There's really only three I worry about, and the rest I try to remove over time via quirk-removing curios, free sanitarium events, or allowing other negative quirks to overwrite another. I may also consider some very specific forced curio-interaction quirks.įorced-interaction quirks will often cause your heroes to automatically screw your profits, hurt themselves, acquire more stress, slap themselves with dots, debuffs, diseases, wreck your +buff potential, ruin quirk-removing curios (like coral or scrolls), and various other nuisances that you just don't want. In terms of removing negatives, there are only a few I really bother with - such as Kleptomania, Curious, and Antsy (which causes idle heroes to generate stress at the Hamlet). Outside of that, you rarely - if ever - need three cells available at one time. That's pretty much the only reason I level up the Sanitarium at all, because having 3 cells + free week = three heroes with a locked positive + removed negative at no gold cost. In terms of locking quirks, I never honestly bother unless (a) I'm stinking rich and/or into the end-game, or (b) when you activate the sanitarium-related town event to make quirk management free for a week. It's best to think of it like added specialization. The best combat stats across the board are speed and accuracy, so it's never a bad idea to maintain quirks that are related to those - at least when it comes to specific heroes.
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