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The big draw for rogue-likes is the randomness. The fact that when I sit down to play it won't necessarily be the same each time, and I'm forced to make tough calls. The fact that you made it through the dungeon without stressing out or losing a character should be reward enough.
"Hey! Nice job completing that dungeon and saving the Warrens!
Here's $2,100 in quirks to get rid of, grats! Oh, also, your Highwayman got drunk and lost your legendary trinket while you were out, oopsies!"
Another huge draw for rogue-lites (as these are more often called) is a permanent failure state. "Tough calls" lose value when your heroes aren't worth anything as demonstrated by the infamous "suicide squad" strategy this game encourages. If you lose a hero, you just replace them with a new, free one. The only thing remaining to get back up the levels is the infamous grind.
"Making the best of a bad situation" is not relevant here, at all, despite what the game claims. There are no "bad situations", nothing is on the line, you cannot lose.
It does seem to be random, yes, and it is discussed in a suggestion thread of mine over here: http://steamcommunity.com/app/262060/discussions/2/617328415054982781/
Basically, I agree, the randomly acquired perks should go, while perks acquired through interactions with objects, areas and enemies + new ones should stay.
But on second thought, catching random desease, or geting corupted by spreading evil is both immersive and good for character rotation. Stress adds 1 turn of relief. Satanorium - second.
lol nice :)
The official word is that you're more likely to get negative quirks with high stress, but in my personal experience stress isn't much of a factor. I mostly get negative quirks with my low-stress groups, and Team Insane (my permanent team of four Afflicted, 100/100 Stress characters) gets negative quirks about as often as my fully sane groups do.
I'd really like this to change then. I mean the way it is now it feels like a huge slap in the face. They even make you "unwrap" the negative quirks as you would a present. Even if it wasn't the debrief screen that you get the negative quirks from that would be fine. I just hate winning a mission and feeling like I was punished for it.
no matter how well you pass dungeon - you can get punishment (in case of rookies - they just thrown away if get nagative trait from first dungeon run)