Darkest Dungeon®

Darkest Dungeon®

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Perogi Feb 19, 2015 @ 6:21pm
Negative quirks for completing a mission?
After a mission some heroes develop quirks that you have to click on to reveal. Is it random which heroes get new quirks and whether the quirks are bad or good? Because lately it seems like I'm being punished for completing missions with a whole bunch of negative quirks.

At first I thought that how well you did in the mission affected whether you'd get negative or positive quirks. Like if no one died and stress never got high you'd get positive quirks. But a lot of the time I have perfect mission runs and get "rewarded" with a bunch of negative quirks.

If this is random, I'm mad. There's a line between "making the best of a worst situation" and "playing a game of pure chance and being arbitrarily ♥♥♥♥ on"
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Showing 1-15 of 24 comments
Nive Feb 19, 2015 @ 6:32pm 
I think it's both random + depends on how much stress you had at the end of the mission or even how much total stress someone got in the entire mission disregarding their ending amount.
Stetzer Feb 19, 2015 @ 6:38pm 
Half of the game is about managing your stress and quirks in town. Sending out your other not so optimal teams so your A team characters can recover. These random occurences are what force you to make decisions and extend the game.

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.
😒 Feb 19, 2015 @ 6:46pm 
Still...

"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!"


:stress::deadweight::blight::stress:
Lv 20 Bolting Bot Feb 19, 2015 @ 6:46pm 
Originally posted by Stetzer:
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.

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.

Originally posted by Perogi:
If this is random, I'm mad. There's a line between "making the best of a worst situation" and "playing a game of pure chance and being arbitrarily ♥♥♥♥ on"

"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.
zverozvero Feb 19, 2015 @ 8:02pm 
Whell, at first i thought that it would be good if roll for random good-bad quirks in the end (mask opening) would be conscious choice, and if mask's not activated, nothing changes (guess thats how it's supposed to work in first place - those quirk stuff is was prity bugged last time).

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.
Lunos Feb 19, 2015 @ 8:13pm 
Quirks at missions end seem to be heavily tied with your overall stress gained during the mission itself as well as your final stress level at finish though its not a sure thing as even with minimum stress gained and finished you can still get negative ones. Most of the time when you complete a near flawless stress run with a character however, they will come out with a positive quirk.
Ironfist51 Feb 20, 2015 @ 7:41pm 
Originally posted by DieScream:
Still...

"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!"


:stress::deadweight::blight::stress:

lol nice :)
Ham Feb 20, 2015 @ 7:45pm 
So if you don't open the mask you don't get the quirks?
Ironfist51 Feb 20, 2015 @ 8:55pm 
I'm pretty sure you still do. Anyone know for sure?
Pixel Peeper Feb 20, 2015 @ 9:03pm 
I read that not clicking on the mask doesn't change anything; you'll still get the quirks.

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.
Perogi Feb 20, 2015 @ 9:07pm 
Originally posted by Tripoteur Ventripotent:
I read that not clicking on the mask doesn't change anything; you'll still get the quirks.

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.
static Feb 20, 2015 @ 9:40pm 
Y'all are thinking about this all wrong. You're sending your heroes down into horribly corrupted, filthy ruins and beast lairs and long abandoned tunnels. The best case scenario is that your heroes survive and emerge with riches. Spending time in such places takes a toll regardless. Think of it as an occupational hazard. Surviving such horrific events and places, yet contracting the yips, rabies, and some psychological damage is a much happier ending than dying.
stevo Feb 20, 2015 @ 11:20pm 
Originally posted by Stetzer:
Half of the game is about managing your stress and quirks in town. Sending out your other not so optimal teams so your A team characters can recover. These random occurences are what force you to make decisions and extend the game.

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.
The big draw of roguelikes is not randomness at all. And if it were, it would definitely not be randomized rewards. No one plays a game to succeed and be punished.
RawCode Feb 21, 2015 @ 12:00am 
current implementation of gameplay is slot machine with 5% (10-20-50) chance to fail hard for no reason.

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)
josephdw106 Feb 21, 2015 @ 3:07am 
you don't have to open those at end of mission and ya its a total gamble, thats why its free to get those "extra" quirks as if you want you can pay to remove bad ones.
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Date Posted: Feb 19, 2015 @ 6:21pm
Posts: 24