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Well then they'd be stuck restarting at level 0 and re-buying all skill/gear upgrades, haha.
My Afflicted party is level 3, I just had them kill the Swine King and the Hag. They're getting pretty strong, I feel like I could just use them every single week forever.
No one else does this? Now that's a bit surprising...
( Yes, my progress in story is pretty slow because of such employment policy, social guarantees and medical treatment, but hey, it's an early access and game keep growing, I think than more my playthrough would be prolonged, the better.)
But hmmm, someday, when there would be no money to removing afflictions, I'll probably could try afflicted party strategy, just never thought about it before I saw this thread. Abusive Egomaniacs Squad, hmmm)
I made a thread about it over at http://www.reddit.com/r/darkestdungeon/ and it seems like not many people are doing it. I guess, for most people, the convenience isn't worth having a weaker team.
Nothing. They keep their Affliction as long as their stress isn't removed. I send my party out every week and they don't change at all.
There are no "good" Afflictions, but Abusive is far less damaging than the other ones.
Afflictions are simple because they don't go away after a run, you have to cure them.
The whole point of this strategy is to *not* remove the Afflictions, haha.
For example depressed immediately triggers
"STUNRESIST-15",
"BLIGHTRESIST-15",
"BLEEDRESIST-15",
"DISEASERESIST-15",
"DEBUFFRESIST-15",
"MOVERESIST-15",
"TRAPRESIST-15",
"MAXHP-10",
"ACC-5",
"DEF-5",
"SPD-3"
That's a non-trivial amount of debuffs
There's definitely some afflictions worse than others and there's also some that are better on certain classes than others.
The +20% damage and +3% crit far outweighs the 5% acc penalty on Abusive (unless your a leper) making it good for damage dealers. Although it comes with a pretty harsh penalty to dodge and hp making whoever has it a glass cannon. (just noticed that its +3 crit on my Crusader and -3 crit on my Plague Doctor for some reason)
the +10% dodge and +2 speed on Fearful and Paranoid are good on your healers as they tend not to do too much damage in the first place and they can self heal to bypass the heal rejection. Fearful tends to skip turns while paranoid tends to be more random.
Selfish and Hopeless are pretty mild all around stat wise, but in a sense that makes them the worst as they don't have up sides like the others. Hopeless is probably worse as it has penalties to defense as well as a chance of damaging/marking yourself as well as a chance of rejecting heals.
Currently, the only Masochistic I have is a Leper and he's not bad as neither his damage or acc is penalized and his self heal can bypass the heal rejection. He already has high hp and a +5% prot trait anyways so the penalty to hp and dodge isn't as bad.
Haven't had Depressed or Irrational so I can't really comment on them