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

48
Gluecost•

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.

12
SCD592OP•

I've been playing wrong, thank you!

4
Gluecost•

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!

3
Sadadsada1•

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?

1
turbie_twist•

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.

3
Gluecost•

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.

1

Ive beaten the game twice, once on blood moon. You don't even need to read the dang things.

You should. It would help. They are like...1/5 of a trinket.

But thats a lot of min maxy garbage.

4
SCD592OP•

Thank you that makes me feel a lot better

1
Lum86•

i know i'm a little late to the party but if money is ever a problem, you can bring an antiquarian with you to grind it. you can easily come back to the hamlet with 20k - 40k per medium level 3 dungeon if you play your cards right. even more if you bring more than one antiquarian (although i don't recommend it).

just make sure the antiquarian is interacting with the curios and not anybody else in the party. that'll make it so they always drop antiques, which stack pretty high and are worth a lot of gold.

and i do mean every curio. even things that usually won't drop any valuables will still do so if the antiquarian interacts with it, such as food carts and that one dead fish in the cove that gives you a ton of food. if a curio drops any kind of item, the antiquarian will force it to drop antiques as well, as long as you make sure she is the one who interacted with it. she also makes it so the actual gold you get in the dungeon stacks more, it goes from 1750 to 2500 per stack, which is really nice.

the obvious downside is that the antiquarian is absolutely horrendous in combat, so it's kind of a high risk, high reward scenario. but with enough preparation, it's really not that big of a deal.

1