I am fully aware it would unbalance the game, but I can dream. The best idea for a POSITIVE quirk : 'SICK OF YOUR SH*T'. With this quirk, the hero will, when in a party with, say, a kleptomaniac about to steal loot, or a paranoid character ranting stress booting babble, interrupt the offender with a resounding backhand, doing 1-2 damage, and interrupting the undesirable action.
The slapped party member: WTF was that for? The Party Memeber who Slapped: HOW MANY TIEMA DO I HAVE TO SAY THIS: IM SICK OF YOUR SH*T Slapped Party member: +5 stress.
For some reason, I thought rabies was a quirk... I left it in there, because what I say is my opinion but it is definitely not a quirk. It may make you act quirky in real life, but not in the game so much. Thank you for watching! P.S. Please no one get rabies, since it is a serious problem :(
The silly thing is, I was double checking the wiki for the exact stats of the other quirks I mentioned and I didn't see rabies. I thought it was weird and moved on...
Couple more. I keep negative quirks that only block off stress heal facilities I don't use (Tavern). Also look out for Caregivers Convention town event. It comes up on Warrens and Weald actually pretty often. You can clear a negative and lock a positive for free so if the sanitarium has three slots that's a lot of money saved and quirks dealt with.
@@HiDdeNSQuiDZGaming It's kind of antithetical to the removal priority in your video, heh. It's a quirk that has absolutely no bearing on combat, looting, or stress gain in missions, but it's just too annoying to let go. As a side note, what happens to a hero with Antsy that hits 100 stress in the hamlet? Do they just go afflicted as soon as you take them on a mission?
That's a great question. I would imagine they cap at 99 or yes they would trigger immediately. Also, it does go against my main 3 points lol. Darn you antsy
I can't "stress" enough the importance of removing Imposter syndrome when you can. 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.
One thing to note is that you can keep perfectionist on riposte heroes, particularly on MaA. Missing a riposte does not trigger the quirk and you gain no stress, which seems like a bug coz missing is missing but hey, I dont complain. I use my one MaA who has perfectionist as a guard/riposte tank, with his 2 buffs thrown in for good measure. So no risk of +5 stress :D
Claustrophobic is incredibly deceitful. Its actual effects are devastating, but since its description seems to benign, you assume it isn't really causing problems. In truth, it increases stress gained from *every source in a dungeon* whether you're in a hallway or room, even in combat. I guess that "severe fear of enclosed spaces" includes fighting and interacting with curios in them as well. Over the span of an entire Long Dungeon, it's highly likely to cause more net stress on a hero than Perfectionist, which I also get rid of asap.
I also found out that claustrophobia gives +20% stress in hallways, which are present in every dungeon. So your hallway curios and fights pile on a ton of stress because of this. So I like to remove claustrophobia and nervous as they are very similar, with nervous affecting rooms as well.
Personally I agree with you on just about every front. However you didn't exactly talk much about what kind of positive quirks you want so I'll just mention mine: - Fairweather Fighter, it's insanely strong and allows you to skim past a combat so long as you remember to keep that character nice and full on health, +20% Damage is no joke. - Warrior of Light, I always do light runs (76+) so having something that buffs damage while in high light is essentially free damage. - Hippocratic, hopefully I don't have to explain this one, it's just ridiculous on top of some healing trinket/s on a Vestal or Occultist. - Luminous, this one's really strong on a Highwayman I find, Grave Robbers and many similar classes can utilize it to ridiculous levels, it's quite literally just Quick Reflexes paired with Evasive into one quirk. - Risktaker, as you mentioned, if it's on a person with already somewhat low dodge who's a damage dealer (Leper, Crusader, Maybe Bounty Hunter?) I'd keep it without question, it's really strong to have +10% Damage for such a tiny difference in tankiness, they simply already don't have enough dodge for it to matter. - All the dungeon phobes and stress relief ones don't matter, unless of course... You have an Alcoholic Flaggelant... Like I did... EVERYTIME HE WENT INTO THE GOD DAMN COURT! But frankly I never find that a quirk is so debilitating that a character is unplayable (aside from the aforementioned Flaggelant) and maybe Antsy.
Oh, one other incredibly bothersome type of quirk is anything that increases the amount of food eaten. I think "Stress Eater" (and its counterpart, "Stress Faster") is the only one in vanilla, but Marvin Seo's quirk mod adds a bunch more, and they all suck.
@@HiDdeNSQuiDZGaming Oh, it adds a whole range of quirks... Position-dependent ones, combination "hater" / "slayer" (and "fear of") quirks, bonuses and hindrances while and versus bleeding and blighted... On one hand, it dilutes the pool for the really good positive quirks - although it adds several of its own - but on the other hand, it opens up a lot of interesting options. For instance, a non-healer with a negative -SPD while bleeding might actually be a positive if it prevents them from going ahead of your healer while on Death's Door. Speaking of, it also adds a full complement of Deathblow resistance quirks.
Chance of Eldritch Slayer being replaced by Cove Adventurer before you lock it in: 95%. Posting the percentages here is great though - I didn't know the algorithm. And congrats on 2k!
I really like that your videos are so fresh. I started playing this game about 2-3 months ago and i also watch videos on youtube about it, but i noticed that a ton of videos are from years ago like from 2016 or 2017. The game sure has changed since then. Thank you for these well consructed and up to date videos! Keep up the good work! :)
imposter syndrome is only a 4% chance?? bruh it always feels waaay higher for me. the first time i experienced it my antiquarian skipped their turn two times in a row and then nearly fucking died. i dunno if i just have shit luck with it, but that experience very quickly put it at the very top of my list for things to remove *immediately*
Thanks Squidz. I'm a newcomer to the game and greatly appreciate the knowledge you share. I've beaten several bosses thanks to your videos. I'm a fan for life.
Recently started a new estate and dismas(the starter highwayman) got 'gambler' after the first damn mission. he always starts with 'known cheat'. he literally couldn't stress heal whatsoever until i unlocked the sanitarium. thank you Darkest Dungeon, very cool
Bruh the game AS PER USUAL SAID FUCK YOU via it’s actions as it does most of the damn time. I would straight up start spitting more swear words at the screen than the average amount of deaths and party wipes of first time players.
I think rabies is best used on the Grave Robber. She has naturally high accuracy numbers AND her dagger toss buffs her accuracy, meaning she can negate rabies in one turn. Best part is, she gets the ACC buff even if the dagger misses, so there is always a benefit to using it round 1. Just my two bits on making rabies viable.
Fun video and helpful too I love getting thoughts from more serious players about what they are looking for (quirk wise) in setting up their more permanent heroes.
Quirks are so crucial for champion level which is why a first time player can get caught off guard. 20% stress damage used to be manageable when the enemy was doing 10 stress, but now they are doing 20... it adds up way too quick.
A question that I usually have to answer while playing, apart from "is this quirk worth locking for this hero?", is "why should it be locked/removed now, why not manage another hero?". You have a limited amount of gold and just one or two treatment slots most of the time, so it is important that you use them efficiently! I tend to prioritize the low level heroes (since it costs significantly less) who have a lot of potential (= with already one to two great quirks for their class). If I know that I may likely be embarking on a veteran or champion quest next week, then removing impactful Negative quirks on the selected team is top priority, locking stuff too if I have the gold to spare. Last but not least, keep an eye on heroes who work well together (a Weald Exploring Man at Arms and a Weald Adventuring Grave Robber for example). Don't split them up by sending one on a quest and treating the other, cause it may be tricky to get them back together when you need them.
Thank you for the comment and tips! Quirks are so crucial and as you mention, the earlier the better for planning and removal. Also, a great point you mention is, you only have one to two slots for people to remove quirks, thus priority and planning are huge for quirks.
Precise striker on a Jester outfitted with high crit trinkets and the deadly quirk basically garauntees non stop crits and stress heals, the same with a highwayman. I like to think of highwayman as a better stress healer than like the houndmaster since consecutive kills and high damage through crits is funnily enough more stress reducing than a shitty dog howl that heals like 2-7 stress with a small chance that isn't worth taking. The highwayman and the jester have the best trinkets/base skills in the game for heavy crit builds add on top of that crit and damage quirks and thats a powerful combination.
You do bring up a point that some safer or newer players may not dive into right away. Offensive strategies can be better than having a designated stress healer, since A you can kill the stress damage dealer quicker, and B critical strikes and kills do offer small amounts of stress heal. They really add up over a while.
One annoying quirk combo is one that restricts you to only one stress facility and then another that locks them out of that stress facility at the same. Pretty much barring them from all stress facilities. At that point one of the two has to go.
Hello was wondering where's the 2nd video where you talk about the individual ones (trait) :( was looking very thorough was it not made? hope you make at least a short vid about it
I´m the luckiest or klepto only interact with bags and crates? Sometimes you lost the loot, is annoying but not crippling for the character because those kind of curious doesn´t have a negative side like for example demonomania (that one is terrible) or paranormal stuff.
With town quirks you just need to take a look at the other quirks. A bad combination like gambler and known cheat can bloc a char from getting any stress relief. Otherwise I like these because when they lock in they exclude really crippling ones from locking in. Curio affecting quirks I also remove because you can guarantee a good result with the right ingredient while without it you have a lot of fails. These are a total no-go for Antiquarian runs.
Not really bad when it activates. The individual has a 35% to check out torture curios and those include: Iron Maidens and Distrubing Diversion (skeleton dude in a cage thing). The maidens can technically give diseases which is not good.
my top priority of removing quirks is i ALWAYS remove manias and like, curious and the one that makes them obsessed with death and torture. all the ones that forse them to interact with curios without your permission, i get rid of asap, because they won't use the items on the curios , so they end u getting hit with diseases and traps and you miss out on loot. I always get rid of those first. #1 priority, above all else. that's just my opinion.
Was waiting for this type of video :v Nice educationnal video 😁 when you talked about the pile of scrolls. Would you consider not a full playthrought but some videos as full torchless ot not your type? :v or a video about that
I could do some videos on it, but overall not my cup of tea. However, I should start practicing, because when I go to do speed running I will need to fight mostly in pitch black conditions for more damage and loot.
I would argue it is bad on anybody since of the steal chance at 35%. However, it is probably the worst on her since you are losing even more money with her trinkets now being taken since one can give 500 gold and the other 1250. If you want to play on your sick hard mode, leave it on :).
Negative Quirks that dont affect the game of a hero are good to keep. I have a Hellion with flawed release, scattering shot*?). And also love interest. The first 2 affect ranged attacks. The hellion doesnt have a a ranged attack all of them are melee and the buff
@@itarH Crusader's Zealous Accusation (?) - the one where he whips out the scroll - is ranged, though. Probably a skill you're not using most of the time, but worth keeping in mind.
That I'm not entirely sure. Whatever button that would allow you to lock it in, I assume should be able to delete it as well. I would have to check the Internet for switch controls.
I had no idea about this stress affecting % chances and i play this game since fucking forever, thats amazing man :D few mistakes was made there. Rabies is not quirk its fucking disease Risk taker is "negative quirk" give 10%damage for 10dodge and thats ultra positive for most heroes and dont take slot of ones :D in your footage hellion have bleed out instead of barbaric swan/scream which is objectively mistake :D (jk i know thats low level guys) for quirk alvays remove kleptomaniac true, i do not care about light level above 75, its cheaper and more profitable to test 1-4level heroes in blind runs even if you will most like leaving loot behind ^once you have full roaster you simply do asshole manouvers like blizzard or AE, hiring heroes work them to death and 100 stress barely surviving dungeons :D than fire the ones who have too painfull negatives/too weak positives and keeping the gold for yourself i m more focused on locking good things specialy erly than removing bad things here: Steady 10%damage ranged/melee and 5% crit ranged/melee is alvays priority hipocratic vestal also protection (hard skinned) on tanky guys and dodges (2 quirks for that 5dodges both) on pretty mush anything where dodges are worth stacking: Helion, Houndmaster, grave robber, speargirl, jester, rarely occultist and arbalest (i dont like investing money in antiquarian) also important BONUS ACCURACY i lock that on freaking every hero bcs i can't stand enemy dodges sometimes for Haters/Slayers i lock eldritch and beast all the time and ignore the rest (ruins tactician covers your unholy problems 80% of the times)
I know about rabies... I had the audio done and I was reviewing/cleaning it up and I thought to myself, that's a disease... I left it in because it is similar to risk taker. Thank you for the rest of your comment and feedback!
"rabies is a very situational thing"
And cocaine is a helluva drug
It sure is!
Got a leper with rabies.
...I suppose you could say it is a leper on crack.
@@OxyWorgon Leper with rabies: Oh shit my accuracy is even more dog water.
I am fully aware it would unbalance the game, but I can dream. The best idea for a POSITIVE quirk : 'SICK OF YOUR SH*T'. With this quirk, the hero will, when in a party with, say, a kleptomaniac about to steal loot, or a paranoid character ranting stress booting babble, interrupt the offender with a resounding backhand, doing 1-2 damage, and interrupting the undesirable action.
That would be nice. A little nice quirk to slap your other companions into line.
@@HiDdeNSQuiDZGaming
Hell, even if it had a 50/50 chance of actually interrupting the unwanted action, it would still be satisfying.
The slapped party member: WTF was that for?
The Party Memeber who Slapped: HOW MANY TIEMA DO I HAVE TO SAY THIS: IM SICK OF YOUR SH*T
Slapped Party member: +5 stress.
@@HiDdeNSQuiDZGaming People would auto lock it in.
Imagine the slapped character reaching the Stress threshold as a result and turning Abusive.
For some reason, I thought rabies was a quirk... I left it in there, because what I say is my opinion but it is definitely not a quirk. It may make you act quirky in real life, but not in the game so much. Thank you for watching!
P.S. Please no one get rabies, since it is a serious problem :(
It was the first thing I wanted to say but since you put this meaaage I'll let you of the hook
The silly thing is, I was double checking the wiki for the exact stats of the other quirks I mentioned and I didn't see rabies. I thought it was weird and moved on...
Couple more. I keep negative quirks that only block off stress heal facilities I don't use (Tavern). Also look out for Caregivers Convention town event. It comes up on Warrens and Weald actually pretty often. You can clear a negative and lock a positive for free so if the sanitarium has three slots that's a lot of money saved and quirks dealt with.
I forgot to mention that directly, but locking in things like that is highly beneficial since it will prevent other bad ones from locking in entirely.
"Antsy" is another insta-remove for me. Hell, I won't recruit a hero with that quirk most of the time.
Antsy is really crippling. It's a great one to remove right away or as you said not recruit at all.
@@HiDdeNSQuiDZGaming It's kind of antithetical to the removal priority in your video, heh. It's a quirk that has absolutely no bearing on combat, looting, or stress gain in missions, but it's just too annoying to let go.
As a side note, what happens to a hero with Antsy that hits 100 stress in the hamlet? Do they just go afflicted as soon as you take them on a mission?
That's a great question. I would imagine they cap at 99 or yes they would trigger immediately. Also, it does go against my main 3 points lol. Darn you antsy
I can't "stress" enough the importance of removing Imposter syndrome when you can. 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.
Imposter syndrome is definitely crippling and should be removed before taking that person out.
also those quirks that touch items without command
One thing to note is that you can keep perfectionist on riposte heroes, particularly on MaA. Missing a riposte does not trigger the quirk and you gain no stress, which seems like a bug coz missing is missing but hey, I dont complain. I use my one MaA who has perfectionist as a guard/riposte tank, with his 2 buffs thrown in for good measure. So no risk of +5 stress :D
Claustrophobic is incredibly deceitful. Its actual effects are devastating, but since its description seems to benign, you assume it isn't really causing problems.
In truth, it increases stress gained from *every source in a dungeon* whether you're in a hallway or room, even in combat. I guess that "severe fear of enclosed spaces" includes fighting and interacting with curios in them as well.
Over the span of an entire Long Dungeon, it's highly likely to cause more net stress on a hero than Perfectionist, which I also get rid of asap.
Some of them are super sneaky stress damage for sure!
I also found out that claustrophobia gives +20% stress in hallways, which are present in every dungeon. So your hallway curios and fights pile on a ton of stress because of this. So I like to remove claustrophobia and nervous as they are very similar, with nervous affecting rooms as well.
That is true. Darn those hallways....
Personally I agree with you on just about every front. However you didn't exactly talk much about what kind of positive quirks you want so I'll just mention mine:
- Fairweather Fighter, it's insanely strong and allows you to skim past a combat so long as you remember to keep that character nice and full on health, +20% Damage is no joke.
- Warrior of Light, I always do light runs (76+) so having something that buffs damage while in high light is essentially free damage.
- Hippocratic, hopefully I don't have to explain this one, it's just ridiculous on top of some healing trinket/s on a Vestal or Occultist.
- Luminous, this one's really strong on a Highwayman I find, Grave Robbers and many similar classes can utilize it to ridiculous levels, it's quite literally just Quick Reflexes paired with Evasive into one quirk.
- Risktaker, as you mentioned, if it's on a person with already somewhat low dodge who's a damage dealer (Leper, Crusader, Maybe Bounty Hunter?) I'd keep it without question, it's really strong to have +10% Damage for such a tiny difference in tankiness, they simply already don't have enough dodge for it to matter.
- All the dungeon phobes and stress relief ones don't matter, unless of course... You have an Alcoholic Flaggelant... Like I did... EVERYTIME HE WENT INTO THE GOD DAMN COURT!
But frankly I never find that a quirk is so debilitating that a character is unplayable (aside from the aforementioned Flaggelant) and maybe Antsy.
Oh, one other incredibly bothersome type of quirk is anything that increases the amount of food eaten.
I think "Stress Eater" (and its counterpart, "Stress Faster") is the only one in vanilla, but Marvin Seo's quirk mod adds a bunch more, and they all suck.
Gosh I don't need more negative quirks lol.
@@HiDdeNSQuiDZGaming Oh, it adds a whole range of quirks... Position-dependent ones, combination "hater" / "slayer" (and "fear of") quirks, bonuses and hindrances while and versus bleeding and blighted...
On one hand, it dilutes the pool for the really good positive quirks - although it adds several of its own - but on the other hand, it opens up a lot of interesting options. For instance, a non-healer with a negative -SPD while bleeding might actually be a positive if it prevents them from going ahead of your healer while on Death's Door. Speaking of, it also adds a full complement of Deathblow resistance quirks.
Chance of Eldritch Slayer being replaced by Cove Adventurer before you lock it in: 95%. Posting the percentages here is great though - I didn't know the algorithm. And congrats on 2k!
Thank you!
I really like that your videos are so fresh. I started playing this game about 2-3 months ago and i also watch videos on youtube about it, but i noticed that a ton of videos are from years ago like from 2016 or 2017. The game sure has changed since then. Thank you for these well consructed and up to date videos! Keep up the good work! :)
The game certainly has changed and I was fortunate enough to start with the finished product. I am glad I can give updated guides and information!
imposter syndrome is only a 4% chance?? bruh it always feels waaay higher for me. the first time i experienced it my antiquarian skipped their turn two times in a row and then nearly fucking died. i dunno if i just have shit luck with it, but that experience very quickly put it at the very top of my list for things to remove *immediately*
yes, I was shocked at 4% as well since as you mentioned it feels crippling.
Thanks Squidz. I'm a newcomer to the game and greatly appreciate the knowledge you share. I've beaten several bosses thanks to your videos. I'm a fan for life.
Thank you! I hope I continue to make videos that help.
Recently started a new estate and dismas(the starter highwayman) got 'gambler' after the first damn mission. he always starts with 'known cheat'. he literally couldn't stress heal whatsoever until i unlocked the sanitarium. thank you Darkest Dungeon, very cool
The game can have some unfortunate twists and turns. Hopefully they are earlier rather than later!
Bruh the game AS PER USUAL SAID FUCK YOU via it’s actions as it does most of the damn time. I would straight up start spitting more swear words at the screen than the average amount of deaths and party wipes of first time players.
I think rabies is best used on the Grave Robber. She has naturally high accuracy numbers AND her dagger toss buffs her accuracy, meaning she can negate rabies in one turn. Best part is, she gets the ACC buff even if the dagger misses, so there is always a benefit to using it round 1. Just my two bits on making rabies viable.
Rabies is definitely better on those lower damage individuals, and as you said she gets more accuracy per throw.
Fun video and helpful too I love getting thoughts from more serious players about what they are looking for (quirk wise) in setting up their more permanent heroes.
Quirks are so crucial for champion level which is why a first time player can get caught off guard. 20% stress damage used to be manageable when the enemy was doing 10 stress, but now they are doing 20... it adds up way too quick.
Great videos that have helped me immensely in my first playthrough, thanks.
You are welcome!
A question that I usually have to answer while playing, apart from "is this quirk worth locking for this hero?", is "why should it be locked/removed now, why not manage another hero?". You have a limited amount of gold and just one or two treatment slots most of the time, so it is important that you use them efficiently!
I tend to prioritize the low level heroes (since it costs significantly less) who have a lot of potential (= with already one to two great quirks for their class).
If I know that I may likely be embarking on a veteran or champion quest next week, then removing impactful Negative quirks on the selected team is top priority, locking stuff too if I have the gold to spare.
Last but not least, keep an eye on heroes who work well together (a Weald Exploring Man at Arms and a Weald Adventuring Grave Robber for example). Don't split them up by sending one on a quest and treating the other, cause it may be tricky to get them back together when you need them.
Thank you for the comment and tips! Quirks are so crucial and as you mention, the earlier the better for planning and removal.
Also, a great point you mention is, you only have one to two slots for people to remove quirks, thus priority and planning are huge for quirks.
Good video squid, you basically took the words right out of my mouth.
I am glad you found it useful!
Others: carefully crafted and minmaxed teams compositions.
Me: wow acc quirks on leper is really good.
I completely agree and love the leper
Precise striker on a Jester outfitted with high crit trinkets and the deadly quirk basically garauntees non stop crits and stress heals, the same with a highwayman. I like to think of highwayman as a better stress healer than like the houndmaster since consecutive kills and high damage through crits is funnily enough more stress reducing than a shitty dog howl that heals like 2-7 stress with a small chance that isn't worth taking. The highwayman and the jester have the best trinkets/base skills in the game for heavy crit builds add on top of that crit and damage quirks and thats a powerful combination.
You do bring up a point that some safer or newer players may not dive into right away. Offensive strategies can be better than having a designated stress healer, since A you can kill the stress damage dealer quicker, and B critical strikes and kills do offer small amounts of stress heal. They really add up over a while.
@@HiDdeNSQuiDZGaming Lol. The is why offensive team don’t die instantly. Prevention is the best cure.
Pretty good video, really helpful with this topic.
Waiting for the stygian run! I can't resist!
I am going to get a couple of tip videos out of the way, but I do plan on starting Stygian within the next month for sure.
One annoying quirk combo is one that restricts you to only one stress facility and then another that locks them out of that stress facility at the same. Pretty much barring them from all stress facilities. At that point one of the two has to go.
That is definitely a rough combination. Thank you for watching!
Hello was wondering where's the 2nd video where you talk about the individual ones (trait) :( was looking very thorough was it not made? hope you make at least a short vid about it
I will have to watch the video again, but I could come back to this. Thank you for reminding me.
so apart from curio hunting is my only other option just hoping i get a good quirk from completing a mission?
Yeah pretty much. There are some curios that always give one but the best ones are random which stinks.
I´m the luckiest or klepto only interact with bags and crates? Sometimes you lost the loot, is annoying but not crippling for the character because those kind of curious doesn´t have a negative side like for example demonomania (that one is terrible) or paranormal stuff.
Klepto should steal from all curios or possible loot. However, good stuff if it doesn't for you!
Thanks for making these guide!
You are welcome and thank you for watching!
With town quirks you just need to take a look at the other quirks. A bad combination like gambler and known cheat can bloc a char from getting any stress relief. Otherwise I like these because when they lock in they exclude really crippling ones from locking in. Curio affecting quirks I also remove because you can guarantee a good result with the right ingredient while without it you have a lot of fails. These are a total no-go for Antiquarian runs.
I agree that certain ones locking in definitely save you from other really bad ones early on.
Is bloodthristy worthy locking on to?
My Hellion got that after a mission, and it didin't proc so far...is it that bad when it does?
Not really bad when it activates. The individual has a 35% to check out torture curios and those include: Iron Maidens and Distrubing Diversion (skeleton dude in a cage thing). The maidens can technically give diseases which is not good.
my top priority of removing quirks is i ALWAYS remove manias and like, curious and the one that makes them obsessed with death and torture.
all the ones that forse them to interact with curios without your permission, i get rid of asap, because they won't use the items on the curios , so they end u getting hit with diseases and traps and you miss out on loot.
I always get rid of those first. #1 priority, above all else.
that's just my opinion.
Thank you for sharing!
Was waiting for this type of video :v Nice educationnal video 😁 when you talked about the pile of scrolls. Would you consider not a full playthrought but some videos as full torchless ot not your type? :v or a video about that
I could do some videos on it, but overall not my cup of tea. However, I should start practicing, because when I go to do speed running I will need to fight mostly in pitch black conditions for more damage and loot.
Is it bad if an Antiquarian get's kleptomania?
I would argue it is bad on anybody since of the steal chance at 35%. However, it is probably the worst on her since you are losing even more money with her trinkets now being taken since one can give 500 gold and the other 1250. If you want to play on your sick hard mode, leave it on :).
Negative Quirks that dont affect the game of a hero are good to keep. I have a Hellion with flawed release, scattering shot*?). And also love interest. The first 2 affect ranged attacks. The hellion doesnt have a a ranged attack all of them are melee and the buff
That is true. I forgot to mention abilities that don't affect damage type. Thank you for adding this!
@@itarH Crusader's Zealous Accusation (?) - the one where he whips out the scroll - is ranged, though.
Probably a skill you're not using most of the time, but worth keeping in mind.
@@itarH her shout is melee too
What's the music in this video?
It was done by my friend. Here you go:
th-cam.com/video/uyIbrDIcxq0/w-d-xo.html
What positive Qurik you guys will lock if you get for every single hero in the coach??
I like hippo for Vestal .
I mean if we go generic, quick reflexes, Eldritch Slayer/hater, and warrior of the light.
How to remove a usless positive quirk?
You should be able to double click on it and see a X come up. It's one more step than removing a negative.
Im playing on nintendo switch and is not letting me do any double click
That I'm not entirely sure. Whatever button that would allow you to lock it in, I assume should be able to delete it as well. I would have to check the Internet for switch controls.
I had no idea about this stress affecting % chances and i play this game since fucking forever, thats amazing man :D
few mistakes was made there. Rabies is not quirk its fucking disease
Risk taker is "negative quirk" give 10%damage for 10dodge and thats ultra positive for most heroes and dont take slot of ones :D
in your footage hellion have bleed out instead of barbaric swan/scream which is objectively mistake :D (jk i know thats low level guys)
for quirk alvays remove kleptomaniac true, i do not care about light level above 75, its cheaper and more profitable to test 1-4level heroes in blind runs even if you will most like leaving loot behind
^once you have full roaster you simply do asshole manouvers like blizzard or AE, hiring heroes work them to death and 100 stress barely surviving dungeons :D
than fire the ones who have too painfull negatives/too weak positives and keeping the gold for yourself
i m more focused on locking good things specialy erly than removing bad things here: Steady 10%damage ranged/melee and 5% crit ranged/melee is alvays priority
hipocratic vestal also protection (hard skinned) on tanky guys and dodges (2 quirks for that 5dodges both) on pretty mush anything where dodges are worth stacking:
Helion, Houndmaster, grave robber, speargirl, jester, rarely occultist and arbalest (i dont like investing money in antiquarian)
also important BONUS ACCURACY i lock that on freaking every hero bcs i can't stand enemy dodges sometimes
for Haters/Slayers i lock eldritch and beast all the time and ignore the rest (ruins tactician covers your unholy problems 80% of the times)
I know about rabies... I had the audio done and I was reviewing/cleaning it up and I thought to myself, that's a disease... I left it in because it is similar to risk taker. Thank you for the rest of your comment and feedback!
470 MILLION gold ?
I get more later. It's called the bank from the one dlc.
#Rabies4Life