71 weeks in, do I need to restart? (DD1)
So I'm 71 weeks in and I find champion level dungeons really hard. I've been grinding like crazy wondering when the difficulty curve changes, and I only just now realized I can "lock-in" positive quirks. This is probably why I never could seem to get the "boost" I needed.
I don't know, I'm stupid, I thought treating a positive quirk at the Sanitarium removed it so I never tried to lock any in. Now to lock in and positive quirks it costs me ~10k since a majority of my heroes are level 6.
Should I grind for money right now and start locking in positive quirks or should I restart the game and lock in positive quirks as I go? What would be easier?
Posted Nov 25, 2023, 8:19 PM UTC
Imo the quirks are nice but not needed.
As long as negative traits are managed (disruptive ones removed etc) then the base heroes themselves should be enough.
I see positive quirks as a good bonus and can really elevate a hero, but ultimately, your team comp and overall strategy are far more important.
Often when folks struggle at champion dungeons it’s usually because they are missing a few of the best combat parameters
Speed, accuracy, stuns, reach, and scouting.
Speed - turn advantage and affords opportunity to deal with big threats. Allows more strategic room to mop up fights earlier.
Accuracy - missing is the equivalent of skipping your turn. Aim to achieve 95% displayed hit chance (guaranteed hit) that way your combat plans are executed as intended
Stuns - prevents damage/stress and position enemies to be eliminated and allows you to control the flow of combat and turn economy. Stuns are absolutely busted and the best for of “healing” in DD.
Reach - build your teams to be able to hit all 4 enemy targets and focus down stress dealers / big threats. A good team is able to hit all ranks and pile onto threats. If your team can stun all 4 enemy positions and deal damage to all 4 enemy positions together combat gets real easy.
Scouting - prevents ambushes, helps your team surprise attack, feeds information about pathing etc. allows you to efficiently plan. A scouted fight cannot begin in an ambush so you can safely enter fights.
I've been playing wrong, thank you!
Good luck!
Prioritize the backrow / dangerous enemies.
Always stun and control and focus enemies down (AoE is typically bad!) a stunned or dead enemy cannot stress or damage you.
EVERY hero is viable, team comp is what brings out their strengths!
I often find that speed seems to make less sense than it should. A turn will start, say, and 3 or 4 enemies with 6 or 7 speed will all get to move before my grave robber or whatever, who has 8 or 9. Are there more calculations at play, or does the game just not always strictly honor the way the order should be?
Turn order is determined by a 1d8 roll plus the speed value for each hero and enemy, so it’s still down to RNG but a higher speed modifier will obviously have you take your turn sooner.
As stated already, everyone at start of round rolls a 1d8 and adds it to their speed so there is variance.
But mathematically the closer you get to being +8 speed over someone, your odds of going first increases significantly, so each additional point of speed rapidly ups your chance.
I really like man at arms Bellow ability for this - being able to stick an enemy team with -5 to -7 speed is HUGE.
Once speed is adjusted you can really plan combat out and effectively dismantle enemy comps with ease.