Wasteland 2: Director's Cut

Wasteland 2: Director's Cut

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Dorok Oct 17, 2015 @ 5:18am
Quirks self handicap system?
When looking and trying the quirks, my only conclusion is they are a handicap system at disposal of players.

I don't see a single with positive that worth the negative. At least for those I tried it's all crap and handicap I inflicted to myself.

Is there a single player in this universe that think there's even a single quirk that worth it and can explain why?
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Showing 1-15 of 42 comments
Eskapist Oct 17, 2015 @ 5:34am 
They can be extremely viable. Brittle Bones on a Sniper for the extra AP or Psychopath on melee for a crit build are great examples.
Panzer Oct 17, 2015 @ 5:35am 
Delayed Gratification gives you 20 levels of +1 skill point. Great for min-maxing.
smox Oct 17, 2015 @ 5:50am 
"A$$.hole" gives u 100% a$$.hole sucsess rate :) (disables all other speech skills). Also great for min-maxing.
Last edited by smox; Oct 17, 2015 @ 5:52am
Dorok Oct 17, 2015 @ 5:54am 
I picked Brittle Bones but hate it now 50% speed penalty is huge. Even for a sniper mobility isn't a vain characteristic because cover/angles/position matter a lot even for a sniper.

I also picked the drunk quirk to realize how expensive was the alcohol again crap quirk for me.

I picked ♥♥♥♥♥♥♥ ha well it close many options but for that one I admit for now I feel it ok for a play not bothering at all with the dialogs skills.

I Fainting Goat and it seems I just setup a trap on myself, I have yet to see any dodging from it, but I noticed full turns lost, sigh.

Thankfully at any time I can edit the xml save, and for now they aren't making the game unplayable so.

Still I don't get at all the negative and positive of quirks but ok there's perhaps elements I don't see.
Disnumero is kinda OP, if you manage to keep the XP table written somewhere, so you will be able to delay level ups, until you will be able to do two level ups at once (of course, since calling radio result in group level ups and people in general dont have equal XP ammounts, this might be problematic sometimes, but +2 to stats is pretty powerful). Delayed Gratification, like somebody mentioned, is basically bonus 20 skillpoints overall at level 40, at the cost of slower start. Brittle Bones speed penalty is not that bad, unless you forgot to put some points in Speed and you can still retreat and shoot during single turn, if your sniper would get too close. Having easy 12 AP is totally worth it. A-Hole frees the tons of skillpoints, if you would agree on using only one dialogue options.

They are pretty useful overall.
Energy weapon drunk guy, evasion clown, leveling only every odd lvl crazy op attributes, healing medic, twitchy animal whisperer/robot whisperer. And most of them add flavor to how you want to play, two pump chump makes you want to down or debuff anyone as fast as possible, unlucky makes you wait 17 hours to see a lightening strike.
Dorok Oct 17, 2015 @ 6:32am 
Level up is for party delay it every two levels is hardly a justification. The clown aspect is just crap. Healing medic is an absurdity to push has two medics unacceptable for some percent bonus. As I already wrote drunk is too expensive. And so on.

Arguing on the postitive without mention the negative is non sense.. But for flavor ok, or handicap ok too.
Panzer Oct 17, 2015 @ 6:40am 
Originally posted by At Least Three Bears:
unlucky makes you wait 17 hours to see a lightening strike.

I just finished highpool, infected AG Center, and the three infected locations, in that time I've seen about five lightning strikes. They seem to do around 20-35 damage.
Erei Oct 17, 2015 @ 6:45am 
As numerous people above said, some are really good, some can be exploited, and some are just terrible.
I use brittle bones on my heavy gunner (doesn't makes sense, poor guy would have both arms broke at the first shot) and sniper, while I use twitchy on my SMG user (more a RP choice, I would have taken it anyway, but it works really well).
Brittle bones + the sniper perks adds lots of AP which is nice.
Originally posted by DrPanzer89:
Delayed Gratification gives you 20 levels of +1 skill point. Great for min-maxing.
You'll be drowning in skill point late game, if you did your characters right. Pre-DC I had tons of point unspent in California because all my skills were maxed. I was able to max combat tactic (or whatever it's called) as soon as I picked it up.

Originally posted by DrPanzer89:
Originally posted by At Least Three Bears:
unlucky makes you wait 17 hours to see a lightening strike.

I just finished highpool, infected AG Center, and the three infected locations, in that time I've seen about five lightning strikes. They seem to do around 20-35 damage.
I think the lightning is just for fun/RP.
Anelyn Oct 17, 2015 @ 7:38am 
Delayed Gratification works wonders for me, started with enough int to have everyone at base +3 skill points from int (will become 3-1 = 2 until level 11 and 3+1 = 4 after level 11, except my hacker who is getting 5 skill points from 11 onwards). But that is mainly because I don't plan to have a 7 people party, I only picked Vulture's Cry to fill my perception / animal whisper / outdoorsman skills, rest is covered by my squad.

This mainly because I want double weapon setup for all my 4 rangers (sniper + pistol, smgs + ew, hw+shotgun, and AR + ew). VC's is a sniper by default and she will pick pistols as well most likely.
Tyler Durden Oct 17, 2015 @ 10:29am 
Delayed Gratification for me too. My thief is going to have 280 skill points by 50.
Doniazade Oct 17, 2015 @ 10:44am 
The +2 armor from Thick Skin is really good due to how armor works - if your armor is greater than their AP then damage = their AP/your armor. -30% combat speed really isn't that big of a deal for non-melee characters.

I run 2x Thick Skin on my frontline and 2x Brittle Bones on my backline. I'd use Disparnumerophobia but it's really annoying and massively overpowered.
Last edited by Doniazade; Oct 17, 2015 @ 10:44am
starkmaddness Oct 17, 2015 @ 2:07pm 
The drunk quirk's negative is -% crit when sober. Soo..

Give him an energy weapon. They can't crit. So you are just left with bonuses when you drink.
Or give him a weapon like the shotgun which isn't very crit focused, and only drink when needed.

Most of the quirks are just jokes that last too long, but a few are actually good with a bit of exploitation.
Faydark Oct 17, 2015 @ 5:29pm 
Delayed Gratification has potential with the DC as well because you will possibly want more skills on each character in the DC (for sweet perk unlocking), eg 2 ranks of WS for Tinkerer, that you might not have done pre-DC.

Judging by the uneveneness of the level ups on my current party, I would find Disparnumerophobia a nightmare to micromange, but it's the one I'll probably use for a solo attempt later on.
Dorok Oct 18, 2015 @ 3:34am 
So I deleted the "drunk" Quirk from my save file.

I'm looking to pick an idea for a new one to add it manually myself. The character is Medic with hand gun, 10AP, 2.4 Speed, 12 Initiative. I don't see myself give him the Mysophobic quirk particularly because he is the Medic.

Any suggestions (with arguments)?
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Date Posted: Oct 17, 2015 @ 5:18am
Posts: 42