KVVRR
Learned
- Joined
- Apr 28, 2020
- Messages
- 662
I'm not entirely sure if that's the case or not. I think just keeping the stress below the threshold for negative interaction on the road (5) and being aware of what has negative effects on the system - like where to go, or what you choose to do at certain locations - might just be enough. But I might just be biased due to having most of the unlockeables already, that one run I mentioned had a jester on the back lines singing his heart out and a flagellant taking in the rest of the stress to keep the others from going crazy.The issue is probably that you have to grind quite a bit to get there, my first is just me waiting for when the rng will decide to suddenly shank me having any input on it. Granted, this also happened in DD, except you're only loosing a 40 min and a characters at most, and most of them are entirely disposable, except maybe lvl 4+ healer, as it can bottleneck your progress if you start loosing too many of them.
Unless it's a REALLY bad quirk (or you have enough money to afford it and keep some extra) it's not all that worth it. Later on you unlock some items that heal quirks at the inn, with some setbacks of course.So and so.Looks like another general good protip is aggressively use combat items and inn items.
You need some money to heal retarded quirks at hospital.
On the latest build I've found that it's best to keep some inn items for whenever you're doing the lair or the mountain, there's a lot of them that you can actually stack on top of each other.