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The stagecoach didn’t have a new healer for that week, so I put together a team of tanks and CC-capable classes instead. In one particular early playthrough, I lost most of my first team, including my healer.
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This strategy is especially useful for the early part of the game when RNG can be a cruel mistress. If the quirks add up crappily and a character’s doing poorly, it may be better to cut that character from your team and grab a new adventurer instead.
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Quirks can be fixed by using the sanitarian located back at the base, but that takes time and money, of course. Other quirks merely make them an annoyance. Mental quirks can give characters combat bonuses or impairments. They may end up harming other characters or hurting the team’s success. Around every turn of a dungeon, your characters can become increasingly scared, maniacal, or overstressed. The game also handles stress and mental mechanics in an interesting manner. It’s up to you to manage losses and recruit new employees for low wages when need be. In a way, the player is sort of a like a ruthless corporation manager. All you have to do to recover from that loss is visit the nearby stagecoach and pick out four new, healthy recruits and resume your dungeon diving.
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Since you are in charge of sending various adventuring classes into the dungeons, when a full team meets their demise in the deep, dark forest, it’s not you who dies. Darkest Dungeon’s take on permadeath is unique.
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