U forget to mention prismatic quirk from Thing from the star are automatically locked and by farming it u can make super hero with 5 locked positive quirks
@@tokiwartooth4404 Well yeah, but where's the fun on playing with mods that make this whole game easier? Most people like the challenge because they have to adapt and can't just kill everything with the same strat.
@@couchpotatoe91 I'm just saying some mods change how quirks work. So you can lock 5. That's one of the best things about PC video games. You should see my game. I cheat like crazy because it's fun to me. I successfully removed nearly all negative quirks from the game. I changed the chance to 0% I also have 5 trinkets slots :D 7 active combat skills (that's an easy one.) And a 32 slot inventory. The 16 slot default inventory sucks. I hate dropping things due to arbitrary game restrictions. It's like I'm playing an MMO and they want more money to unlock more space lol.
@@tokiwartooth4404 Well, to each his own. Personally I like darkest dungeon's difficulty exactly because it doesn't play like an MMO where the only thing that counts is the hours you've put in and not how good you are at the game.
i once had a musketeer with both the "gambler" and "bad gambler" quirks. did not take long until she got "known cheat" at well. felt like i had a sitcom character in my roster. in case you were curious, i took away gambler after that
@@ShuffleFM now that i think about it, maybe this could have been mentioned in the video: one quirk to remove ASAP is one that forces a certain stress relief activity when another quirk denies the same thing (tippler and resolution, gambler and known cheat, love interest and deviant tastes, enlightened and unquiet mind, god fearing/flagellant and faithless/witness)
I got a graverobber with known cheat and gambler so she couldn't heal stress outside of dungeon runs, unfortunately I accidentally removed one of them through a curio sadly. I wanted to see how long until she died of a heart attack lol
i have a hellion that has 3 negative quirks that debuff ranged skills, debuff to accuracy, crit chance and damage. its actually incredibly helpful since there are only 2 negative quirks left which might actually be problematic
OH WOE IS ME! I COULDN'T HIT THE BROAD SIDE OF A SHAMBLER IF IT STOOD STILL A MERE METER AWAY FROM MY NOSE! OH WOE IS ME *then why don't you just stab it?* ... GREAT SCOTT!
Fun fact. When loot is taken by kleptomaniac they actually increase the amount of loot in it. I'm pretty sure they toned this down with colour of madness but still
I've got about 300 hrs. in this game and I can tell you without a shadow of a doubt that Imposter Syndrome triggers far more than 4% of the time. That number is complete BS. Also this negative quirk always manages to happen during very critical moments like boss fights. Definitely one to prioritize when removing negative quirks.
I think you undervalue prot here. The prot quirk is kinda weird to use, but absolutely amazing. Prot stacks in such a way that every prot threshold where you reduce enemy damage by 1 point is easier to reach than the previous one (with the exception of the first, due to how DD rounds letting you hit it at like 1% prot). Given there are absolutely no shortage of ways to get small amounts of Prot on your characters, and these effects rapidly add up, Prot is a lot more valuable than one would think. The only thing is that you do have to lean into it. Additionally, Prot has a hidden Synergy with all religious characters due to the Vestal's massive 15% prot boost to religious characters from camping. As a result, I find that I love getting Prot from my quirks immensly, as it's a simple matter to adjust their gearing and party comps to stack up the prot and watch them casually soak Swine God's attacks. The more prot you have, the better prot is, and the prot quirk is no exception, as parties built around using it are both easy to make (prot isn't rare), and ludicriously effective so long as you account for stress healing. I feel it's one of the best quirks in the game, but also one of the quirks where you need to build around it.
I remember one crusader I had with Thick skin (+10% PROT). Stack that with glittering spaulders (+15% PROT) and the Bulwark of Faith skill (+30% PROT), and give him a Fortifying Garlic (+33% bleed and blight resist), and he was damn near unstoppable.
Its interesting, although I locked this quirk in the other day on a grave robber and immediately regretted it. I was thinking I would make her less squishy, then I realised how much money I was spending, and really needed upgrades to beat the 84 week Stygian goal. Prot is ok on front line units, but only if you lean into it, like you said, a crusader would be nice with his protection ability, which also marks him. But for any other character DOT is a worse threat than DMG and 10% PROT alone is 3 less damage on a 30 hit, seems a bit of a waste when you have quirks that can give 2 speed, 5 acc, 10% damage,-10% stress, 10% scouting, bleed or blight resistance or crit quirks, which work great on every character, at all times (except scouting). That 20% PROT head trinket is always an instant sell for me, I mean even if you stack one or two characters with prot, now they cant hit stuff without accuracy or you get surprised since you dont have a scouting trinket equipped and then your tanks get sent to the back of the line while your plague doctor eats a point blank shot.
Also cleansing crystal/fortifying garlic give a huge amount of dot resistance to the point of near-immunity. Prot is absolutely amazing in combination with a resist trinket to make most characters near-immune to hitting Death's Door before a healer can top them back off. Personally I consider Prot just slightly more valuable in a vacuum to an equal amount of %maxhp, and I absolutely love max hp. In Jestal comps it's even more valuable due to vestal's camp skills. Tough Ring/Fortifying Garlic is a thing of beauty in jestal or flagester parties. Even the 5% prot on your non-religious Jester is amazing to stack with a prot trinket/quirk when you were going to cast Pray anyway for 15% on your flag(Flajestal is absurdly good against the Courtyard: it's so sustainy that I often end up no longer giving a crap about hunger checks when making my path to the boss). You can get 15% resist stat from a quirk or 10% prot from a quirk. A trinket slot can give 66 to 80 percent combined resist stats, you can't get nearly the same value in prot from a trinket slot so locking in PROT quirks is super good so you can spend only one trinket slot on dot resistance and have your tankiness quota, freeing up your other slot for either damage, stress resist or piling on more prot
@@Harrier_DuBois I like prot especially for man in arms with Ancestor's Signet Ring plus hard skinned (ez 20% prot) plus his skill 50% prot only with 1 trinket (plus 10 acc) i dont need more and i can tank a critical Treebranch Smackdown without problems plus if you use occultist's weaking curse nulificate all dmg this strategy is good for me specially in weald i do a lot of champions long runs without problems
The moment of realisation that not all negative quirks are bad happened when I got Tippler, Known Cheat and Unquiet Mind on the same character - preventing gambling and meditation are irrelevant when the character will only drink, lol
Luminous is literally one of the best possible quirks for an Antiquarian. Outside of money, you really only use her in dodge comps. The speed from Luminous lets you get your dodge buff off before the enemies, and on top of that the quirk comes with +5 dodge as well. Amazing quirk for Anti
I think "Mercurial" is pretty inconsequential, unless you're intentionally virtue-fishing (like Crimson Court trinket set Highwayman, for example). Base virtue chance is so low that it's generally better to avoid stress as much as possible, anyway. And honestly, I don't mind "Imposter Syndrome" that much. It doesn't proc very often.
Auto remove for me: Kleptomaniac: you know. Compulsive: annoyance goes hard Demonomania: compulsive again Mercurial (unless on leper or flagellant): me like virtue :( Weak grip on life: deathblow resist i need Antsy: +20 stress when nothing is done Perfectionist: +5 stress for every miss, very relatable
@ the game being selective about which quirks it picks: I SWEAR this is true. Whenever I use a curio to remove a bad quirk it seems to always pick the least negative quirk to remove. I’ll be wanting to remove a quirk that reduces my HP and the curio is like “Yay you can go to the brothel now :))”
God damnit, now I want to play dankest dungeon again and I know I will again be mad as hell with how characters level too fast and can't do lower level dungeons
Yo. Do you know that the first quest (Scout Ruins Tutorial) is a Scripted? Always the same monsters, always the same placements for loots and rewards? Ok you do know that. BUT(T) Do you know that evading the dungeon after the first little chest let the quest locked when you retry it (without passing the first week)? (Dark runs ratio; 1kgolds/heirlooms). It means basically that you can use one of your char level 1 to clear easily the two little walkers, grab two loot spawn, without using any stuff, and gaining no negative perks cos you know, you just entered the ruins, you wont be rewarded or penalised with those. But it get's better. Cos even if it's cool to repeat and repeat again the same quest, well, sanity is now rising at an alarming point, and all hope seems lost. Aragorn is now calling for a final charge and you are so fecked. So use TWO (Omagawd) chars to clear the walkers, go in the next corridor and do the next fight (easy win, 3 monsters). enter the new room (go wild and take one of the two corridor to grab the backpack) and evade. Omagawd. This time, you gained perks/quirks The week has now passed, fresh new heroes are coming to your shi.nice little hamlet looking for glory and loot! But the same scripted quest is still here, waiting to be failed again. And again. And again. And again. So now you're week 10, failing to simply do the first quest tutorial, Braining the game that just want to kill you with love, stacking those nice heirlooms to upgrade the guild (oh yes, I forgot to mention. Fail 3 times in Quick mode to open all buildings in the hamlet), and the Blacksmith. And of course the stagecoach. It's now a national sport to enter the ruins and run the fast you can to the different loot grab and get the feck out! At this point, you have (with luck and abnegation) some antiquarian who rush in, allowing you to do quick runs for 1k/2k (1m30s without loading screens cos hey, if you play on a pile of rocks shaped like a computer like me, it's more 2m30) and "Long runs" where you go for the big chest (you'll auto loot a key in the bag before entering, because you cured Reynault of his bad habbit to take YOUR stuff) (2k/5k) (5 min 45s for my lamest rush). Wow, now, you have like 40000 golds, and if lucky, you can grab a level one hero per week, fully upgraded and ready to bolster your main rosters. You won some pretty lame trinkets that a better to be sell, allowing you to clean and lock perks for your main roster. And because your god damn smart, you didn't just cleared ALL heroes and stuff. Noooo! You're a antisocial bastard and heroes are just here to go in the dungeon, get insane and get back with more LOÛT, ready to be dismissed and replaced. You are the god of that estate now, with your ability to bend the time. You can break any rules. This whole universe can die in a single deleting click of your savefiles! What a guy/gale! You know than soon, you'll be able to recruit level 2 heroes with your stage coach! And if you grew weary of doing the same dungeon again, just get some mods and do the same with.. I dunno Sunward Islands? (10kgold, same Scripting device, but loots are now randoms. you can get big, and you can get killed) BUTT TZAT SHEATING! Nope. I just read the newspaper the other day while wallking the dog that I don't have that says that is not really an exploit. Noooooo. Mods are not an exploit too. Cos you know, achievements are still here. So why do all the stuff I said instead of downloading some mods that allow you to have a complete roster of hero first week, or tweaking your heroes to make them so overpowered they can litterally enter the dungeon and pinch packs of mobs to death, screwing the Collector, the Shambler and God in the same room without ever loosing so much than an Hit point? You read this WHOOOOOOLE damn thing. So you already know the answer; You're in hell. You're here to suffer. You played this game so much, and put so much sweat and blood in it, that you're now afflicted. You're red Hooked! That's why you cant just Nuke the ruins of out existence with trebuchet build with the remain of the hamlet, burn the weald to put a nice parking instead, and just exterminatus the whole place with your space marine barge in orbit. To sume up, as a good cultist friend of mine one said: AwulUllUlu AWuuUUuUu. The Goat OUT!
Removing negative quirks is almost must-do for me. When I start new game, I get as many as busts and crests possible to unlock 2nd quirk room, and try to reduce quirk cost by upgrading treatment library. A lot of new players ignore removing negative quirks since it costs so much money, but it is still worth it because you don’t wanna add extra bad rng that can entirely ruin your run or general economy.
Kleptomaniac first, curious and compulsive second. Especially in the early game when gold is tight. But the last two are almost the worst, and will fuck up things like using the corals in the Cove for free quirk removals. Anything else is second priority for me.
I can't remember what I said in the video but I would say compulsive is easily in the running for worst negative quirk. Yeah fading and nervous and stuff are really bad, but as you said compulsive can ruin critical curio like coral.
i know this is late but if you can predict the curious and compulsive effect, i think you can right click on the item you need from your inventory to interact before he activates the negative effect. it will be wasted but it's better than getting the negative quirk, sickness or debuff
2:38 Universal Lock Ins 6:36 Niche Lock Ins 10:07 Remove Immediately 15:22 Positive Quirks to Ignore 18:11 Negative Quirks to Ignore 20:23 Hybrids 21:22 When to Lock In 23:03 When to Remove 24:12 End
AND I feel it’s definitely true that the game targets heroes who are already having a bad time. I remember a run I had where all the stress dealing guys targeted my shieldbreaker only. All of my guys had 0 stress except for my shieldbreaker who was on the verge of a heart attack. And this isn’t the only time this has happened
Without a doubt. The AI clearly target with purpose. You’d think it might be based on simply them preferring the target for other reasons which causes accumulated stress-maybe low dodge chance or something-but then when characters who they haven’t been targeting gets stress elsewhere they’re all over them
Definitely true(spoilers below) The tanky guys in the third darkest dungeon quest targeted my arbalest and vestel with digestion, except in my last fight with them, which is when i used holy water on both of them It then only targeted my riposte-ready highwayman
Great video as usual, take your time with the guides, honestly even If I'm finished with the game there is always bloodmoon and mods so it will never get old, no rush. Another guide idea is the "Oh shit" or problematic enemies that start popping up on champion. Skiver and the like.
Thanks! That's a good idea too, I forgot about those new enemies. The skiver specifically is pretty troublesome imo. It puts out a lot of damage at 9 speed I think.
I have a vestal with 5 positive quirks, pretty much all of which I wanted to keep, but I needed to take her into a dungeon. Armor Tinkerer got replaced with Cove Explorer and I was all upset, "I wish I'd locked it in!" ... then I remembered that it costs more money to lock in than you would save! As much as I would've liked to have had it longer, I'm actually really glad it got rotated out before I had a chance to waste my gold.
Some of the negative quirks can be turned into positive ones. Minus speed on round 1 for BH sounds really bad at first. Until you match him with someone with high speed that can mark so he can get a massive amount of damage on round 1.
@@ShuffleFM My man actually replying to comments on a 2 year old video. Mad impressed, I like your dedication. Your videos are great even for someone in the middle ground between novice and veteran player. Hope you keep up the good work.
I am totally doing this, but I was running a bounty hunter/arbalest build where he would mark and she would usually snipe the back. Deliberately slowing her might help this be a bit more reliable. Thanks. Just got the game and I have been enjoying the depth of play.
Figured out a way to better manage quirks today. I add a star "*" to the left of the heroes' name for every positive quirk I lock in. I'm putting a star to the right if I see the hero has a quirk I want to lock in but haven't yet. That way I'm not risking losing it by sending him or her back into the dungeons before locking it in.
Funny how obvious your points are on managing quirks, yet this is the first I've contemplated this aspect as an important part of character management. Thanks
I like to get Slayer quirks on anyone who already gets a damage bonus. Man Slayer is amazing on the Bounty Hunter, especially the higher health enemies in the Warrens and Darkest Dungeon. What I especially love is stacking damage boosts on already powerful characters. My favorite Leper and Crusader both have +20% damage from Slugger and Warrior of Light, which is just absolutely massive. I never thought about the Risktaker Quirk though. They already have low dodge and high health, so I don't mind losing that dodge for potentially 30% more damage just without Abilities or Trinkets.
I like to do the wield mission that makes the sanitarium free as you can remove a neg quirk and lock a positive quirk at the same time. getting 2 slot for quirks management isn't that expansive, you can do it before week 10. 2 lock + 2 removal of permanent is around 20k, the wield mission can be a huge free boost.
Okay so I know this is a bit of an old video and this might have been said already, but Irrepressible is actually really good for Endless Harvest. Virtues make the Endless Harvest way easier, especially later on. Anything that increases the odds of a virtue in there is crucial, especially since even a single Affliction has proven time and time again to be a run killer in there. What I do is instantly lock Irrepressible if one of my Shard Mercenaries get it, and then load them up with virtue increasing trinkets like the Hero Ring and Tentacle Idol. It's an almost guaranteed Virtue if you manage to get Splendorous light and although you are sacrificing other trinkets, I do think it's worth it in the end since you can swap the trinkets around between heroes at the rest areas. I let my Jester get stressed out until they virtue, then have them swap trinkets with another hero to let them get virtued. This strategy works for me 9 times out of 10 and it made getting all the memories extremely easy.
I feel like Nervous and Thanatophobia would almost be okay on Highwayman but ONLY if you have the Crimson Court set equipped on him, as when his resolve gets tested, he gets a fairly high chance to gain a Virtue when both items are equipped. (I think it brings the Highwayman's base Virtue Chance up to 70%, before factoring in other quirks.) Sometimes, though, I'd prefer not to chance it. (Because of the 30% Chance it could still screw you over with an Affliction.)
@Lilith does stuff Really? When I checked the wiki, it said that the Virtue Chance was capped at 95%. Though whether it's a 67% chance, a 75% chance, or even a 90% chance, I'm never one to bank on Virtue Chances alone.
i just got the game and it just got added to my library, i already did a few incursions into the ruins haven't lost any characters yet (but expect to soon as my only Vestal got too stressed and now I only have an Occultist as my healer for the next dungeon run lmao ) Thank you for these guides!
dude your videos are awesome, esp the class tier guides. if you have time could you do a video showcasing some of your battles and how you strategize in game fights?
Thanks! Are you asking about things like turn by turn choices? I think I can make something about that but I want to make sure I understand your idea :) Also if you haven't seen it I'm gonna plug myself with my first playthrough of Darkest Dungeon. I do a lot of thinking out loud and I struggled quite a bit learning the game at first. So maybe there's something in there for you while I work on this lol. ua-cam.com/video/vkpRhR04vc4/v-deo.html
@@ShuffleFM thats exactly what i meant man! basically, how you pair your team together when taking into account which moveset they have and how they will work in tandem with each other, and then once in battle your turn by turn choices, how you are approaching said battle and using the moves accordingly. I hope that's not too in depth. there are so many variables to consider between moves, trinkets, party members, area of exploration etc I think I spend more time looking at that stuff than actually in the dungeon hahaha and i will def check that video out in the meantime. thanks again!
Hey man, "new" player here :D! Usually I don`t watch such videos, as I like to learn by playing but I was curious about if I was doing OK or if I was missing out on something. And got was I wrong in thinking I was doing good. Your guides are really top quality and even though I did quite a lot of things right, I was missing out about quirks a lot! I took it kinda right but I never took a look at "beneficial" quirks and taking a focus of removing or trading those. Thanks a lot for your work and keep it up. It helps a lot of newer and I bet, also veteran players :) Have a good day.
In my 1.2k hours of experience. The best quirk combos for melee or physical damage dealers are eldritch slayer (10 accuracy/ 5 crit) & man slayer, OR beast slayer & man slayer. Then the 3rd is a flavor quirk like hippocratic for Crusader or Flagellant. Having a physical damage dealer with both of those slayer combos means you can focus on damage, utility, or survivability trinkets. Missing an attack or stun at a critical moment is the single most impactful part of this game. Now for heroes like jester, plague doctor, vestal, & antiquarian speed is the most important quirk. Those heroes tend to have either a trinket that gives exceptional accuracy or has exceptional baseline accuracy.
I want to get rid of Kleptomaniac but every time i remember my first playthrough and the first time it procked on Rey. >Moving through a hallway >Reach a shelf Rey: *Whistles* >A trap has been triggered Rey: Curses !
I found pretty funny that in one of my runs, Dismas got both Known cheat and Gambler at the same time, so basically no stress heal unless I get rid of one of them
This was very helpful. My buddy introduced me to this game last night so I have some level 3s that have great quirks. Didn't know you could lock them in so I've gotta do some gold grinding tonight.
Got back into Darkest Dungeon recently and found these videos. Here to drop how I had Lazy Eye locked in for a Hellion in my current game and a curio went and removed it. She had a bunch of other negative quirks there were not locked in. I was less than happy when that happened.
I tried a pure ranged build on my highwayman just because he had all 3 ranged buffing quirks. Armed him with gunsliger belt and dismas's head and put him in first rank to open up with point blank It was beautiful.. Until i got TPK'ed from a chain stress heart attack after barely getting away from the Fanatic with all my characters. Then i cried for a week or two..
In general, I agree with most things you said. I would still lock Unholy Slayer/Hater on the Crusader, I mean, it just makes sense. I'm not sending him anywhere else but the Ruins after all, because of his intrinsic bonuses against Unholy. Ruins Tactician might be an exaggeration though; i wouldn't lock it in. Concerning Hard Skinned vs Tough vs Luminous for survivability, I think it depends. On heroes with low base dodge, i prefer reducing the damage taken using Hard Skinned. If you think about it, this quirk somehow improves your heals, and is thus better than tough (with the exception of DOTs, which ignore PROT). On tanks with a lot of hp, Hard Skinned is reasonably a better choice. On a Flagellant, I'd lock in both Tough and Hard Skinned (they make it safer and easier for him to reach the 40% hp threshold). Luminous is great in all other circumstances (low hp, high dodge, support...). This should be locked in like 60% of all heroes.
Fun fact, I have a Flagellant in my current roster, with 3 neg Quirks, all relative to ranged stats (-ACC,-DMG,-CRIT). Also has Risk Taker. Sometimes fortune favors the bold.
One thing you didnt mention that I think is really good are the "X Adventurer" (-20% stress in a given region) quirks, on a class who will go to that region a lot. Ruins/Cove adventurer for plague doc, Warrens/Weald for Hellion, etc, are great locks in my opinion, because those characters will almost always be operating there and almost always be benefitting from the stress reduction. It's situational though -- I won't usually bother locking those in for (say) my vestals and occultists because they go to every region, so it's not as valuable.
The three I value most highly is Early Riser, Luminous and Quick Reflexes. +2 speed is easily the most valuable quirk bonus. +2 speed is better than +5 accuracy, +2% crit or +10% damage. Only time this doesn't apply is when you're doing a specific strat that needs certain character turn order.
I killed the horrid shrieker one time and I was pretty hyped it was the last turn before he was about to runaway and I hit exactly the right amount of damage to kill him I was like hell yea, it goes to the quirk screen and my hound master got like corvids blindness or some shit
My level 2 Vestal only has 2 positive quirks. First was Gifted (20% healing received) and then next quirk she rolled Hippocratic (20% to healing skills). Brb buying a power ball ticket
Your ordering of defensive stats is quite opposite of what I consider in value. I value it in Prot > HP > Dodge because of what you mentioned you liked, being consistency. Protection is universally the best defensive stat because it lowers pretty much all on hit damage taken, then hitpoints because having more hitpoints gives you a greater window to get heals if needed, then dodge, which is the least consistent of the three. You cannot reliably rely on dodge. It's that simple. (Also most tanky units you'd consider giving defensive stats to are relatively low in dodge to begin with) Hypothetically in a vacuum, if there was an enemy that you were facing did an average of 20 damage in a single instant, and your options were: 40 Additional hp 30% Protection 40% Dodge What would you take?
I appreciate the well thought out and argued post, and you're right that dodge is the least consistent stat since it's all or nothing. The reason I value it so high is because the defensive aspect of the game is more than flat on hit style damage. Most characters are around 45hp or less, to me the mathematical way that prot functions is it extends your hp count against direct hits. This means that it scales worse for character with low hp while being much better with high hp. Your example favorably sets up your point which is fine, but even with those numbers dodge still isn't unappealing. I would value it more than prot by any means. For instance say the enemy does 2 shot you, you land at deaths door, prot no longer matters while dodge does. If I were to use a counter example, I would say that most attacks in the game are not threatening by their direct damage alone. Prot doesn't have a notable impact against the 2dmg attack that leaves a bleed, or the 20 stress damage blast, or the enemy stun, or the enemy push and pull attack. It isn't that prot isn't useful, it's that it only shines in a small amount of scenarios whereas dodge gets you past more situations. It is inconsistent, but it's also more applicable imo. Again thanks for the thought out and attentive post :)
In my honest opinion, most units that are under the sub 45 hp threshold are likely going to be spec'd more towards damage with a few exceptions. I don't see dodge gained from quirks as being advantageous unless they already had a high base dodge as adding 5 to let's say 10% dodge doesn't do much for the character's noticeable survivability compared to adding 5 to 30% dodge. I'd opt for dodge the least on characters like Lepers/Crusaders/MAA but maybe consider it for Jesters/Grave Robbers/HWM Yes I agree that dodge matters, but I can never rely on a dodging in tough situations as a series of low rolls can easily ruin anyone's day.
@Afqwa EHP has the issue of being highly situational, so i disagree with the simple formula what makes this whole conversation difficult is that 10% dodge /= 90% hit chance, at which point 10% Prot = 10% Dodge (in EHP, not considering other possible effects, so calculating dodge / prot / acc is getting significantly harder to put into real numbers) for DD4, i'd say dodge is way stronger as there isn't mainly flat dmg, rather DoT or stress. for other areas, i'd say weald/cove are better with prot (and bandages), the warrens definetly are better with dodge also: i don't fully understand what you mean by "I'm also fairly certain that PROT does nothing to mitigate crit damage", i do know for certain that when attacking enemies, it's mitigated and doubled (don't know the order, it's (2x)/(1-PROT), but depending on when the rounding happens the order doesn't matter anyway)
@@ShuffleFM Dodge does great value for your average damage taken, but an average fight in DD is an absolute curbstomp in favor of the player anyway. A campaign stretching from the Old Road to the Heart will consist of hundreds of fights and well into the 4 digits of attacks being thrown at your characters. An average fight by definition was a winning fight for the player, seeing as you had to beat a couple hundred total battles to kill the Heart and you couldn't have lost more than a handful of them on Stygian/Bloodmoon (and even on Darkest difficulty you're still not going to break higher than a 1% squad wipe average I don't think even if you're terrible). The true challenge of DD is that across 2 thousand attacks being thrown at your party over the course of the campaign you're going to roll snake eyes multiple times in a row at a few points. Boosting DOT-resistance to at- or near-immunity for the enemies you're facing is the #1 priority since it's really easy to hit and there's a huge payoff for doing so (1 resist trinket grants near immunity and a resist trinket plus another source such as a quirk campskill or other will often grant total immunity), and the #2 priority is boosting effective HP vs upfront damage. It's very rare for fights to take you from 0 to heart attack in the course of 2 rounds of a bad rng string, basically only Shambler can do it. Minimizing stress is more of a tightening-execution problem than a stat investment problem since stress buildup happens over a longer term than getting crit to death's door and dotted. Dodge, Dot-resist, stress-resist and Prot all have the quality that the more of them you have the better the next point of it is, and while Dodge gives great average results, prot and dot-resist are just so amazing vs the deadliest attacks like The Finger or Stinger Shot that it overshadows the average benefit that doesn't really need a boost.
@@sesquame9527 I agree that dot resists are fantastic. In the cove for instance, my 2 frontliners almost always have 1 or 2 bleed resist trinkets between them. My reason for valuing dodge so highly is this: not all attacks leave a dot, or stress, or do big direct damage, or shuffle, or stun etc; however, every attack needs to make contact to do something to you. Dodge is the core mechanic that combats every offense. The best argument against it is it's inconsistency, so that was a good one to target. I would also argue that dodge contributes to EHP, though it is harder to calculate and more variable. Stress isn't about going to heart attack range in a few rounds, it's about the longterm damage it does to your party. HP and mortality debuffs are healed at the end of every mission. Stress forces heroes to skip weeks and eats up gold to fix. Even in your example with the finger, the threat is the bleed it leaves behind more than the direct damage. Prot doesn't matter much there. If a giant swings the tree branch at me twice, I'd rather dodge 1 of those than get hit twice for 50 damage - whatever my prot is. High dodge can totally break fight mechanics, whereas having hp and prot means you still have to play fair. I think you can make a great case for resists and I agree they are amazing. Prot only shines with high hp pools, and because of that codependency, I cannot in good faith call it the best defensive mechanic. Maybe if a character existed that used invigorating vapors-but-prot-instead I would change my mind.
Most likely somebody pointed that, but mercurial (-5 virtue) does literally nothing for flag. Might as well hope it locks. Irrepressible is vise verca. Yeah, may be a minor nitpick but... yeah.
A bit late since vid is from 3 years ago but YT algo recomended me this after playing DD1... what do you think about Natural Swing (+5 ACC)? (or alternatively Natural Eye for ranged only +5 ACC ranged) So far best candidates for insta lock for me are: - Luminous (like mayby on Arbalest/Crusader - something really slow anyway - could skip, but any other seems like a must) - Steady (stress is usually more deadly than hp dmg... for everyone - "mayby" just "mayby" could skip on characters with self stress heal but i still think it is worth taking there) So those two i consider insta lock on basicly any character (so i do not have to worry about checking every little quirk and think if i should lock it or not) Then one spot left: - (only on healers) Hippocratic - no brainer (just on dedicated healers - Vestal/Cultist - mayby Crusader or something but i still think not) - (on other than healers) either --- Natural Swing (asked above) --- Hot To Trot (+25% DMG, +20 ACC, +5% CRIT on first round - on dmg dealers that have potential to one-two shot backline with it) --- Deadly (+2% CRIT - now hear me out, crits seem bad comapred to others but they also reduce stress when happen, so i am not exactly sure if +5 ACC or +2% CRIT is better here) Your thoughts?
I am mostly a leper guy, so all of them are super good on him (including hippocratic because of solemnity) and especially Hot to Trot, if he can't downright kill something first turn, i'll use purge for damage/ACC boost instead without missing. Natural swing is also insta lock on leper With deadly, i think the specialised ones for either ranged or melee give more crit, but you know more crit is always good. (also because each class has a different buff on crit) Extra ACC just depends on how much ACC each skill has, leper's acc is low on most skills, in contrast arbalest has high ACC. I think it's best used on leper/houndmaster, but really, it doesn't hurt. Prismatic quirks are also insta locked and don't count towards the 3 locked ones. These are the most powerful ones. One of them is crit but I can't remember for how much, pretty sure it was higher than 3%
Not quite, Tippler just makes someone married to the bar for stress relief. You're thinking of a different quirk, I forget the name but it's described as "has an intense craving for alcohol." Also the kegs are in the warrens, not the ruins.
@@Team_Orchid Yes. Yes I am. The food and drink obsession, sorry, they all blur together to me sometimes. I still wish for a 'Takes no BS' quirk. Someone in the party klepto-ing loot or babbling abuse? The Take No BS character shuts em down with a 1 or 2 hp backhand.
15:00 Hands down some of the best advice if you are fighting a battle you are certainly losing Get. The. Hell. Outta. There. (if you can, sometimes it can snowball against you) don't be afraid to say, "fuck this" and live to fight another day. especially in this game.
I was looking for Shambler's Altars to get the last Ancestor Trinkets. After not seeing one for several dungeons, I finally came across one. Then my Compulsive character interacted with it before I could give it a torch. Bastard!
Hello, do you have any idea if we have both mankind hater and eldritch hater, and then encountered a human/eldritch enemy, how does the quirks work? are they both active? thanks!
I'm new to the game and have restarted a few times after wrecking my entire roster... xD These videos are very helpful, thank you for them! Definitely making some rookie mistakes over here.
I ignored quirks that's not called kleptomania until ~90th week where I unlocked every district and have guild, blacksmith and stagecoach fully upgraded. I thought it was too late.... ending up spending 30 weeks to farm quirks and trinkets, and fighting the annoying crimson court bosses. Not even sure if it's necessary lmao
So new to the game here, just started my first run, where, how, and when can I start removing/locking in quirks? Week 2 and I already have some negatives that have like these skull icons next to them, I'm guessing that is bad, or means it has set in and will be harder to remove.
The skull means they are locked in and more expensive to remove, so they won't randomly roll off between missions. They don't get stronger or anything though so don't worry about that. For locking in quirks, only do it when you have a lot of gold. It's hard to say exactly what number but I like to have at least 25k. Gear and skill upgrades are more important though so do those first. You also don't need to lock a quirk until you have 5 total. There's no threat of rolling it off until then. For removal you can pay, but there are also some curio that remove them for free if you use the right item. The eldritch statue that appears in any zone needs holy water, the coral in the cove needs herbs, and scroll piles in the warrens need a torch. The character you want to remove a quirk from needs to be the one to activate the curio. The quirk removed is random but it's free which is nice. There is an event called caretakers convention that you can activate by doing the gather mission in the weald. It will appear on the mission reward so you'll know when you see it. This makes the sanitarium free for the next week which is the best time to lock and remove stuff.
Best Lock in I had in vanilla DD1: -week 14- all treatments are free. I locked in a Warrior of Light AND removed a locked Klipto on Reynuld. -week 15- Free medical from a dungeon run. Locked in Unholy Slayer AND removed a locked Fear of elderich... I was so close to giving Crusader boi the boot 😒
It can be good on characters that don't need to deal direct damage. First thing that comes to mind is plague doctor and antiquarian. PD gets accuracy from blasphemous vial iirc which is plenty to offset it. Otherwise jester and occultist could also make use of it.
21:42 started a run a while back. Got leper with quirk for +5 acc on like the 3rd week. I shat my pants and went almost broke to lock that in as soon as he got 5th positive quirk (which was very soon since leper with +acc is very good lol)
hey, thanks for all the videos, very informative. nice to see someone is still making content for the game. i just got into DD and your guides have been very helpful. after playing a bit and watching some guides im trying to figure out what roaster i want to build but im not sure on how to go about it. so i tried to generalise what kind of role every class fit to. I tried; tank, utility, healer; by row; by damage type; i ended with a mix of 6 roles but there are always exceptions. so should i make a roaster around different class builds with a few subs? after all there is only so much variety in each class since you can swap skills and trinkets you can get away with one of every class. the only real unique aspect are the quirks. so does it make sense to build my roster around quirks and build for each class? ie, vestal can be a meta healer or a 2nd row dmg. or maybe two bounties, one marked and one stun. would they have different quirks? the main issue i find my self in is the lack of knowledge. sometimes its hard to follow your guides since i dont know many of the quirks, skills and trinkets by name. have to reference the wiki all the time, makes it a little hard to follow. sort of like a lecture, but in a good way) would you make a video focused on the good quirks? i counted 36 that you can build around. for example i want to make a torchless antique escort. what class would most benefit form lurker and nightowl? would i need two different lepers and highways with different quirks or is swapping skills and trinkets enough? or maybe one quick guide on best quirk for every class? on a bigger note, since there are so many quirks maybe a new class guide series instead? focused more on different builds and quirks? something faster to digest and utilise. for example no one mentions the meta vestal, assumed knowledge and all, and here i am upgrading bash for no reason. we all love experimenting, but a quick guide with best strategies, skill, trinkets and quirk combination would go a long way. Im gonna try sketch a guide episode with my 20 hours of gameplay)) vestal- what are the most effective skill combinations? u can optimally make; 1- meta vestal with some trinkets i dont now about and heal buff, range crit and prot. that would go in any team for healing; 2- bash focus with different trinkets i dont know and instead of prot you stack dodge. that would work well with arbalest. something like that i guess. sure you can miss and match i infinite ways but i think there are only about 25/30 different optimal builds also a separate prismatic episode and how to build god tier characters would be awesome another request would be for team focus ideas. a bleed, a stun focus episodes, region specific, gold farm and so on. something thematic where you would use the builds from the hero build guides. popularise the names like lansader or bastal) sorry for my limited references) just something ive been thinking about while watching your guides. If im making a mistake somewhere or misunderstood something that makes everything i said irrelevant, im sorry for the wasted time but would appreciate if someone pointed it out to me) potato ps another idea of a perfect crew of 17 that would cover all the essentials
There's a lot to unpack here so I apologize for the potentially long answer. - For roster just take who you are comfortable with. Going with 1 of each hero and 2 of your favorites is a good starting point to fill the upgraded roster. - Quirks actually aren't worth building around. The bonuses arre good but not game breaking, which is why a lot of the ones I sugges are generalist and applicable anywhere for that hero like speed on plague doctor or melee crit on hellion. You don't need torchless quirks unless you're doing full on low light the entire playthrough, otherwise they are too expensive and situational. Just get good general quirks on heroes that they don't need much support to make use of so they can mix into different teams easily. - People have been asking for quicker guides so I'm in the process of figuring out how best to do that. - Every Vestal that isn't specifically mace bash Vestal should be using judgment/dazzling/both heals. It's easy and straight forward. Mace bash would be melee attack/stun/aoe heal/hand of light from rank 2. You can put her in 1 but your options are much more limited, but it still works well. - I was going to make some region guides that included team suggestions, but I can see what else I can do as well. Thanks for the feedback, I appreciate it. There are only so many hours in the day so we'll see what I can put out in the next few weeks.
@@ShuffleFM yeah, i kind of rambled. thanks for the advice its a grate game, should have tried it earlier. pretty fascinating how they got every hero to be so unique and stay relatively balanced. sooo many combinations, its braking my minmax brain) and after playing some more and reading the wiki, your guides are actually pretty on point. and getting better with every new one. keep up the great work)
I’m confused on 1 quirk on my hellion. Winded “When at 50% HP -1 SPD” You said that Thanatophobia (+20% stress at 50% Health) was bad and you said that speed was good to have, bad to lose. So should I delete winded? Also I’m VERY New. First Play through week 12? (More than 10) Only killed 1 boss and my Max Character is 2. Which leads to my second question Is the price of Locking/Deleting Quirks increase with levels? Since everyone is 1 or 2 I haven’t really seen it but I believe you alluded to it near the end. Also if you could Do a Disease Guide? Idk if it’s that bad but my PD just got Rabbies and it seems pretty bad. Same with a Curio Guide. I feel like your Channel is The Place too learn almost everything about DD so it would be great.
P.s. I thought I hit the jackpot when I found a +10 death low resist on my flagellant and added a trinket for +10 more, but then learned deathblow caps at 87.. 🙃. Heh, still good but not game breaking like I thought it’d be. 🥦🦖
I've been playing DD for around a month (~50 hrs) and it seems like I have terrible luck with quirks. More often than not, my heroes tend to get negative quirks that make me reeeeaally not want to use them (Imposter syndrome, fading, photophobia, etc). And this is when they get to level 5 or 6. I may be wrong, but it seemed like facilities are more expensive for higher level heroes
They are, you're right. The quirk system is a bit more rewarding if you invest in someone early and keep them for a long time. Still, if you already have a couple good quirks locked in on a high level person it's usually worth the gold to keep them strong.
@@ShuffleFM Fair point. If I feel really stingy with my money, I usually just bring med herbs to the cove (and hope no curious fingers touch the coral first)
Does the courtyard count as somewhere where the light is always all the way up? I’ve been avoiding putting light dependent trinkets on my guys when I take them there because I assumed they’re not relevant. What about the farmstead?
@@ShuffleFM yes, if nothing is equipped while healing stress in the facilities, nothing can get lost I have developed the habit of removing trinkets from everyone before sending heroes to the buildings
@@ShuffleFM I was referring more to the proportion of each type of hero in reserve, I don't know which one is better or more versatile and worth having 2 or 3 of the same type
Once i had a leper with lazy eye (less acc on ranged skills) and it made me laugh. I also had a dude with enlightened quirk (forced to use meditation for stress relief) get deviant tastes (banned from brothel)
I don't think you talked about Fated "Chance to turn a MISS into a HIT". How good is it? Lockable? Should I only prioritize this for heroes who have horrible accuracy? *cough* LEPER *cough* Thanks! Love the content and intelligent discourse
I can see it for the Leper but I don't know how great it is. Last time I looked it up people had it at about the same effectiveness as the +5 accuracy quirk. Need to see some hard math on it, but if it rerolled crit chance as well I would say it's better. It's a safe lock on Leper most likely, no one else imo.
@@ShuffleFM Awesome analysis sir. The ones that don't clearly state their numerical impact are head scratchers. Hope school and the ladies are treating you well lol You're probably graduated and married by now... 3 years later
Yeah this one is nice, basically an accuracy buff, would be interested to know what the chance is though, it may actually be better than the 5 ACC quirk.
@@Harrier_DuBois I think this perk is quit bad (sorry). Lets assume you have a Leper with 80 % hitchance. If He misses (20% of the time) you have a 10% chance to turn it into a hit. Thats an all in all hitrate of 82%. (0.8 + 0.2*0.1 = 0.82). It is rumored that it works more offen, but If it works as stated above (as the wiki says) its pretty bad.
Actually I am kinda masochist and let the grey rot on my tanks, I know that is a stupid thing maybe, but a high PROT+HP tank is almost ridiculously unbeatable unless stress factor kills him. Afar my visions of the grey rot, I tend to reach for prec+speed or equal, but my way to go is the perk from the thing of the sky, that ignores stealth. Those are my thoughts, but pretty much I am in the same position about quirks.
Isn't low speed also a good thing sometimes? I always liked having slow draw or slow reflexes on my healers, since that means I can heal back the damage the opponents dealt with their first move rather than waste it on an attack that doesn't really change anything in many cases.
There is logic to slow speed, but I still think it's a negative overall. For instance if my Vestal goes early in the round I would rather have her stun than wait and heal. Your heal moves usually do less recovery than the damage the enemy inflicts. Slowdraw would be preferrable to slow reflexes, because I think consistently going last in the round has too many vulnerabilities.
@@ShuffleFM Yes, I prefer slow draw, not just a constant speed reduction. My problem with the stun move is the high resistance some foes have to it. Wasting a vestal's entire turn seems pretty bad to me, whereas heals are guaranteed to land. Honestly, I tend not to use stun builds very often, it's just a personal preference, but stun always seemed too risky to me, not just with the vestal, but also kind of in general. Stun moves don't do a lot of damage and they have to both hit AND bypass the stun resist. That's 2 rolls you have to pass. Yeah it's a very high reward move but to me the risk is too high. That's not to say I never stun at all, but I try to avoid it if I can. Honestly, it's a miracle I managed to beat Darkest Dungeon considering how salty I can get when rolls go bad...I guess that's why it took me as long as it did to finish the game. Let's just say I've abandoned a lot of playthroughs and started over months after...
@@ShuffleFM It's funny how in the beginning, you just touch everything you see, and after a while you learn not to just touch that putrid corpse with your bare hands or open random crypts or read disturbing books in some dungeon 😂 Thank you for the great advice in your videos, and the hours of content/analysis! Listening to them feels like I'm actually preparing for some great expedition into some unknown lands❤️
I'm a cheap min-maxer. I see klepto I say "Alright Renauld 2, you are hereby grounded until the next town fair, or long cove mission". 126 hours, and I have never paid for a locked quirk removal.
a highwayman once showed up at the coach with both Love Interest and Deviant Tastes as quirks.....needless to say, I did not recruit him, I feel like I don't need to be involved in whatever was going on there
Just so people know. Curio is a word you use for ONE, singular, item. When you want to refer to the multiple items, plural, it is curios. There is also the word CURIA, but that is referring to a central administration of the Catholic church. A kind of job. I heard the video makers here say "CURIO" when referring to plural. No. It is curios.
U forget to mention prismatic quirk from Thing from the star are automatically locked and by farming it u can make super hero with 5 locked positive quirks
There are mods for this also.
To the top with your great info.
@@tokiwartooth4404 Well yeah, but where's the fun on playing with mods that make this whole game easier? Most people like the challenge because they have to adapt and can't just kill everything with the same strat.
@@couchpotatoe91 I'm just saying some mods change how quirks work.
So you can lock 5.
That's one of the best things about PC video games.
You should see my game. I cheat like crazy because it's fun to me.
I successfully removed nearly all negative quirks from the game.
I changed the chance to 0%
I also have 5 trinkets slots :D
7 active combat skills (that's an easy one.)
And a 32 slot inventory.
The 16 slot default inventory sucks. I hate dropping things due to arbitrary game restrictions. It's like I'm playing an MMO and they want more money to unlock more space lol.
@@tokiwartooth4404 Well, to each his own. Personally I like darkest dungeon's difficulty exactly because it doesn't play like an MMO where the only thing that counts is the hours you've put in and not how good you are at the game.
_"I need this shovel to dig to Jerusalem"_
- Reynauld the Kleptomaniac, probably
I really wish ur username was Dismas
@@thememelord6510 lol true
@@thememelord6510 perpetuallyTired (of Reynauld's shit.)
_"Reynauld,Reynauld, what a prick."_
i once had a musketeer with both the "gambler" and "bad gambler" quirks. did not take long until she got "known cheat" at well. felt like i had a sitcom character in my roster. in case you were curious, i took away gambler after that
XD in that situation the negative quirks are almost a blessing since they block other bad ones
@@ShuffleFM now that i think about it, maybe this could have been mentioned in the video: one quirk to remove ASAP is one that forces a certain stress relief activity when another quirk denies the same thing (tippler and resolution, gambler and known cheat, love interest and deviant tastes, enlightened and unquiet mind, god fearing/flagellant and faithless/witness)
I got a graverobber with known cheat and gambler so she couldn't heal stress outside of dungeon runs, unfortunately I accidentally removed one of them through a curio sadly. I wanted to see how long until she died of a heart attack lol
gamblen’t
Got one Vestal with "ninfomania" and "strange kinks"
I love when my hellion gets Ranged skill debuffs, when she literally doesn't have any ranged skills. Always makes me giggle
Just like my leper lmao
i have a hellion that has 3 negative quirks that debuff ranged skills, debuff to accuracy, crit chance and damage. its actually incredibly helpful since there are only 2 negative quirks left which might actually be problematic
OH WOE IS ME! I COULDN'T HIT THE BROAD SIDE OF A SHAMBLER IF IT STOOD STILL A MERE METER AWAY FROM MY NOSE! OH WOE IS ME
*then why don't you just stab it?*
...
GREAT SCOTT!
You laugh but her baseball career is ruined
That's why i was happy when my Jester got torn rotator. That's a worthless negative thingy and i like that
Fun fact. When loot is taken by kleptomaniac they actually increase the amount of loot in it. I'm pretty sure they toned this down with colour of madness but still
To make you even more mad?
@@Anergyne to make it seem like an even bigger downside. But it has been tuned down on the fake loot creation since what it used to be
Oh wow , now that is sadistic game design.
@@hatncloak45 And i love it.
@@hatncloak45
🌈Darkest Dungeon🌈
I've got about 300 hrs. in this game and I can tell you without a shadow of a doubt that Imposter Syndrome triggers far more than 4% of the time. That number is complete BS. Also this negative quirk always manages to happen during very critical moments like boss fights. Definitely one to prioritize when removing negative quirks.
"without a shadow of a doubt" he says
i can believe you have earned the stripes of those 300 hours
be them wisdom strips, or scars
@@RookieREX the only thing you can be 100% sure of in darkest dungeon is that the game will screw you over at every possible opportunity
It likes to activate in piles, wanted the vestal to help others but bitch was like "I ain't equal for this"
I just had a Hellion to skip 4 turns out of 10 she did in total before i banished that cursed save file.
So i guess it's more like 40%
I think you undervalue prot here. The prot quirk is kinda weird to use, but absolutely amazing. Prot stacks in such a way that every prot threshold where you reduce enemy damage by 1 point is easier to reach than the previous one (with the exception of the first, due to how DD rounds letting you hit it at like 1% prot). Given there are absolutely no shortage of ways to get small amounts of Prot on your characters, and these effects rapidly add up, Prot is a lot more valuable than one would think. The only thing is that you do have to lean into it. Additionally, Prot has a hidden Synergy with all religious characters due to the Vestal's massive 15% prot boost to religious characters from camping. As a result, I find that I love getting Prot from my quirks immensly, as it's a simple matter to adjust their gearing and party comps to stack up the prot and watch them casually soak Swine God's attacks.
The more prot you have, the better prot is, and the prot quirk is no exception, as parties built around using it are both easy to make (prot isn't rare), and ludicriously effective so long as you account for stress healing. I feel it's one of the best quirks in the game, but also one of the quirks where you need to build around it.
I remember one crusader I had with Thick skin (+10% PROT). Stack that with glittering spaulders (+15% PROT) and the Bulwark of Faith skill (+30% PROT), and give him a Fortifying Garlic (+33% bleed and blight resist), and he was damn near unstoppable.
Its interesting, although I locked this quirk in the other day on a grave robber and immediately regretted it. I was thinking I would make her less squishy, then I realised how much money I was spending, and really needed upgrades to beat the 84 week Stygian goal.
Prot is ok on front line units, but only if you lean into it, like you said, a crusader would be nice with his protection ability, which also marks him. But for any other character DOT is a worse threat than DMG and 10% PROT alone is 3 less damage on a 30 hit, seems a bit of a waste when you have quirks that can give 2 speed, 5 acc, 10% damage,-10% stress, 10% scouting, bleed or blight resistance or crit quirks, which work great on every character, at all times (except scouting).
That 20% PROT head trinket is always an instant sell for me, I mean even if you stack one or two characters with prot, now they cant hit stuff without accuracy or you get surprised since you dont have a scouting trinket equipped and then your tanks get sent to the back of the line while your plague doctor eats a point blank shot.
Also cleansing crystal/fortifying garlic give a huge amount of dot resistance to the point of near-immunity. Prot is absolutely amazing in combination with a resist trinket to make most characters near-immune to hitting Death's Door before a healer can top them back off. Personally I consider Prot just slightly more valuable in a vacuum to an equal amount of %maxhp, and I absolutely love max hp. In Jestal comps it's even more valuable due to vestal's camp skills. Tough Ring/Fortifying Garlic is a thing of beauty in jestal or flagester parties. Even the 5% prot on your non-religious Jester is amazing to stack with a prot trinket/quirk when you were going to cast Pray anyway for 15% on your flag(Flajestal is absurdly good against the Courtyard: it's so sustainy that I often end up no longer giving a crap about hunger checks when making my path to the boss).
You can get 15% resist stat from a quirk or 10% prot from a quirk. A trinket slot can give 66 to 80 percent combined resist stats, you can't get nearly the same value in prot from a trinket slot so locking in PROT quirks is super good so you can spend only one trinket slot on dot resistance and have your tankiness quota, freeing up your other slot for either damage, stress resist or piling on more prot
@@Harrier_DuBois I like prot especially for man in arms with Ancestor's Signet Ring plus hard skinned (ez 20% prot) plus his skill 50% prot only with 1 trinket (plus 10 acc) i dont need more and i can tank a critical Treebranch Smackdown without problems plus if you use occultist's weaking curse nulificate all dmg this strategy is good for me specially in weald i do a lot of champions long runs without problems
I'm😊
The moment of realisation that not all negative quirks are bad happened when I got Tippler, Known Cheat and Unquiet Mind on the same character - preventing gambling and meditation are irrelevant when the character will only drink, lol
Thats funny my Dismas has that too lmao
Luminous is literally one of the best possible quirks for an Antiquarian. Outside of money, you really only use her in dodge comps. The speed from Luminous lets you get your dodge buff off before the enemies, and on top of that the quirk comes with +5 dodge as well.
Amazing quirk for Anti
universal lock in:
speed: luminous, quick reflex, early riser
stress reduction: steady
defensive: evasive, tough, hard skinned
accuracy/crit boost:
corvid/ prismatic:
niche: specific dmg/crit
on guard + quick reflex (pd)
eldrich slayer/hater
(risk taker)
remove instantly:
klepto
imposter syndrome
Compulsive/Curios
Resist penalty
Nervous
Mercurial
Damage/ Accuracy penalties
Heal Penalty
Gambler
Nervous Bleeder
Thanatophobia
Ignore positive quirks
area specific
weapon/armor tinker
unholy slayer/hater
camp skill boosts
Ignore negative quirks
area specific
irrelevant damage penalties
town stress relief
irrelevant torch penalties
conditional penalties
Hybrieds:
focus on 1 type, or
universal quriks
I think "Mercurial" is pretty inconsequential, unless you're intentionally virtue-fishing (like Crimson Court trinket set Highwayman, for example). Base virtue chance is so low that it's generally better to avoid stress as much as possible, anyway.
And honestly, I don't mind "Imposter Syndrome" that much. It doesn't proc very often.
W list. Only small note is that prismatic ones are all automatically locked in (though I’m pretty sure corvid ones are not)
Auto remove for me:
Kleptomaniac: you know.
Compulsive: annoyance goes hard
Demonomania: compulsive again
Mercurial (unless on leper or flagellant): me like virtue :(
Weak grip on life: deathblow resist i need
Antsy: +20 stress when nothing is done
Perfectionist: +5 stress for every miss, very relatable
What does it mean to lock in? Noob asking. Thanks.
@@errmack3004 it means you make it permanent =)
You were correct Weald is pronounced "Wield".
Source: Final Narration for The Hag
It's short though.
Did you mention the caregivers convention? I feel like upgraded cells with that can save up a TON of money if you take advantage of it often
@ the game being selective about which quirks it picks: I SWEAR this is true. Whenever I use a curio to remove a bad quirk it seems to always pick the least negative quirk to remove. I’ll be wanting to remove a quirk that reduces my HP and the curio is like “Yay you can go to the brothel now :))”
"You can go to the brothel now! Never mind that this character will only Flagellate"
i think this has changed to the opposite
God damnit, now I want to play dankest dungeon again and I know I will again be mad as hell with how characters level too fast and can't do lower level dungeons
Search for 'Removed Level Restrictions' on ModDB/Nexus/Steam Workshop, I can't play without it.
There is an event in the hamlet that removes level restrictions for one run
Yo. Do you know that the first quest (Scout Ruins Tutorial) is a Scripted? Always the same monsters, always the same placements for loots and rewards? Ok you do know that. BUT(T) Do you know that evading the dungeon after the first little chest let the quest locked when you retry it (without passing the first week)? (Dark runs ratio; 1kgolds/heirlooms). It means basically that you can use one of your char level 1 to clear easily the two little walkers, grab two loot spawn, without using any stuff, and gaining no negative perks cos you know, you just entered the ruins, you wont be rewarded or penalised with those.
But it get's better. Cos even if it's cool to repeat and repeat again the same quest, well, sanity is now rising at an alarming point, and all hope seems lost. Aragorn is now calling for a final charge and you are so fecked. So use TWO (Omagawd) chars to clear the walkers, go in the next corridor and do the next fight (easy win, 3 monsters). enter the new room (go wild and take one of the two corridor to grab the backpack) and evade. Omagawd. This time, you gained perks/quirks The week has now passed, fresh new heroes are coming to your shi.nice little hamlet looking for glory and loot!
But the same scripted quest is still here, waiting to be failed again. And again. And again. And again.
So now you're week 10, failing to simply do the first quest tutorial, Braining the game that just want to kill you with love, stacking those nice heirlooms to upgrade the guild (oh yes, I forgot to mention. Fail 3 times in Quick mode to open all buildings in the hamlet), and the Blacksmith. And of course the stagecoach. It's now a national sport to enter the ruins and run the fast you can to the different loot grab and get the feck out! At this point, you have (with luck and abnegation) some antiquarian who rush in, allowing you to do quick runs for 1k/2k (1m30s without loading screens cos hey, if you play on a pile of rocks shaped like a computer like me, it's more 2m30) and "Long runs" where you go for the big chest (you'll auto loot a key in the bag before entering, because you cured Reynault of his bad habbit to take YOUR stuff) (2k/5k) (5 min 45s for my lamest rush).
Wow, now, you have like 40000 golds, and if lucky, you can grab a level one hero per week, fully upgraded and ready to bolster your main rosters. You won some pretty lame trinkets that a better to be sell, allowing you to clean and lock perks for your main roster.
And because your god damn smart, you didn't just cleared ALL heroes and stuff. Noooo! You're a antisocial bastard and heroes are just here to go in the dungeon, get insane and get back with more LOÛT, ready to be dismissed and replaced. You are the god of that estate now, with your ability to bend the time. You can break any rules. This whole universe can die in a single deleting click of your savefiles! What a guy/gale!
You know than soon, you'll be able to recruit level 2 heroes with your stage coach! And if you grew weary of doing the same dungeon again, just get some mods and do the same with.. I dunno Sunward Islands? (10kgold, same Scripting device, but loots are now randoms. you can get big, and you can get killed)
BUTT TZAT SHEATING! Nope. I just read the newspaper the other day while wallking the dog that I don't have that says that is not really an exploit.
Noooooo.
Mods are not an exploit too. Cos you know, achievements are still here.
So why do all the stuff I said instead of downloading some mods that allow you to have a complete roster of hero first week, or tweaking your heroes to make them so overpowered they can litterally enter the dungeon and pinch packs of mobs to death, screwing the Collector, the Shambler and God in the same room without ever loosing so much than an Hit point?
You read this WHOOOOOOLE damn thing. So you already know the answer;
You're in hell. You're here to suffer. You played this game so much, and put so much sweat and blood in it, that you're now afflicted. You're red Hooked! That's why you cant just Nuke the ruins of out existence with trebuchet build with the remain of the hamlet, burn the weald to put a nice parking instead, and just exterminatus the whole place with your space marine barge in orbit.
To sume up, as a good cultist friend of mine one said:
AwulUllUlu AWuuUUuUu.
The Goat OUT!
.. So I see the 'Rona quarantine is effecting some of us more than others.
DEREK!
Removing negative quirks is almost must-do for me. When I start new game, I get as many as busts and crests possible to unlock 2nd quirk room, and try to reduce quirk cost by upgrading treatment library.
A lot of new players ignore removing negative quirks since it costs so much money, but it is still worth it because you don’t wanna add extra bad rng that can entirely ruin your run or general economy.
Im have a negative quirk irl where i waste all the gold removing negative quirks from my dudes, diseases too!
Kleptomaniac first, curious and compulsive second. Especially in the early game when gold is tight. But the last two are almost the worst, and will fuck up things like using the corals in the Cove for free quirk removals. Anything else is second priority for me.
I can't remember what I said in the video but I would say compulsive is easily in the running for worst negative quirk. Yeah fading and nervous and stuff are really bad, but as you said compulsive can ruin critical curio like coral.
i know this is late but if you can predict the curious and compulsive effect, i think you can right click on the item you need from your inventory to interact before he activates the negative effect. it will be wasted but it's better than getting the negative quirk, sickness or debuff
I just started a new play through and both Dismas and Reynauld got Kleptomaniac within the first couple runs🙃
Reynauld taught Dismas the five finger discount
Love wins 👉❤️👈
2:38 Universal Lock Ins
6:36 Niche Lock Ins
10:07 Remove Immediately
15:22 Positive Quirks to Ignore
18:11 Negative Quirks to Ignore
20:23 Hybrids
21:22 When to Lock In
23:03 When to Remove
24:12 End
After watching this I decided to check my quirks and EVERYONE had kleptomania somehow I literally just deleted the save ( only 5 weeks in )
That is so damn unfortunate. I have never seen that before haha
one time i had about half my team get antsy (gain stress if idle). needless to say, about half my team would spend time in the treatment ward
*whistle*
It's Reynauld's old crew!
God having “can’t (stress relief)” for everything except one quirk that is “can only do (remaining thing” is so fucking great
"so what can I do to relieve stress?"
"No"
AND I feel it’s definitely true that the game targets heroes who are already having a bad time. I remember a run I had where all the stress dealing guys targeted my shieldbreaker only. All of my guys had 0 stress except for my shieldbreaker who was on the verge of a heart attack. And this isn’t the only time this has happened
Without a doubt. The AI clearly target with purpose. You’d think it might be based on simply them preferring the target for other reasons which causes accumulated stress-maybe low dodge chance or something-but then when characters who they haven’t been targeting gets stress elsewhere they’re all over them
Definitely true(spoilers below)
The tanky guys in the third darkest dungeon quest targeted my arbalest and vestel with digestion, except in my last fight with them, which is when i used holy water on both of them
It then only targeted my riposte-ready highwayman
Great video as usual, take your time with the guides, honestly even If I'm finished with the game there is always bloodmoon and mods so it will never get old, no rush.
Another guide idea is the "Oh shit" or problematic enemies that start popping up on champion. Skiver and the like.
Thanks! That's a good idea too, I forgot about those new enemies. The skiver specifically is pretty troublesome imo. It puts out a lot of damage at 9 speed I think.
I have a vestal with 5 positive quirks, pretty much all of which I wanted to keep, but I needed to take her into a dungeon. Armor Tinkerer got replaced with Cove Explorer and I was all upset, "I wish I'd locked it in!" ... then I remembered that it costs more money to lock in than you would save! As much as I would've liked to have had it longer, I'm actually really glad it got rotated out before I had a chance to waste my gold.
Some of the negative quirks can be turned into positive ones. Minus speed on round 1 for BH sounds really bad at first. Until you match him with someone with high speed that can mark so he can get a massive amount of damage on round 1.
Maximizing negatives is the sign of a strong player, well done
@@ShuffleFM My man actually replying to comments on a 2 year old video. Mad impressed, I like your dedication. Your videos are great even for someone in the middle ground between novice and veteran player. Hope you keep up the good work.
I am totally doing this, but I was running a bounty hunter/arbalest build where he would mark and she would usually snipe the back. Deliberately slowing her might help this be a bit more reliable. Thanks. Just got the game and I have been enjoying the depth of play.
Figured out a way to better manage quirks today.
I add a star "*" to the left of the heroes' name for every positive quirk I lock in. I'm putting a star to the right if I see the hero has a quirk I want to lock in but haven't yet. That way I'm not risking losing it by sending him or her back into the dungeons before locking it in.
Thats a good idea!
Funny how obvious your points are on managing quirks, yet this is the first I've contemplated this aspect as an important part of character management. Thanks
I like to get Slayer quirks on anyone who already gets a damage bonus. Man Slayer is amazing on the Bounty Hunter, especially the higher health enemies in the Warrens and Darkest Dungeon.
What I especially love is stacking damage boosts on already powerful characters. My favorite Leper and Crusader both have +20% damage from Slugger and Warrior of Light, which is just absolutely massive. I never thought about the Risktaker Quirk though. They already have low dodge and high health, so I don't mind losing that dodge for potentially 30% more damage just without Abilities or Trinkets.
Everyone forgets how OP "Natural eye" is on Leper. .
I like to do the wield mission that makes the sanitarium free as you can remove a neg quirk and lock a positive quirk at the same time. getting 2 slot for quirks management isn't that expansive, you can do it before week 10. 2 lock + 2 removal of permanent is around 20k, the wield mission can be a huge free boost.
You pronounce the weald as "WEELD" according to google.
Okay so I know this is a bit of an old video and this might have been said already, but Irrepressible is actually really good for Endless Harvest. Virtues make the Endless Harvest way easier, especially later on. Anything that increases the odds of a virtue in there is crucial, especially since even a single Affliction has proven time and time again to be a run killer in there. What I do is instantly lock Irrepressible if one of my Shard Mercenaries get it, and then load them up with virtue increasing trinkets like the Hero Ring and Tentacle Idol. It's an almost guaranteed Virtue if you manage to get Splendorous light and although you are sacrificing other trinkets, I do think it's worth it in the end since you can swap the trinkets around between heroes at the rest areas. I let my Jester get stressed out until they virtue, then have them swap trinkets with another hero to let them get virtued. This strategy works for me 9 times out of 10 and it made getting all the memories extremely easy.
I feel like Nervous and Thanatophobia would almost be okay on Highwayman but ONLY if you have the Crimson Court set equipped on him, as when his resolve gets tested, he gets a fairly high chance to gain a Virtue when both items are equipped. (I think it brings the Highwayman's base Virtue Chance up to 70%, before factoring in other quirks.) Sometimes, though, I'd prefer not to chance it. (Because of the 30% Chance it could still screw you over with an Affliction.)
Might be worth locking in Irrepressible at that point, that's a pretty spicy idea.
@@ShuffleFM That basically means he has a 3 in 4 chance of getting a Virtue before other factors are taken into account.
@Lilith does stuff Really? When I checked the wiki, it said that the Virtue Chance was capped at 95%. Though whether it's a 67% chance, a 75% chance, or even a 90% chance, I'm never one to bank on Virtue Chances alone.
i just got the game and it just got added to my library, i already did a few incursions into the ruins haven't lost any characters yet (but expect to soon as my only Vestal got too stressed and now I only have an Occultist as my healer for the next dungeon run lmao ) Thank you for these guides!
Dude you have amazing videos! Literally some of the best for any game... great job!
It means a lot, thank you. The hours of work feel worth it when people enjoy it.
dude your videos are awesome, esp the class tier guides. if you have time could you do a video showcasing some of your battles and how you strategize in game fights?
Thanks! Are you asking about things like turn by turn choices? I think I can make something about that but I want to make sure I understand your idea :)
Also if you haven't seen it I'm gonna plug myself with my first playthrough of Darkest Dungeon. I do a lot of thinking out loud and I struggled quite a bit learning the game at first. So maybe there's something in there for you while I work on this lol. ua-cam.com/video/vkpRhR04vc4/v-deo.html
@@ShuffleFM thats exactly what i meant man! basically, how you pair your team together when taking into account which moveset they have and how they will work in tandem with each other, and then once in battle your turn by turn choices, how you are approaching said battle and using the moves accordingly. I hope that's not too in depth. there are so many variables to consider between moves, trinkets, party members, area of exploration etc I think I spend more time looking at that stuff than actually in the dungeon hahaha
and i will def check that video out in the meantime.
thanks again!
Hey man, "new" player here :D! Usually I don`t watch such videos, as I like to learn by playing but I was curious about if I was doing OK or if I was missing out on something. And got was I wrong in thinking I was doing good. Your guides are really top quality and even though I did quite a lot of things right, I was missing out about quirks a lot!
I took it kinda right but I never took a look at "beneficial" quirks and taking a focus of removing or trading those.
Thanks a lot for your work and keep it up. It helps a lot of newer and I bet, also veteran players :)
Have a good day.
In my 1.2k hours of experience. The best quirk combos for melee or physical damage dealers are eldritch slayer (10 accuracy/ 5 crit) & man slayer, OR beast slayer & man slayer. Then the 3rd is a flavor quirk like hippocratic for Crusader or Flagellant. Having a physical damage dealer with both of those slayer combos means you can focus on damage, utility, or survivability trinkets. Missing an attack or stun at a critical moment is the single most impactful part of this game.
Now for heroes like jester, plague doctor, vestal, & antiquarian speed is the most important quirk. Those heroes tend to have either a trinket that gives exceptional accuracy or has exceptional baseline accuracy.
I want to get rid of Kleptomaniac but every time i remember my first playthrough and the first time it procked on Rey.
>Moving through a hallway
>Reach a shelf
Rey: *Whistles*
>A trap has been triggered
Rey: Curses !
I found pretty funny that in one of my runs, Dismas got both Known cheat and Gambler at the same time, so basically no stress heal unless I get rid of one of them
This was very helpful. My buddy introduced me to this game last night so I have some level 3s that have great quirks. Didn't know you could lock them in so I've gotta do some gold grinding tonight.
Got back into Darkest Dungeon recently and found these videos. Here to drop how I had Lazy Eye locked in for a Hellion in my current game and a curio went and removed it. She had a bunch of other negative quirks there were not locked in. I was less than happy when that happened.
My favorite quirk combo on the MAA is the HP+prot, he just gets even tankier
I tried a pure ranged build on my highwayman just because he had all 3 ranged buffing quirks.
Armed him with gunsliger belt and dismas's head and put him in first rank to open up with point blank
It was beautiful..
Until i got TPK'ed from a chain stress heart attack after barely getting away from the Fanatic with all my characters.
Then i cried for a week or two..
RIP
13:26
Remove scientific
My healer occultist: I missed the part where that's my problem.
Actually scared me with the fearful crusader at 1:50 lol.
In general, I agree with most things you said. I would still lock Unholy Slayer/Hater on the Crusader, I mean, it just makes sense. I'm not sending him anywhere else but the Ruins after all, because of his intrinsic bonuses against Unholy. Ruins Tactician might be an exaggeration though; i wouldn't lock it in.
Concerning Hard Skinned vs Tough vs Luminous for survivability, I think it depends.
On heroes with low base dodge, i prefer reducing the damage taken using Hard Skinned. If you think about it, this quirk somehow improves your heals, and is thus better than tough (with the exception of DOTs, which ignore PROT). On tanks with a lot of hp, Hard Skinned is reasonably a better choice. On a Flagellant, I'd lock in both Tough and Hard Skinned (they make it safer and easier for him to reach the 40% hp threshold).
Luminous is great in all other circumstances (low hp, high dodge, support...). This should be locked in like 60% of all heroes.
Fun fact, I have a Flagellant in my current roster, with 3 neg Quirks, all relative to ranged stats (-ACC,-DMG,-CRIT).
Also has Risk Taker.
Sometimes fortune favors the bold.
One thing you didnt mention that I think is really good are the "X Adventurer" (-20% stress in a given region) quirks, on a class who will go to that region a lot. Ruins/Cove adventurer for plague doc, Warrens/Weald for Hellion, etc, are great locks in my opinion, because those characters will almost always be operating there and almost always be benefitting from the stress reduction. It's situational though -- I won't usually bother locking those in for (say) my vestals and occultists because they go to every region, so it's not as valuable.
The three I value most highly is Early Riser, Luminous and Quick Reflexes. +2 speed is easily the most valuable quirk bonus. +2 speed is better than +5 accuracy, +2% crit or +10% damage. Only time this doesn't apply is when you're doing a specific strat that needs certain character turn order.
I killed the horrid shrieker one time and I was pretty hyped it was the last turn before he was about to runaway and I hit exactly the right amount of damage to kill him I was like hell yea, it goes to the quirk screen and my hound master got like corvids blindness or some shit
Grats and oof at the same time
Same here. My arbalest is a damned magpie now.
My level 2 Vestal only has 2 positive quirks. First was Gifted (20% healing received) and then next quirk she rolled Hippocratic (20% to healing skills). Brb buying a power ball ticket
Your ordering of defensive stats is quite opposite of what I consider in value. I value it in Prot > HP > Dodge because of what you mentioned you liked, being consistency. Protection is universally the best defensive stat because it lowers pretty much all on hit damage taken, then hitpoints because having more hitpoints gives you a greater window to get heals if needed, then dodge, which is the least consistent of the three.
You cannot reliably rely on dodge. It's that simple. (Also most tanky units you'd consider giving defensive stats to are relatively low in dodge to begin with)
Hypothetically in a vacuum, if there was an enemy that you were facing did an average of 20 damage in a single instant, and your options were:
40 Additional hp
30% Protection
40% Dodge
What would you take?
I appreciate the well thought out and argued post, and you're right that dodge is the least consistent stat since it's all or nothing. The reason I value it so high is because the defensive aspect of the game is more than flat on hit style damage. Most characters are around 45hp or less, to me the mathematical way that prot functions is it extends your hp count against direct hits. This means that it scales worse for character with low hp while being much better with high hp.
Your example favorably sets up your point which is fine, but even with those numbers dodge still isn't unappealing. I would value it more than prot by any means. For instance say the enemy does 2 shot you, you land at deaths door, prot no longer matters while dodge does.
If I were to use a counter example, I would say that most attacks in the game are not threatening by their direct damage alone. Prot doesn't have a notable impact against the 2dmg attack that leaves a bleed, or the 20 stress damage blast, or the enemy stun, or the enemy push and pull attack. It isn't that prot isn't useful, it's that it only shines in a small amount of scenarios whereas dodge gets you past more situations. It is inconsistent, but it's also more applicable imo. Again thanks for the thought out and attentive post :)
In my honest opinion, most units that are under the sub 45 hp threshold are likely going to be spec'd more towards damage with a few exceptions. I don't see dodge gained from quirks as being advantageous unless they already had a high base dodge as adding 5 to let's say 10% dodge doesn't do much for the character's noticeable survivability compared to adding 5 to 30% dodge.
I'd opt for dodge the least on characters like Lepers/Crusaders/MAA but maybe consider it for Jesters/Grave Robbers/HWM
Yes I agree that dodge matters, but I can never rely on a dodging in tough situations as a series of low rolls can easily ruin anyone's day.
@Afqwa EHP has the issue of being highly situational, so i disagree with the simple formula
what makes this whole conversation difficult is that 10% dodge /= 90% hit chance, at which point 10% Prot = 10% Dodge (in EHP, not considering other possible effects, so calculating dodge / prot / acc is getting significantly harder to put into real numbers)
for DD4, i'd say dodge is way stronger as there isn't mainly flat dmg, rather DoT or stress. for other areas, i'd say weald/cove are better with prot (and bandages), the warrens definetly are better with dodge
also: i don't fully understand what you mean by "I'm also fairly certain that PROT does nothing to mitigate crit damage", i do know for certain that when attacking enemies, it's mitigated and doubled (don't know the order, it's (2x)/(1-PROT), but depending on when the rounding happens the order doesn't matter anyway)
@@ShuffleFM Dodge does great value for your average damage taken, but an average fight in DD is an absolute curbstomp in favor of the player anyway. A campaign stretching from the Old Road to the Heart will consist of hundreds of fights and well into the 4 digits of attacks being thrown at your characters. An average fight by definition was a winning fight for the player, seeing as you had to beat a couple hundred total battles to kill the Heart and you couldn't have lost more than a handful of them on Stygian/Bloodmoon (and even on Darkest difficulty you're still not going to break higher than a 1% squad wipe average I don't think even if you're terrible). The true challenge of DD is that across 2 thousand attacks being thrown at your party over the course of the campaign you're going to roll snake eyes multiple times in a row at a few points.
Boosting DOT-resistance to at- or near-immunity for the enemies you're facing is the #1 priority since it's really easy to hit and there's a huge payoff for doing so (1 resist trinket grants near immunity and a resist trinket plus another source such as a quirk campskill or other will often grant total immunity), and the #2 priority is boosting effective HP vs upfront damage.
It's very rare for fights to take you from 0 to heart attack in the course of 2 rounds of a bad rng string, basically only Shambler can do it. Minimizing stress is more of a tightening-execution problem than a stat investment problem since stress buildup happens over a longer term than getting crit to death's door and dotted.
Dodge, Dot-resist, stress-resist and Prot all have the quality that the more of them you have the better the next point of it is, and while Dodge gives great average results, prot and dot-resist are just so amazing vs the deadliest attacks like The Finger or Stinger Shot that it overshadows the average benefit that doesn't really need a boost.
@@sesquame9527 I agree that dot resists are fantastic. In the cove for instance, my 2 frontliners almost always have 1 or 2 bleed resist trinkets between them. My reason for valuing dodge so highly is this: not all attacks leave a dot, or stress, or do big direct damage, or shuffle, or stun etc; however, every attack needs to make contact to do something to you. Dodge is the core mechanic that combats every offense. The best argument against it is it's inconsistency, so that was a good one to target. I would also argue that dodge contributes to EHP, though it is harder to calculate and more variable. Stress isn't about going to heart attack range in a few rounds, it's about the longterm damage it does to your party. HP and mortality debuffs are healed at the end of every mission. Stress forces heroes to skip weeks and eats up gold to fix. Even in your example with the finger, the threat is the bleed it leaves behind more than the direct damage. Prot doesn't matter much there. If a giant swings the tree branch at me twice, I'd rather dodge 1 of those than get hit twice for 50 damage - whatever my prot is. High dodge can totally break fight mechanics, whereas having hp and prot means you still have to play fair.
I think you can make a great case for resists and I agree they are amazing. Prot only shines with high hp pools, and because of that codependency, I cannot in good faith call it the best defensive mechanic. Maybe if a character existed that used invigorating vapors-but-prot-instead I would change my mind.
Most likely somebody pointed that, but mercurial (-5 virtue) does literally nothing for flag. Might as well hope it locks. Irrepressible is vise verca. Yeah, may be a minor nitpick but... yeah.
There are also deathblow resist quirks (unyielding is positive and weak grip on life is negative, both make a 10% change)
A bit late since vid is from 3 years ago but YT algo recomended me this after playing DD1... what do you think about Natural Swing (+5 ACC)? (or alternatively Natural Eye for ranged only +5 ACC ranged)
So far best candidates for insta lock for me are:
- Luminous (like mayby on Arbalest/Crusader - something really slow anyway - could skip, but any other seems like a must)
- Steady (stress is usually more deadly than hp dmg... for everyone - "mayby" just "mayby" could skip on characters with self stress heal but i still think it is worth taking there)
So those two i consider insta lock on basicly any character (so i do not have to worry about checking every little quirk and think if i should lock it or not)
Then one spot left:
- (only on healers) Hippocratic - no brainer (just on dedicated healers - Vestal/Cultist - mayby Crusader or something but i still think not)
- (on other than healers) either
--- Natural Swing (asked above)
--- Hot To Trot (+25% DMG, +20 ACC, +5% CRIT on first round - on dmg dealers that have potential to one-two shot backline with it)
--- Deadly (+2% CRIT - now hear me out, crits seem bad comapred to others but they also reduce stress when happen, so i am not exactly sure if +5 ACC or +2% CRIT is better here)
Your thoughts?
I am mostly a leper guy, so all of them are super good on him (including hippocratic because of solemnity) and especially Hot to Trot, if he can't downright kill something first turn, i'll use purge for damage/ACC boost instead without missing. Natural swing is also insta lock on leper
With deadly, i think the specialised ones for either ranged or melee give more crit, but you know more crit is always good. (also because each class has a different buff on crit)
Extra ACC just depends on how much ACC each skill has, leper's acc is low on most skills, in contrast arbalest has high ACC. I think it's best used on leper/houndmaster, but really, it doesn't hurt.
Prismatic quirks are also insta locked and don't count towards the 3 locked ones. These are the most powerful ones. One of them is crit but I can't remember for how much, pretty sure it was higher than 3%
Tippler can screw you out of REALLY good damage buffs from the kegs in the ruins.
Not quite, Tippler just makes someone married to the bar for stress relief. You're thinking of a different quirk, I forget the name but it's described as "has an intense craving for alcohol." Also the kegs are in the warrens, not the ruins.
@@Team_Orchid
Yes. Yes I am. The food and drink obsession, sorry, they all blur together to me sometimes. I still wish for a 'Takes no BS' quirk. Someone in the party klepto-ing loot or babbling abuse? The Take No BS character shuts em down with a 1 or 2 hp backhand.
@@Babbleplay Put that on all my Antiquarians please and thank you.
15:00
Hands down some of the best advice
if you are fighting a battle you are certainly losing
Get. The. Hell. Outta. There. (if you can, sometimes it can snowball against you)
don't be afraid to say, "fuck this" and live to fight another day.
especially in this game.
signs of this are high stress
1 or more dead heroes
or unsustainable low health
A lot of newbies are either too prideful or too masochistic (like me).
@@randolfshemhusain2298 ahhhh pride, the first of the deadly sins hahahahaha
I was looking for Shambler's Altars to get the last Ancestor Trinkets. After not seeing one for several dungeons, I finally came across one. Then my Compulsive character interacted with it before I could give it a torch. Bastard!
That is awful haha
Ah yes, the inverse Thrice-Damned Mizir
Hello, do you have any idea if we have both mankind hater and eldritch hater, and then encountered a human/eldritch enemy, how does the quirks work? are they both active? thanks!
Reddit says both should activate, so I'll trust it. Awesome question!
[10:46] only 4%? it happened to me twice in the vvulf brigand bossfight, she was an abralest and i was relying on her to shoot down the bombs
I'm new to the game and have restarted a few times after wrecking my entire roster... xD These videos are very helpful, thank you for them! Definitely making some rookie mistakes over here.
Your intro made me laugh my ass off. “This is that video”
Darkest Dungeon's advice for real life: Rabies is good
I'm 142 weeks into my first run of the game and I'm just now finding out you can make positive quirks locked in on characters.....
I ignored quirks that's not called kleptomania until ~90th week where I unlocked every district and have guild, blacksmith and stagecoach fully upgraded. I thought it was too late.... ending up spending 30 weeks to farm quirks and trinkets, and fighting the annoying crimson court bosses. Not even sure if it's necessary lmao
"Remove immediately resist penalties" especially bleed ones on flagellant when using the skill "reclaim" (give regen but maybe suffer bleed)
Irrepressible is good on Highwayman with the Crimson set though
So new to the game here, just started my first run, where, how, and when can I start removing/locking in quirks? Week 2 and I already have some negatives that have like these skull icons next to them, I'm guessing that is bad, or means it has set in and will be harder to remove.
The skull means they are locked in and more expensive to remove, so they won't randomly roll off between missions. They don't get stronger or anything though so don't worry about that.
For locking in quirks, only do it when you have a lot of gold. It's hard to say exactly what number but I like to have at least 25k. Gear and skill upgrades are more important though so do those first. You also don't need to lock a quirk until you have 5 total. There's no threat of rolling it off until then.
For removal you can pay, but there are also some curio that remove them for free if you use the right item. The eldritch statue that appears in any zone needs holy water, the coral in the cove needs herbs, and scroll piles in the warrens need a torch. The character you want to remove a quirk from needs to be the one to activate the curio. The quirk removed is random but it's free which is nice.
There is an event called caretakers convention that you can activate by doing the gather mission in the weald. It will appear on the mission reward so you'll know when you see it. This makes the sanitarium free for the next week which is the best time to lock and remove stuff.
Best Lock in I had in vanilla DD1: -week 14- all treatments are free. I locked in a Warrior of Light AND removed a locked Klipto on Reynuld. -week 15- Free medical from a dungeon run. Locked in Unholy Slayer AND removed a locked Fear of elderich...
I was so close to giving Crusader boi the boot 😒
Egomaniac makes the hero steal too,
I had no idea, good to know!
ShuffleFM
What’s your opinion on Grey Rot?
It can be good on characters that don't need to deal direct damage. First thing that comes to mind is plague doctor and antiquarian. PD gets accuracy from blasphemous vial iirc which is plenty to offset it. Otherwise jester and occultist could also make use of it.
ShuffleFM
Shame that there isn’t a building to give/lock diseases, it would be a lot easier to get/keep the good ones
Does egomaniac activate if the hero is chosen, or it doesn't matter if the hero is chosen or not at the time?
Man I fucked up my directions, this ain't a MHA video.
Cool video by the way, really shows how the bonuses can make a huge difference.
The only execption of a bad negative quirk you can keep is Dismas with kleptomania because it's accurate,
My man at arms currently will only go to the brothel for stress relief and is banned from the brothel
21:42
started a run a while back. Got leper with quirk for +5 acc on like the 3rd week. I shat my pants and went almost broke to lock that in as soon as he got 5th positive quirk (which was very soon since leper with +acc is very good lol)
hey, thanks for all the videos, very informative. nice to see someone is still making content for the game. i just got into DD and your guides have been very helpful.
after playing a bit and watching some guides im trying to figure out what roaster i want to build but im not sure on how to go about it. so i tried to generalise what kind of role every class fit to. I tried; tank, utility, healer; by row; by damage type; i ended with a mix of 6 roles but there are always exceptions. so should i make a roaster around different class builds with a few subs? after all there is only so much variety in each class since you can swap skills and trinkets you can get away with one of every class. the only real unique aspect are the quirks. so does it make sense to build my roster around quirks and build for each class? ie, vestal can be a meta healer or a 2nd row dmg. or maybe two bounties, one marked and one stun. would they have different quirks?
the main issue i find my self in is the lack of knowledge. sometimes its hard to follow your guides since i dont know many of the quirks, skills and trinkets by name. have to reference the wiki all the time, makes it a little hard to follow. sort of like a lecture, but in a good way)
would you make a video focused on the good quirks? i counted 36 that you can build around. for example i want to make a torchless antique escort. what class would most benefit form lurker and nightowl? would i need two different lepers and highways with different quirks or is swapping skills and trinkets enough? or maybe one quick guide on best quirk for every class?
on a bigger note, since there are so many quirks maybe a new class guide series instead? focused more on different builds and quirks? something faster to digest and utilise. for example no one mentions the meta vestal, assumed knowledge and all, and here i am upgrading bash for no reason. we all love experimenting, but a quick guide with best strategies, skill, trinkets and quirk combination would go a long way.
Im gonna try sketch a guide episode with my 20 hours of gameplay))
vestal- what are the most effective skill combinations? u can optimally make; 1- meta vestal with some trinkets i dont now about and heal buff, range crit and prot. that would go in any team for healing; 2- bash focus with different trinkets i dont know and instead of prot you stack dodge. that would work well with arbalest.
something like that i guess. sure you can miss and match i infinite ways but i think there are only about 25/30 different optimal builds
also a separate prismatic episode and how to build god tier characters would be awesome
another request would be for team focus ideas. a bleed, a stun focus episodes, region specific, gold farm and so on. something thematic where you would use the builds from the hero build guides. popularise the names like lansader or bastal) sorry for my limited references)
just something ive been thinking about while watching your guides. If im making a mistake somewhere or misunderstood something that makes everything i said irrelevant, im sorry for the wasted time but would appreciate if someone pointed it out to me)
potato
ps
another idea of a perfect crew of 17 that would cover all the essentials
There's a lot to unpack here so I apologize for the potentially long answer.
- For roster just take who you are comfortable with. Going with 1 of each hero and 2 of your favorites is a good starting point to fill the upgraded roster.
- Quirks actually aren't worth building around. The bonuses arre good but not game breaking, which is why a lot of the ones I sugges are generalist and applicable anywhere for that hero like speed on plague doctor or melee crit on hellion. You don't need torchless quirks unless you're doing full on low light the entire playthrough, otherwise they are too expensive and situational. Just get good general quirks on heroes that they don't need much support to make use of so they can mix into different teams easily.
- People have been asking for quicker guides so I'm in the process of figuring out how best to do that.
- Every Vestal that isn't specifically mace bash Vestal should be using judgment/dazzling/both heals. It's easy and straight forward. Mace bash would be melee attack/stun/aoe heal/hand of light from rank 2. You can put her in 1 but your options are much more limited, but it still works well.
- I was going to make some region guides that included team suggestions, but I can see what else I can do as well.
Thanks for the feedback, I appreciate it. There are only so many hours in the day so we'll see what I can put out in the next few weeks.
@@ShuffleFM yeah, i kind of rambled. thanks for the advice
its a grate game, should have tried it earlier. pretty fascinating how they got every hero to be so unique and stay relatively balanced. sooo many combinations, its braking my minmax brain)
and after playing some more and reading the wiki, your guides are actually pretty on point. and getting better with every new one.
keep up the great work)
I’m confused on 1 quirk on my hellion. Winded “When at 50% HP -1 SPD”
You said that Thanatophobia (+20% stress at 50% Health) was bad and you said that speed was good to have, bad to lose.
So should I delete winded?
Also I’m VERY New. First Play through week 12? (More than 10) Only killed 1 boss and my Max Character is 2.
Which leads to my second question
Is the price of Locking/Deleting Quirks increase with levels? Since everyone is 1 or 2 I haven’t really seen it but I believe you alluded to it near the end.
Also if you could Do a Disease Guide? Idk if it’s that bad but my PD just got Rabbies and it seems pretty bad. Same with a Curio Guide.
I feel like your Channel is The Place too learn almost everything about DD so it would be great.
Drinking can also suck, cuz the character might be unusable for a week or 2. Same goes for meditation and flagellation.
Good thoughts and ideas to think on! Thanks for putting this together. 🙂🥦🦖
P.s. I thought I hit the jackpot when I found a +10 death low resist on my flagellant and added a trinket for +10 more, but then learned deathblow caps at 87.. 🙃. Heh, still good but not game breaking like I thought it’d be. 🥦🦖
I've been playing DD for around a month (~50 hrs) and it seems like I have terrible luck with quirks. More often than not, my heroes tend to get negative quirks that make me reeeeaally not want to use them (Imposter syndrome, fading, photophobia, etc). And this is when they get to level 5 or 6. I may be wrong, but it seemed like facilities are more expensive for higher level heroes
They are, you're right. The quirk system is a bit more rewarding if you invest in someone early and keep them for a long time. Still, if you already have a couple good quirks locked in on a high level person it's usually worth the gold to keep them strong.
@@ShuffleFM Fair point. If I feel really stingy with my money, I usually just bring med herbs to the cove (and hope no curious fingers touch the coral first)
Uhh... did you forget about hippocratic. Its an instant lock in on any healer.
Does the courtyard count as somewhere where the light is always all the way up? I’ve been avoiding putting light dependent trinkets on my guys when I take them there because I assumed they’re not relevant. What about the farmstead?
Yes, courtyard is considered 100 torch at all times. Farmstead too.
@@ShuffleFM thanks good to know :)
It bears saying that you can lose trinkets in almost every stress relief activity
Can you? I've never had that happen. Is it because I unequip trinkets after each mission?
@@ShuffleFM it's only for tavern activities. It's also a low chance, and the chance for actually noticable trinkets to be lost is below 1%
@@ShuffleFM I'm also pretty sure it takes from your general inventory
Ah that makes sense. I prefer using the abbey for stress relief so I must never see it. I know you can lose stuff at gambling though.
@@ShuffleFM yes, if nothing is equipped while healing stress in the facilities, nothing can get lost
I have developed the habit of removing trinkets from everyone before sending heroes to the buildings
Can you make a roster guide?
I have individual class guides coming soon, if that's what you mean.
@@ShuffleFM
I was referring more to the proportion of each type of hero in reserve, I don't know which one is better or more versatile and worth having 2 or 3 of the same type
Oh that's an interesting idea. I could do that.
My Vestals 3 locked negative traits would make her only drink at the bar, bad gambler, and unquiet mind :]
Luminous seems really good it's just quick plus evasive all it one
Once i had a leper with lazy eye (less acc on ranged skills) and it made me laugh. I also had a dude with enlightened quirk (forced to use meditation for stress relief) get deviant tastes (banned from brothel)
I don't think you talked about Fated "Chance to turn a MISS into a HIT". How good is it? Lockable? Should I only prioritize this for heroes who have horrible accuracy? *cough* LEPER *cough* Thanks! Love the content and intelligent discourse
I can see it for the Leper but I don't know how great it is. Last time I looked it up people had it at about the same effectiveness as the +5 accuracy quirk. Need to see some hard math on it, but if it rerolled crit chance as well I would say it's better. It's a safe lock on Leper most likely, no one else imo.
@@ShuffleFM Awesome analysis sir. The ones that don't clearly state their numerical impact are head scratchers. Hope school and the ladies are treating you well lol You're probably graduated and married by now... 3 years later
@@dradney Thanks, I appreciate it. I'm actually graduating this semester and I'm with someone new so the married thing will be a while lol.
Yeah this one is nice, basically an accuracy buff, would be interested to know what the chance is though, it may actually be better than the 5 ACC quirk.
@@Harrier_DuBois I think this perk is quit bad (sorry). Lets assume you have a Leper with 80 % hitchance. If He misses (20% of the time) you have a 10% chance to turn it into a hit. Thats an all in all hitrate of 82%. (0.8 + 0.2*0.1 = 0.82).
It is rumored that it works more offen, but If it works as stated above (as the wiki says) its pretty bad.
Actually I am kinda masochist and let the grey rot on my tanks, I know that is a stupid thing maybe, but a high PROT+HP tank is almost ridiculously unbeatable unless stress factor kills him. Afar my visions of the grey rot, I tend to reach for prec+speed or equal, but my way to go is the perk from the thing of the sky, that ignores stealth. Those are my thoughts, but pretty much I am in the same position about quirks.
Isn't low speed also a good thing sometimes? I always liked having slow draw or slow reflexes on my healers, since that means I can heal back the damage the opponents dealt with their first move rather than waste it on an attack that doesn't really change anything in many cases.
There is logic to slow speed, but I still think it's a negative overall. For instance if my Vestal goes early in the round I would rather have her stun than wait and heal. Your heal moves usually do less recovery than the damage the enemy inflicts. Slowdraw would be preferrable to slow reflexes, because I think consistently going last in the round has too many vulnerabilities.
@@ShuffleFM Yes, I prefer slow draw, not just a constant speed reduction.
My problem with the stun move is the high resistance some foes have to it. Wasting a vestal's entire turn seems pretty bad to me, whereas heals are guaranteed to land.
Honestly, I tend not to use stun builds very often, it's just a personal preference, but stun always seemed too risky to me, not just with the vestal, but also kind of in general. Stun moves don't do a lot of damage and they have to both hit AND bypass the stun resist. That's 2 rolls you have to pass. Yeah it's a very high reward move but to me the risk is too high.
That's not to say I never stun at all, but I try to avoid it if I can.
Honestly, it's a miracle I managed to beat Darkest Dungeon considering how salty I can get when rolls go bad...I guess that's why it took me as long as it did to finish the game. Let's just say I've abandoned a lot of playthroughs and started over months after...
@@davidbodor1762 It happens lol, this game can get to all of us at some point.
Wait. Why did you ignore all the loot in that first mission and only took supplies?. Is that a strat I don't know about?
Nah, the file I was using doesn't need money anymore so I just focus on supplies to make sure I have an easier time living.
@@ShuffleFM ohhh, yeh, that makes sense. Never made it that far myself
Does this mean I should skip sarcophagus in the ruins, since I wanna avoid that 20% thanatophobia chance?
I usually skip it personally. Locked ones are safe with keys and shovels.
@@ShuffleFM
It's funny how in the beginning, you just touch everything you see, and after a while you learn not to just touch that putrid corpse with your bare hands or open random crypts or read disturbing books in some dungeon 😂
Thank you for the great advice in your videos, and the hours of content/analysis! Listening to them feels like I'm actually preparing for some great expedition into some unknown lands❤️
if i have something that increases speed, can i get another quick that increaes speed or am i locked out of them?
You can get any combination of quirks as long as they aren't duplicates, so you theoretically could have every speed quirk available.
I'm a cheap min-maxer. I see klepto I say "Alright Renauld 2, you are hereby grounded until the next town fair, or long cove mission".
126 hours, and I have never paid for a locked quirk removal.
Dedication lol
Just upgraded my Grave Robber to level 2 weapons and armor, take a look at her quirks and she has BOTH GAMBLER AND KNOWN CHEAT OMFG
I should just take her into the warrens. Either she finds one of those curio quirk removers or she doesn't leave.
D:
Grand ol' video my friend
can you not avoid gambling removing your trinket but unequipping the character's trinkets before sending them to the gambling hall?
That works iirc.
good luck remembering to do it every time
I locked in the speed buff that only works in the first round. Did i make a mistake?
Nah, everyone likes going first or early in the round :)
a highwayman once showed up at the coach with both Love Interest and Deviant Tastes as quirks.....needless to say, I did not recruit him, I feel like I don't need to be involved in whatever was going on there
I am just finding this video. Are you still working on the class specific guides for quirks?
Yep. I recorded my grave robber guide a couple days ago and it's in editing right now.
Just so people know. Curio is a word you use for ONE, singular, item. When you want to refer to the multiple items, plural, it is curios. There is also the word CURIA, but that is referring to a central administration of the Catholic church. A kind of job. I heard the video makers here say "CURIO" when referring to plural. No. It is curios.