) and increased health (Stygian), which includes actual game-over conditions (unlike the rest).
It's always sad to see people who 'hate grinding' avoid Radiant mode because they didn't want to pick the "easier difficulty", and other people who picked Radiant, thinking it was easy, yet still get their backside handed to them because it barely alters the core difficulty.
Whenever you see someone complaining about grinding or the overall game length, Radiant is designed specifically for them, just like Stygian is for those who want more stakes involved - but both are variations based on Darkest (standard). They are "modes" (more than "difficulties"), so keep that in mind if you enjoy the game but find it going on a bit longer than you'd like.
The lower requirements and lower time investment will dilute the punishment a bit, but it won't dilute the reasons why you're being punished in the first place. As in, you'll die just as easily from poor play or bad decisions as you would any other mode, but you'll recover quicker from it and won't need to play quite as long to win.
It's literally spelled out what Radiant does.
Grinding it may help with, but it's more for a relaxing introduction to Darkest Dungeon.
And when people point to LEP as being objectively the worst hero (in most situations) they're not saying don't use him. The game in its current state is well balanced enough that even the "worst" hero is entirely playable, and even the most abysmally bad combat hero, ANT, has a god-tier gimmick. And even with ANT the Nervous Stab attack is seriously underrated. Attack R1-3 from ANYWHERE. I get tons of finishers from ANT.