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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.
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.
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.
Ok, thanks
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
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.
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.
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.