Darkest Dungeon®

Darkest Dungeon®

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itssirtou Jan 30, 2016 @ 9:06am
Worst quirks?
What quirks generally get your priority of 'welp, that has to go'

One specific one was when my Vestal, who was a Gambler, got Bad Gambler. Other than that forced interaction stuff bugs the high hell outta me, and has honestly proven to be one of the most dangerous. My curious Jester got brought to 1/4 health from a few traps even tho he never got hit in combat.

Sidenote, one tip says 'Sanitorium can sometimes remove more than one disease.' Does that go for quirks as well? And can it fail?
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Kevin Ryan Jan 30, 2016 @ 9:19am 
Klepto, curious and compulsive.

I had a lvl 3 man at arms who was compulsive, had to look at everything.

He was basically killing himself.

guess who got murdered by a Collector? lol

Curious is kind of like compulsive and Klepto just screws you out of loot.

Generally speaking quirks that involve your heroes taking an action when you really don't want them to have got to go.
Madmax Jan 30, 2016 @ 9:29am 
Originally posted by itssirtou:
Sidenote, one tip says 'Sanitorium can sometimes remove more than one disease.' Does that go for quirks as well? And can it fail?

You can only fix one negative quirk at the time. You can fix one negative quirk and lock one positive quirk at the same time, however. And no, Sanitarium cures don't fail.
White Shadow Jan 30, 2016 @ 9:33am 
Kleptomania has to go right away, and if it gets ingrained early on, the hero has to be dismissed.

Also anything that heavily reduces the damage, accuracy, and HP, such as Fragile and The Yipps, though I still often end up with some characters that have those, so you kind of have to prioritise.

I also tend to remove Phengophobia right away, since I tend to run with radiant (75+) light majority of the time, so I can't have any character suffer increased stress during that condition.
Maple Jan 30, 2016 @ 9:34am 
Generally anything with -speed/damage/crit is something I take care of immediately. Other than that I'll leave pretty much anything except Curios and Kelptomaniac, as well as the one that makes your hero "obsessed with food" (aka don't bring them to Warrens).
Asgasiti Jan 30, 2016 @ 9:34am 
I get mad any time they get any of the quirk that lower their stats... except maybe rabies because at least it boosts their damage.
itssirtou Jan 30, 2016 @ 10:45am 
Originally posted by Madmax:
You can only fix one negative quirk at the time. You can fix one negative quirk and lock one positive quirk at the same time, however. And no, Sanitarium cures don't fail.

Ok, thanks

Originally posted by Bleeters:
Screw kleptomaniacs
The worst part is I think that can happen with Secret Room stashes... I had a curious check a Troubling Effigy on their own... FML! He was gonna be the one to use it anyway :steamfacepalm:

Originally posted by White Shadow:
Kleptomania has to go right away, and if it gets ingrained early on, the hero has to be dismissed.

Also anything that heavily reduces the damage, accuracy, and HP, such as Fragile and The Yipps, though I still often end up with some characters that have those, so you kind of have to prioritise.

I also tend to remove Phengophobia right away, since I tend to run with radiant (75+) light majority of the time, so I can't have any character suffer increased stress during that condition.
Oohh, I haven't found Phengophobia yet I think... Yeah that one is pretty bad.

Are Crit downs really that bad tho? I mean they are usually only 1 or 2% right? And damage downs on, say, the Vestal or PD don't seem that bad, the vestal spends most of her time healing and the PD tends to rely on Blights.
White Shadow Jan 30, 2016 @ 10:58am 
^Yeah, it's why it's not going to apply to every class. Damage or even accuracy downs on Vestal won't be my priority to remove, since Vestal can do fine without them (never recall a heal missing, lol). Likewise I won't bother removing penalties to ranged attack damage on a Crusader for example.
JessRivers Jan 30, 2016 @ 10:59am 
Originally posted by itssirtou:
Are Crit downs really that bad tho? I mean they are usually only 1 or 2% right? And damage downs on, say, the Vestal or PD don't seem that bad, the vestal spends most of her time healing and the PD tends to rely on Blights.

Well there are obvious exceptions to some of the combat quirks. If you use your Vestal to heal, sure let her keep -DMG. On a Bounty Hunter, though, that penalty needs to go.

I'm kind of iffy on the crit penalties. On the one hand, they seem minor; on the other hand, crits are a bit of a giant snowball effect - decreased stress, kill enemies quicker, more decreased stress and less damage done to you.
BlackDragon Jan 30, 2016 @ 12:12pm 
Heh... that bit about Phengophobia is kinda' funny to me, since I tend to have the OPPOSITE problem. I forget what they're called, but there's SEVERAL quirks that gives you bad disadvantages in low light - less speed, less accuracy. And since I tend to prefer no-torch runs for maximum Phat Lewt, that's a serious handicap. I've sometimes found myself FORCED to go in with torches blazing because I realized that half my prospective party had severe low-light disadvantages, and the other half had major ADVANTAGES in strong light...

So yeah. I've started systematically weeding out all those 'afraid of the dark' type quirks, and just hoping that the 'Warrior of Light' type stuff will eventually get replaced with something more useful to me.
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Date Posted: Jan 30, 2016 @ 9:06am
Posts: 10