Quantcast
Channel: Fantasy | BoardGameGeek
Viewing all 1365274 articles
Browse latest View live

Reply: Gloomhaven: Forgotten Circles:: Reviews:: Re: Krazyguy75's Final Review: All content unlocked and completed.

$
0
0

by Krazyguy75

Section 2: The Diviner as a Class (4/10)

I wanted to like this class. I tried different builds. I went rifts, I went healer, I went DPS. None of them were unplayably weak. But none of them were fun. I got a little joy at level 9, because she finally gets a good card. But prior to that? She is almost certainly the weakest class in the entire game, and in a particularly un-fun way. What is the problem, you ask?

Too many tradeoffs. In his quest for balance, Marcel seems to have sought to optimize this character, rather than even them out, when optimization should be the task left to the players. She has a great perk deck, but sacrifices range and power from her attacks to get it. She has modifier deck manipulation, but sacrifices attacks to use it. She has ability card manipulation, but it's really bad and on top of that she loses cards to get it. She has light and dark consumption, but it only makes bad cards into decent ones, not decent cards into good ones. She has healing, but can't heal herself. She has Shields, but can't shield herself. She has teleport, but the rest of her movements suck and she can't teleport into unexplored rooms. She has rifts, but no consistent CC, they only work after her turn, and her initiatives are honestly quite bad; mostly 30-40s which almost guarantees you go after some enemies but before others, whereas you really want to always go completely before or completely after. Anything she does has something she's terrible at to "balance it out".

But the biggest flaw with such tradeoffs is that you can only do one good thing per card half, whereas being bad at things limits your actions on every single turn, so multiple strengths are a lot less impactful than multiple weaknesses. She just is unable to do too many things, so instead of a useful swiss army knife like cragheart, she's more like a tool drawer with all the tools jammed in so its nearly impossible to pull any single one out when you need it. The sheer number of inconsistent or bad actions resulted in my final build being based around basic attacks and items that modify them. The other widely accepted built revolves around rifts, but having tested it I just felt like occasionally disarming 2 enemies for 2 rounds isn't anywhere near as good as just dealing 6 damage to 2 targets each round with top and bottom attacks modified by items.

And even with the character being quite flawed, it's worse specifically within Forgotten Circles. It highlights some of the worst parts, by forcing you to play unconventionally rather than letting you experiment and come up with such unconventional methods yourself. Things that should have been fun, like learning how teleports can be useful, instead are forced upon you as mandatory tasks. It feels honestly terrible; this is worst in the final boss, which you basically have to sit out of to do side tasks. On top of the railroading by overly restrictive scenarios, you also get unnecessarily restricted into "never exhausting", which we eventually did away with altogether, because it just didn't add anything and actively took away the joy of this class. Your mediocre losses became unusably bad, and your good losses became massive risks. And you can't step in to take a hit, because you losing cards can literally cost everyone the mission. It put undue pressure on me as the Diviner because suddenly I'm the one who singlehandedly can ruin everyone's fun.

What I'd change: 1) In order to make Rifts more consistent, I'd make the initiative of rifts 15-25 instead of 20-30, and drop some other cards with useful bottom halves to the 5-15 range. Then up the average rift creation range by 1 to make it easier to place them. 2) In order to make basic attacking less optimal, I'd give consistent single target CC and nerf the perk deck. 3) In order to make ability card manipulation better, I'd make the level 1 cards non loss, but weaker; something like "Look at the top 2 cards or Top 4 cards with light, put back in same order" and "Look at the top card; you may shuffle the deck; if dark put it on bottom of deck instead of shuffling." 4) Make heals work on you. 5) Remove railroad-y tutorials from the FC campaign in favor of missions with places where it'd be useful but not required. 6) Remove the "exhaust = loss" clause from all scenarios, and make any that would require it mechanically... not require it.

Now, with the summary out of the way, I'll review specific cards; a lot of this section is written from a design standpoint and vaguely addressed towards Marcel:

1-Peer into Battle: T: This is... vaguely useful, but nowhere near as core to the class as it should be. You are the Diviner. You should be good at Divining, AKA stacking decks. But while other people are doing 3-5 damage, you are rearranging cards, which will almost never be as impactful. It pretty much limits this card entirely into downtime. This is made worse by the light requirement; without light it's frankly just a bad card and with it it is still very situational. B: Good effect for big parties. This often will result in 6+ healing for a 4 player party, which is bonkers for level 1. That said, it's the kind of effect I think supports in the base game needed more of. I approve of this; it's a step up from the mediocre healing in the base game. I: This is a bad initiative for a card that wants to be used before attacks. Not all initiatives need to be great, but too many are bad on this class, so I will list them all. And personally, I think this is one of the best candidates, as it would balance it against its dark counterpart by letting you plan out the enemy hits for that round, while nerfing the bottom slightly by making it more likely to lose regenerate.

1-Anticipate Intricacies: T: This is miles better than the other one. The ability to effectively remove a null from the deck is very strong. But again, without Dark, it is really bad. However, unlike Peer into Battle, the change of Dark genuinely takes this from "terrible" to "strong", as it doubles not just one but two effects, and putting an additional card is insanely strong. B: The first of many cards where I go "why are the enhancements so good here and so bad over there?". It starts off decently, but adding curse to it for 150GP takes it to insane, and adding target for 175 to that makes this god tier. 6 curses from a single use of a level 1 bottom action? My god man! I'd definitely remove the dot from next to Curse, personally. It doesn't need that. I: This is honestly fine; this card doesn't care as much about how fast it goes.

1-Protective Aura: T: It's... not great. At first I didn't realize how auras work, and this was a really useful but honestly not overpowered card. Then I found out that auras kinda suck by RAW, and since then, it's been frankly pretty bad, maybe affecting 2 allies on occasion. It did give me a question about auras and targeting, though. I don't know if there needs to be an ally affected by it currently to play it, since allies can enter and leave the aura at any point during the turn. If you can play it, this is a lot nicer, as it reads "XP and light for free" at worst. I do think it should affect you, though. It's not like Diviner tanking a bit of damage will break the game. B: This is the first disturbingly bad effect. I cannot ever think of a time I'd want to use this. With light, it's a bad effect. Without, it's garbage. You are rearranging something that rarely matters; ability cards are almost always similar in power, and those that aren't are typically shuffle cards, and thus can't be avoided, only delayed. And regardless, the game is supposed to be balanced no matter the order these are drawn in, so rearranging them shouldn't matter. Maybe this would be useful to avoid summons or something, but usually a stun suffices. And you aren't even guaranteed to hit the summon card with this; you have to go in blind. On top of that, it won't work on enemies who currently have a shuffle card out, which is ~33% of all enemy types at any point. And on top of that, it excludes bosses, which are one of the only categories where stacking the deck could really be impactful. AND ITS A LOSS. On a 9 card class! That has a built-in party loss condition for this expansion! The only reason to ever use this action is to get 2 XP from it at the end of a scenario. I: Our good initiative, hampered by the effects that you'd want to pair it with being on the top. Given this card's bottom sucks, it's regrettable to have to use it as a Move 2.

1-Claivoyance: T: Why would you make an almost strictly worse protective aura? Even assuming attack 5s, you are reducing 0.6 average per attack compared to 2!! This is so much more terrible. This card doesn't even break even on damage reduction with Protective Aura until you are facing Attack 33s! This is just bad. Even if it turned positives into equivalent negatives and crits into nulls, you don't break even with prot. aura unless facing attack 13s! I don't understand how this held up under mathematical scrutiny for 10 seconds, let alone made it into the final cut. And it doesn't even have the decency to affect you! B: This would make a great non-loss. As loss, it might as well read "move 2". A blind shot in the dark is terrible, especially since it only hits one card from each deck. Most enemies don't have cards you want to avoid, so hitting multiple enemies isn't very relevant. Working 1/4 of the time at most for the enemies that matter is the final nail in the coffin; this is pretty much worthless. I: Both sides are bad, which is sad, given this is the kind of initiative we could really use. But I'm not taking a card with only Move 2 on it even if it were initiative 01.

1-Otherworldly Journey: T: Strong but not OP. Dropping people into traps, behind walls, over obstacles; this is one of the most versatile effects in the game. It's fun, interesting, and well balanced. This is honestly the kind of card the Diviner needed more of: unique effects that can be used in a variety of ways, that don't have any particular conditions or downsides to their use. B: Teleport is fun and useful. Overall, teleport is one of the things this class does well. I mostly share my opinion with the top; we need more effects like this, that are just generally useful. I: 34 is not a good initiative. It's all but guaranteed to go after some enemies and before others, which is not where you want to be. But it doesn't matter a ton for this card; it's just something this class does a ton so it needed mentioning here.

1-Ray of Light: T: Why doesn't this affect you? Would that have been too strong? I don't think so personally. You aren't the tinkerer, with a 12 card hand full of useful CC and losses and a variety of heals. You have 2 non-loss heal cards to heal allies all the way till level 7. As such, having stronger heals than the tinkerer should be guaranteed; it shouldn't need a tradeoff. Not to mention that as a squishy, self healing isn't as powerful as it is on the medium health tinkerer. Also, the tinkerer is kinda considered the weakest starting class (and probably the weakest class of all by level 9), so I'd make it stronger just for that. B: This is very strong, but only because of your perk deck. I'll talk about that more in detail, but my opinion can be summarized as follows: Make her perks less powerful and buff the attacks overall, so she stays more consistent across all levels. In this case though, I don't really think it needs a buff; this card is already really good. I: 48 is one of the worst initiatives you can get; almost everything acts below 50 on average, but not consistently enough to guarantee going last. Not that this really matters on this card. Just another bad initiative on the Diviner.

1-Cursed Ground: This would be great if it had insane initiative. As is, it's not great, but decent. But it's honestly made a joke of by the bottom of Anticipate Inticacies. Here you are spending a ton of time and effort to maybe get 2-3 curses if the enemies draw the right ability cards, and that card can easily drop 4-6 with a bit of monetary investment. But personally I think rifts in general are bad design; they entirely depend on you acting before the enemies and the enemies moving. They will be useless against an enemy type about 50% of the time (either due to initiative or lack of movement or already being in range), which in scenarios with only one or two monster types can easily result in turns being completely wasted. That's just too much variance. B: I like the idea here, and it's fairly well done. That said, it's still fairly weak on a class with next to no top movement. I: This card needed something like initiative 05 for the top. Not 25. This is terrible initiative for an already situational effect.

1-Void Snare: T: This would be great if you had any good initiatives to pair it with. Honestly, 2-turn disarm is so strong I'd not want to make it consistent without a cost. But given you have no decent bottom actions to pair it with, like all rifts this basically becomes a super situational card where you have to hope they draw correctly. B: This is quite strong as well, and some of your only consistent CC. And again, this attack probably doesn't need a buff even if you nerf the modifier deck. Honestly, I might even remove the multi-target to add a bit extra range. I: Poor, but honestly I'm fine with that because the top could be so insane. That said, something else with a good bottom needs ~10 speed initiative to pair with this well or this card is doomed to mediocrity.

1-Dimensional Transfer: T: Decent and versatile. I like this effect, even though it isn't too strong. B: Teleport is still nice. I: I really think this would be a prime candidate for that ~10 speed initiative. The top needs to go early or late, and early is always better, and the rifts need something to pair with, and teleport is generally useful. And most of all, the top wouldn't be particularly OP even at fast initiative, because it's mostly just a single target stun with a downside, and you can't perform "2 turn invis" cheese on allies unless they go incredibly fast.

X-Bad Omen: T: Sorry... a double loss? On a 9 card class? Does it kill bosses in 2 hits? Does it grant you immunity to damage? Does it make your allies all powerful? If not... what the heck is it doing on a 9 card class? You don't have the space for it to occupy 11% of your hand. And even if it weren't for the fact that double losses on a 9 card class suck inherently without god tier losses, this loss is still bad! Great, you get to curse the enemy 6 times. I could do four of them from just an enhanced bottom action with no losses, or 2-3 with a rift. It doesn't even get you XP if you play it at the end of scenarios. And 6th from the top is usually around half way through the deck, anyways, so its not like you are drawing them much earlier. As a non-double loss, it'd be bad. As a double loss, this might as well not be in the class. Why would you ever play this? That said, I do appreciate the 666 theme. But flavor should work with cards, not overrule them. B: Start how you mean to go on, I guess. This half is worse than the top. Honestly, even as a non-loss this wouldn't be game breakingly OP, though it'd probably be OP nonetheless. But as a loss, it's a joke, and as a double loss, it's a joke of a joke. Bad omen indeed; play this card and you are all but guaranteed to lose. But again, 6 theme is nice. I: As much as I appreciate your dedication to the theme, a double loss with initiative 66 is abhorrent. You want double loss initiative to be insane. This should be operating at initiative 06, not 66, so that it works as a Move 2 to pair with other cards.

X-Inspiration from Beyond: T: Much better rift than the CC ones, because you can work with allies to guarantee a full party bless... but even in that case I feel like it's slightly underpowered. It's possible in at least one locked class to bless several allies who coordinate with you using just a bottom action at level 1. This is a top action, and should therefore be significantly stronger, which it is only slightly. Not to mention that this is really mediocre in small parties. But at least it's not terrible. B: Your only reusable self heal till level 7, for some reason. It's a pretty decent effect, at least. I: Another "too slow to go first but too fast to go last" card which should be at least 10 points faster for the rift. Though TBH I think this card has inherent anti-synergy, as regenerate would prefer to go last while the rift wants to go first. But in either case, initiative ~30 is just terrible.

X-Duality Shards: T: Here are the attacks that need reworking. This should be range 3 if not more if it's a generic attack. You are a support. You should never be within Range 2 of any enemy that isn't CCed, and it's hard for you to CC enemies without using top half actions. Honestly, I'd probably do away with the push on top in favor of a hard CC attack and change the bottom to push; Something like "Attack 2 Range 2 Stun//Attack 2 Range 3 Push 2" with a nerfed perk deck. That way the top provides a bit of reliable but short range CC for a pinch and the bottom provides Push to synergize with your rifts a bit more (pull has a much shorter effective range). B: I kinda addressed this in the top already ;) I: Another terrible 30-40 range initiative. This one could be in the early 20s, but if you went with the push on the bottom I'd make it sub 15 for rift synergy.

2-Gift of the Void: T: This is strong. Very useful; and as a burst it doesn't care about continued positioning. A worthwhile effect. That said, spreading out blessings is usually worse than stacking them; there is a good chance of at least 1 of these blesses never being drawn, which means its harder to keep adding them in. That is one effect I'm glad doesn't touch you. B: Also very very useful, and synergizes with Dimensional Transfer to make for one of the only comboes to grant invisibility to an ally. Sadly, this effect is sorely let down by the... I: ...initiative. Usually, you want to remove statuses before they take effect, and this really just doesn't let you do that. A fast initiative would greatly improve this card, but I don't know if this one is the one you should prioritize.

2-Revitalizing Font: T: Bad. It's not significantly stronger than a pair of slightly disappointing level 1 cards. A level 2 loss should be stronger than 2 level 1 cards, especially on a 9 card class. And it still doesn't have the decency to affect you! If the effect wasn't an aura, it'd be an alright card, but with such a tight positional requirement I can't imagine wanting to use this much. B: Not bad. First payoff for the rifts; all but gets a guaranteed proc, and lets you place 2 rifts in a single round. I honestly think this should be level 1; it'd make up for a lot of the problems rifts have at first level. I: Good enough; helpful to pair with a rift. That said, it could probably be a little better to make the top half stronger; as is there is a good chance of enemies acting before you.

3-Envision the Course: T: This was poor when it was level 1 and medium initiative, it's still poor when it's level 3 and slow initiative, even with the buff. This effect is just not very useful, as it rarely changes damage significantly, and at a level where everyone else is performing Attack 4-5s with their top actions. Knowing you won't miss is nice, but rarely does anything beyond give you peace of mind. B: Strong loss for this class, but honestly still not quite strong enough. I feel like the decision to make these melee was a bizarre one; you are already a 9 card class. A ranged summon could easily fit in the class, and would be a ton more useful than two very situational birds. But at least you can get your money's worth from these. I: Good for the summon, very bad for the top. I honestly feel like I'd prefer it be fast for the top even if that makes the summon weaker, just because you will likely use the top 2+ times per scenario and the summon at most once.

3-Call of the Nether: T: Strong but deceptively weaker than it seems. Adding one enhancement is a huge deal here, as triangles and lines become doable; prior to that its almost always a max of 2 targets, and I've never hit all 4 across the entire playthrough; the rounds I could have were f***ed over by the fact I couldn't act before initiative ~30 so my allies killed them or they moved. Overall a fairly balanced effect. This is one where I'd buff the attack to 1 if I nerf the perks; it really relies on them as is. B: A lot weaker than it looks. Sure, it pairs with rifts, but it doesn't improve their initiative, and it requires darkness to pair well, and in most cases you just did something like disarmed a single enemy in exchange for dropping yourself in the middle of the rest of the enemies. I thought this card would be useful, and almost never ended up using it. I feel like the rift dropping shouldn't be conditional on an element; it's already situational enough without that, and that killed probably 75% of times I'd want to use it. I: Would be WAY better with 01-15 initiative, for both sides.

4-Preordain the Path: T: Far stronger than it at first appears. Being able to move with the top is incredibly powerful, and letting allies do so as well is very nice. Good effect. B: Eh. It was bad as a loss, but as a non-loss its still kinda poor. I almost never used this, because the Diviner has limited range on most actions, so I needed to keep moving up field and couldn't spend the turn doing nothing. Seeing the future just isn't worth it when most monsters do the same kind of actions, and rearranging cards won't delay it enough for you to keep any card from being used. This card's best utility is just letting you know the enemy initiatives, and even that is just... mediocre. I feel like this is where we should have been at level 1... It just suffers from the top almost always being more useful. I: Fine.

4-Cleansing Rite: T: This is rather nice, but very very situational. I think it should honestly have been a Heal 3 or 4 to even it out to be useful in scenarios without significant cursing. And unfortunately... B: ...the bottom is terrible. 9 discards is usually about the stamina gained by a "recover 2 lost cards" card. The tinkerer returns 2 lost cards to a character... at level 1, albeit with an element. And the tinkerer is a 12 card class. And the entire point of stamina recovery is to help out the characters who lack enough stamina, not to donate from the stamina-poor to the stamina-rich. I can't think of any reason to ever play this card; I'd probably not do it if it was "all allies recover all their discards", or even "all allies recover a lost card". You are the one in need of stamina, not them. Pair a situational top with a bad bottom and you get a card I cannot rationalize ever picking. I honestly think this bottom effect should just be completely replaced with something new. I: Eh, could be better later, but isn't hurt by being here.

5-Seal their Fate: T: This is quite strong. It basically gives the party a base 0.35 infinite range retaliate which doubles to 0.7 against muddled enemies, but it gets even crazier with curses to the degree of up to 0.56 retal doubling to 1.12 with muddle. That damage adds up pretty quick, though a lot of it will be rendered useless by overkill damage. Is it worth playing as a loss? Maybe occasionally. Not usually, especially due to the FC "exhaust clause". But it's definitely in consideration, especially facing huge numbers of enemies. Almost no other losses in this class have been worth considering, so this is a good change.. B: And this is crazy good. Even at level 5 this card is great. I would pretty much use this every turn if I could, even all the way up to level 9. A modifier deck nerf would bring this into a more sane degree of power, but even then I might nerf the movement down to 2. I: Another terrible 30-40 initiative.

5-Dimensional Divide: T: Decent for a rift, but honestly this kinda confuses me; why is this level 5 when you have disarm at level 1? Sure, wound is strong, but 2 round Disarm is probably as strong if not stronger than 2 round Immobilize + Wound. Especially since this will only work on 1 enemy per rift due to them being Immobilized in that hex, causing all future enemies to treat the hex as an obstacle (can't be immobilized in the same hex as another enemy). But a second disarm that works on 1, maybe 2 melee enemies is ok, I suppose. B: Teleports are nice. Shield auras with large ranges are decent. This half is decent. I: Honestly this is where this card falls apart. It's just not got a good enough initiative for a pair of "must go first" effects at level 5. This should be in the 0-15 range, not the 20+ range.

6-Enfeebling Hex: T: Terrible. You turn the average enemy attack from +0 to -0.15 or -0.3 at the cost of losing a card. Assuming you lose cards to prevent an average of 5 damage, that means you have to take 34 attacks to net even with losing a card to prevent damage. And losing a level 1 card to prevent damage is almost never something you want to do, let alone losing your level 6 card! And on top of that, you lose significant efficacy from your curses, which is one of the more powerful builds a diviner can use. With an average of 5 curses and enemies attacking for 3, you are only netting 0.07 more damage off on average if you spend the elements, meaning 72 hits just to break even with preventing 5 damage. At 6 curses or attacks of 4+ average, playing this card actively hurts your party. And it has the audacity to not only ask for one element, but two!? This is a terrible loss; it's only benefit is getting you 1 experience point... but wait, it literally has no benefit, since the bottom does that as well. B: But, fortunately, the bottom is good. Actually, very good. Muddle all is insanely strong, and two round strengthen for the entire party is also really decent. Combined with curses, the first part can become one of your strongest cards ever. The enhancement dot however, should be removed; it's insane to let someone get "Curse all enemies" for a mere 275 gold. I: While the bottom would much appreciate faster initiative, it's so strong I am totally fine with it as is.

6-Careful Attunement: T: Rearranging cards is almost never gonna do a huge amount of extra damage or damage mitigation unless you can remove cards. Sure, it's a big number, but it's also a level 6 top, so it basically has to compete with non-loss cards that are just doing 10+ damage split over multiple targets, and this is a LOSS. Even moving a x2 and +2 to the top will statistically be worse than most people's attacks. So at level 6 and costing two elements? This is a terrible loss and should never be considered, so it's a good thing it's paired with one of the strongest bottoms in the game... B: ...Ha! Got you! It's paired with a terrible level 1 top effect tied to a move! Moves are always nice, but that effect was mathematically bad when enemies were attacking for 3, and now they are attacking for 4-5, and a Move alone is no reason to pick this card. It's especially funny, since it is again strictly worse than your level 5 Dimensional Divide, which usually prevents more damage, moves you further, and ignores enemies and terrain. This card really needs some more careful attunement. I: Decent initiative, but worse than the level 1 equivalent of the bottom, which was the only reason to take that card. Overall, this card is just not even worse considering.

7-Curative Flux: T: Now that's a hell of a heal. Probably honestly where heals should be at this level though. And for once, it affects you! This is really really good and what a support loves. I wish this was where heals got to in the base game. B: Oh man an entire room stun! This will see play. The cleanse isn't terrible, but a free turn is just crazy good. Worthy of a loss on a 9 card class. I'd take this at level 9, but this feels about right at level 7. I: Eh, that's fine. Both halves are strong enough without good initiatives.

7-Ethereal Vortex: T: This is decent in a rift build. Let's you get around 3 damage and curse to each of 2-3 targets, which is quite welcome, and lets you move rifts upfield towards the enemies. At worst, this is okay, and at best, this is quite good, especially with your modifier deck. Outside of a rift build, however, it's pretty useless; it doesn't even place one on its own. I do kinda wish this was on the bottom and weaker (as bottoms need to be weaker), though, so you could pair it with other rift cards; right now the rift build is sorely lacking good bottom synergies. B: Decent and innovative. A lot less useful for long distance on most maps though, because teleporing from the start is rarely useful, and teleporting to the start isn't either. But it lets your party go over traps, so at worst it's a cool trick. Though like the top it is only usable in a rift build. Overall, decent. I: Another mediocre initiative, but one that doesn't matter. That said, we are way past critical mass for bad initiatives.

8-Deep Contemplation: T: But... why? This one makes no sense on this character. Sure, invis, strengthen, bless, and healing are huge, but... self only? The diviner doesn't want to have taken damage or be anywhere where she would, and she doesn't really benefit from advantage either given all her modifiers have conditions, and bless is barely better than your weakest modifier cards usually. I don't really get why this card is here. If it affected allies, it'd be useful and very good, maybe even OP. But on the Diviner only? This is just something she doesn't care about, despite the power level being where it should be for level 8. B: It was bad as a loss at level 1. It was bad as a non-loss at level 4. And now, at level 8, it's still bad. You need to be able to look at like at least 3 cards and remove or put to bottom at least 1 to have any significant chance of harming the enemies. Otherwise, most of the time this will just be "change a move +0 attack +1 to a move +1 attack +0, and they get the other next turn". Sure, knowing the enemy actions is useful, but you are level 8; you should be doing bigger and better things with your turn than this. I think it's a waste for a class called the Diviner to be so mediocre at seeing the future. I: To top it off, your unwanted invis is at a terrible initiative for an invis. This is frankly kinda insulting... At the very least this card could've been something like initiative 05 so you can pair it with rifts or modifier manipulation. As is, everything on this card is mediocre to bad.

8-Anguish and Salvation: T: But at least this card is good. An all ally retaliate buff that is not only strong but also long ranged in effect is quite frankly really good. This will be quite helpful against large numbers of enemies. This is most certainly a useful effect. It feels a bit out of place on the Diviner, but it's not unwelcome; at worst it just lacks synergy. B: Also good, but honestly not good enough to warrant level 8. You already got a mass heal 3 with regen on the top. Heal 5 on the bottom honestly feels a bit weaker than that, especially since enemy attacks and player health pools are so huge. Keep in mind that when you were healing 4, tanks had 10 health, and now you are healing 5 and they have 24. But it's not bad, especially since you can still keep your old heal around. I: Add another one to the pile! Why did every initiative have to be in the 20-40 range, rather than actually useful for a class that depends on fast initiatives!?

9-Hand of Destiny: T: It's... ok. This will usually mitigate like 2-3 player damage and boost your decks by 2-3 damage. A heal 3, target 3 plus attack 3 target 3 is good, but not amazing for a level 9 card. And that's in 4 player. In 2-3 player this card gets much worse. It's only slightly better than your strengthen and muddle card, which is 3 levels lower, and on the bottom. This just isn't as strong as it looks. B: Oof. Another ability manipulation loss. If you could remove both shuffle cards, it'd be decent for things like slimes. But for just one of the two, as a loss? It's hardly worth playing even on the most RNG-ey monsters in the game. And it doesn't work on bosses? And it requires two elements? This is just really bad for a level 9 loss on a 9 card class. That said, this is the best of the ability card based losses, which is kinda like saying "the best of the Spellweaver retaliate cards". It's bad, but it might occasionally see play if you pick it. Which you won't. Because of the competing card choice. I: Why!? The top wants to go fast! It wants to be able to know how much damage it's preventing here and now, and what attacks to map it to this round! Why does this card instead have some of the slowest initiative in the game!?

9-Planar Fissure: T: Meanwhile, the competition is one of the best cards in the game, and by far the best on this class. Attack 3 muddle, all but guaranteed to hit 5+ enemies, that also places a rift?! The heck happened to your balanced cards! With your modifier deck, this is nearly inferno levels of strong. Honestly, I think this should be an attack 2, at most, or only range 1 of the rift. This is frankly overpowered to an almost indisputable level. And of course it synergizes with items extremely well, too. B: And paired with one of the best summons in the game, it just is like it's mocking how bad Hand of Destiny is in comparison. 9 health means that even under focus from 2 enemies there is a good chance of it living to be healed, and with 3 movement it's all but guaranteed to get a hit off. But with your modifier deck, its already good "Attack 2 Curse" usually ends up being something more like "Attack 4 Curse" with another status attached. And it produces either element you need, before your turn, every turn!? This summon is just great. Honestly, though, I don't think this half is OP, especially at level 9; just very good. I: It's probably good for the summon, so fine.

Perks: This perk list needs a rework. I think the decision to get rid of all the negatives was a good one, but I think the decision to get rid of all the 0s was not. Her perk list is too strong and it drags her down at low levels due to the reduced base attack numbers. More cards should be "add a card" rather than "replace X with Y". After all that, she should get an overall buff to her level 1 attacks, and probably get at least 1 extra level 1 attack or hard CC, so that she can maintain a use in 2 player without having to rely on an insanely overpowered perk deck. As long as she has this deck, the best strategy will be to ignore her most of her unique abilities and focus on her attacks with items to augment attacks, and she will be really bad in 2P at low level.

In conclusion: I'm gonna be frank. I didn't enjoy this class much. Too many turns felt like I was fighting against the cards. I know there are some people who like that kind of strategic play, but personally I think part of the fun of a class with diverse options is having most of them open at any time, and this class felt like it artificially locked them off. I enjoyed the Tinkerer in my online campaign; he could do a lot of things whenever I needed him to. But that's just not how I felt with the Diviner. In my opinion, she is in the weakest three classes in the game, and is the least fun even amongst those weak classes. And it didn't even feel balanced; her perk deck was OP with certain items, but at the same time, many actions were pretty much unusable. And a few are just bonkers OP, like on her level 9 card (for there is only 1 level 9 card in this class).

Reply: Gloomhaven: Forgotten Circles:: Reviews:: Re: Krazyguy75's Final Review: All content unlocked and completed.

$
0
0

by Krazyguy75

Section 3: The Scenarios and Puzzles:

In general, these scenarios are much closer fights than the base game, and I grew to appreciate that. It's a lot of fun to win on the last few rounds. However, what I didn't appreciate it the overcomplicated nature of these scenarios. There are maps twice the size of those in the base game, and maps with 20+ special rules. There are maps which change. There are maps with puzzles and riddles and alternate win conditions. It's all cool conceptually, but it detracts from the best part of gloomhaven: Using your cards to fight monsters. I liked the combat best of anything in the base game, and when that isn't the focus, Forgotten Circles just stops being fun to me. Overall, the expansion's earlier scenarios seem to be really rough quality, though it gets better later on.

Also personally I'm even opposed to the concept of hiding rooms in the base game as it takes away from the sense of turns as a puzzle by adding unnecessary hidden information, but I understand others wishing it for immersion's sake (my group still plays with concealed rooms), but the degree to which FC hides information is literally the opposite of immersive. Instead of being surprised by what's in a new room, we have to set up a new room from scratch with things we haven't pulled out of the box, and when deciding turns we have to go "wait can I see the scenario book, what was the special rule for this pressure plate again?" It just took away a lot of the immersion rather than adding to it; we had to use an app eventually it got so bad. And sometimes rules will completely change how a scenario plays. We lost a scenario due to a last minute rule change.

One more bit of opinion: The fact that the puzzles affect a "good" or "bad" ending wouldn't be as much of a problem, if it weren't literally strictly better to get the "good" ending. I'd be down with "either get a good reward now or be forced to play an extra scenario to get it later", but "get an extra reward now or never get it" turns the puzzles from "truly optional" to "only technically optional", because to get a full completion they are literally mandatory. In the future, I think that if puzzles are going be "optional", they need to have an alternate path that is the "long way" to get to that same reward. But honestly, I'd rather just not have optional puzzles in mandatory missions, and instead just have mandatory puzzles feature in optional missions.

From now on, I'm going to address scenarios below. There will be no plot or puzzle solution spoilers, but I may discuss specific rooms, special rules, elements of puzzles, or enemies within the scenarios. I'll try to keep it as light on spoilers as possible, but if you are a diehard spoiler purist it might be better to just skip this section.

Scenario 96

This scenario was poor but not terrible. It was hard but not too hard, so that wasn't the problem. The problem is that the first mission should be the introduction to the Diviner and Forgotten Circles. The "try all your fun stuff and learn to play with your team" mission. Instead, the Diviner is given a specific task to accomplish which basically only she can do efficiently, so instead of having fun, the literal face of the expansion starts off feeling like she is unable to explore her options, while her party gets to feel like she's the DM's pet. But hey, I guess you start off as you mean to go on...

Scenario 97

The first scenario was a poor showing for the Diviner. But this... this is a nightmare of design. And that's coming from the me that is trying to be polite; I could use some much worse descriptors for it. It stripped all the joy out of the new character by forcing her to spend almost every single turn teleporting back and forth to do a task. And this time, instead of "basically" only her being able to do it... "literally" only she can do it, because it requires teleportation. I was shortresting two turns into my 4 turn life because I could only contribute by teleporting. And while this was literally the worst possible introduction to the Diviner, it came with an even worse thing...

There is a chest that only the Diviner can get to, that takes at least three turns to get to and one more to get back from, that requires a loot action, of which the Diviner has one across all levels, which she only has on the bottom, and after all that, the entire game has to stop for around 30 minutes to decode a secret message from runes and use that message to solve a riddle. But wait! It gets worse! They don't tell you how to submit your solution, which turns out to be "turn to the numerical section of the numbers you guess", and that isn't even implied anywhere. And the riddle isn't one with a particularly cut and dry solution, either; you have to guess what Marcel was thinking.

"But wait", you might ask. "Isn't the sections how they keep information hidden? Couldn't a person accidentally stumble on the conclusion of the final boss fight while looking for a chest in the second mission?" You're damn right, hypothetical person. And if you get your experience ruined by this bit of terrible design, the game then sees fit to add additional punishment on top, and you have to wait until next turn to try again. Wait a second... I recall just mentioning that the Diviner only has a single loot card! That's right! It's not just 1 turn! It's an entire deck cycle of waiting!

This was the worst puzzle in the game. I'd honestly call it the worst done element in all of Gloomhaven as a whole. This was terrible. You know it's abhorrently bad when an optional chest almost makes your group stop playing the game altogether.

Frankly, me calling this scenario a "nightmare of design" is being polite. This should never have been in the expansion, let alone the second mission. As I said, it almost drove us away completely. One of our group stormed out of the house and went home afterwards without even cleaning up the game because he was so upset with this mission as a whole, and he wasn't even playing the Diviner. This was really really bad.

Scenario 98

Well now that the world has opened up, you get options. This is the first one. It's... not the best, but not the worst. This is the one which hidden information ruined our attempt; we entered a room and suddenly a new rule popped up that lost us any chance of winning. On our second try we did a beeline for the objective, rather than dealing with earlier rooms, and that worked out alright. But... it's not fun to just skip rooms. Part of the joy of the base game was clearing rooms with clever combos. To make the objective "run to point A" makes this game just a lot less fun. But don't fret, this scenario is better than the previous two, and it will get better...

Scenario 99

...just not on this scenario. This is the hardest scenario in the game, and your win or loss is entirely dependent on RNG. We had to drop to difficulty -2 just to beat this. Only scenario we've ever dropped difficulty for ever in the entirety of both expansions. The problem occurs with a single rule: Cultists summon 2 black imps instead of one living bones. Two 0.5 point enemies instead of a 1 point one... seems fair. Until you realize that living bones are amongst the weakest of the 1 point enemies, and Black Imps are the strongest of the 0.5, and Black Imps scale insanely well with numbers due to range and poison whereas Living Bones, being melee, don't. Oh and Black Imps will heal their allies, like the Cultists who paid life to summon them. And on top of that, this is an escort mission for allies who start behind enemy lines, so you can't pull back out of their range.

And it's not like there are 1-2 points worth of cultists. Nope, there are 2 points per player! That's 2 normals and 3 elites for a 4 player game, meaning they summon the entire game's worth of black imps in a single turn. Oh, and the next room has another set of >5 cultists! This scenario is terribly balanced; the Diviner can't deal enough damage to keep up even in 4 player without some class like a level 9 Spellweaver. I can't imagine trying this in 2P. Honestly, this scenario isn't as upsetting as some of the other ones, though, because while it is terribly balanced, it still remains true to the fun elements of Gloomhaven. So it's an all but guaranteed loss, but it's fun until you lose.

Scenario 100

...oh and it's not at this scenario either that it improved either. This one is still bad. This is the first "puzzle scenario". And it's one of the worst. It relies on figuring out a riddle on your first guess, and playing the entire scenario again if you guessed wrong. And to make it worse, it gives you that message after your first attempt, meaning you have to guess whether the first step counted towards it or not. And to make it worse, even without that issue it's really hard to figure out what the solution is supposed to mean.

And the loss condition isn't stamina related or damage related, but just a strict "you lose if X happens". And that makes sense, since the actual scenario part of this scenario is sickeningly easy; no one came anywhere near exhausting. This is one of the scenarios in which Gloomhaven isn't the gameplay; it's a riddle-based puzzle with Gloomhaven awkwardly jammed into it haphazardly. And for all Marcel's claims of "only optional puzzles", in this case your only alternative is to luck into the puzzle solution by trial and error, so it's not really that optional at all. This was another bad scenario.

Honestly though, I feel like I would have enjoyed this, had it not featured the riddle, the puzzle, and the arbitrary loss, but just been a kill mission focused around the unique moving room mechanic. It would have been a novel idea. This is one of the things I think we see a lot in the expansion: A good core concept buried underneath too many other lesser mechanics to the point where the joy of discovery and innovation is lost.

Scenario 101

"Well surely they can't all be bad," you say. "You mentioned they get better earlier!" Yep; this is the turning point. This scenario is honestly not the most memorable, but it let the Diviner have fun and explore her options, wasn't brutally hard, wasn't a puzzle with the Gloomhaven branding, and didn't have any "gotcha" mechanics. It had some optional mechanics that were a bit silly, but none of them were really required reading, instead they were flavorful and unobtrusive additions to a fairly core gameplay experience. Overall, this was a fairly decent mission with some interesting new ideas, and it kept itself simple enough that it wasn't a pain to deal with. Good mission.

Scenario 102

...and now we're back to controvercial ones. I personally enjoyed this game, whatever it was. That said, it isn't really Gloomhaven. It replaces all your actions with different effects, has no enemies, and has completely new mechanics. It's also completely unrelated to the card clock normal missions work on. Honestly, it's a bit too easy, but it was a quick mission, and a break from the norm. At the very least, I wouldn't classify this as one of the worse missions. It's just one of the weirdest ones. I wouldn't mind seeing things like this on occasion, but I think 1 in 20 is the correct ratio for them.

Scenario 103

This is pretty similar to scenario 101; it's a fairly normal scenario; maybe a little harder than the base game. It comes with some new ideas, but is generally unintrusive. I'd rank this one as better than 101, which places it amongst the better scenarios of this expansion. The scenario does lend itself to randomness, but not in a particularly bad way. Overall it was a decent and fairly novel scenario. I dislike the plot though, because it's a dangerous element to add to any universe that can really ruin the stakes at hand.

Scenario 104

Double escort mission! Not really, though, that was just our joke because the Diviner, with her "cannot exhaust or the scenario is lost" clause often felt like an Escortee, so when we got another one, it was a "double escort mission". This is fairly similar to base game escort missions. I wouldn't call this the pinnacle of Gloomhaven, but it was better than the most flawed of escort missions from the base game. Overall, a fairly decent albeit forgettable mission.

Scenario 105

This was a cool mission, and one of the closest we've ever had. It has some really cool mechanics for unique enemies, and was hard without being crazy. Of all the scenarios in the expansion, this is probably my third most favorite. It was vanilla gloomhaven with a twist, but the twist kept things close to what GH does best, and made for a memorable time. This is what I wanted from the expansion.

Scenario 106

This is a puzzle scenario, but one that is well done, unlike #100. The fact the puzzle's riddle is in runes is a bit of an unnecessary dick move to do to the players, but if you can get past that, the puzzle's solution is fairly easy to understand, and while the punishments are harsh, they aren't game-endingly so. And on top of all that, you can still win the scenario without solving the puzzle. I enjoyed this puzzle; people that don't enjoy puzzles may not. Overall, this is the best of the puzzle scenarios...

Scenario 107

...and this is one of the worst. This scenario has tokens 1-11 (yeah, there aren't even that many number tokens to use, so you have to find substitutes) as well as the non-existant tokens a1-a6. It has 8 rooms, 7 of which are hidden and thus require later setup. It uses 14 different sections; each on their own different page of the rulebook. It uses special rules spread across 12 different sections (read: 12 pages), most of which are relevant to the puzzle and need to be kept track of. Those special rules each contain at least 3-4 elements to keep track of. Honestly, this scenario wasn't too hard. It was tedious and boring, with a ton of bookkeeping. That's honestly worse in my opinion. If a game is too hard, that's one thing, but for a game to be boring means it completely missed its mark altogether.

Also, this isn't an optional puzzle. Sure, solving the entire thing is optional, but the entire scenario is the puzzle, so just to win you need to solve around 75% of the puzzle and do things like take notes. This is the worst scenario in the entire game from a design standpoint, even though it is fairly balanced.

Scenario 108

I think this is probably my second favorite scenario in the expansion. That said, I don't think it is good design. It has 3 difficulty modes, but it might as well be saying "do you want a good reward or a shitty one?". I can't imagine anyone picking any difficulty other than the hardest, especially when the rewards are blatantly contingent on it. But having played on the hardest difficulty, I think it is hard but fair, and it's a lot of fun to figure out how to properly play. It's core gloomhaven but with an interesting twist. Good scenario.

Scenario 109

This is not a fun scenario. If I were to ask you what the most fun thing in Gloomhaven is, your answer would probably be "the core gameplay loop", ie killing things, looting money, and pulling off combos. But in this scenario, your goal is specifically not to kill anything or let anything kill itself, which basically means "stand and tank damage for X turns". It's tedious and boring and removes all the fun bits of the core gameplay loop. Whatever game this is, it isn't Gloomhaven, nor is it anywhere near as fun as Gloomhaven.

Scenario 110

I really enjoyed this one. I have to rate this one as my favorite scenarios from the expansion. It's a (2-4)v4 of named enemies with unique powers and abilities and some party synergy; it was a lot of fun. It kept the core dynamics of gloomhaven but with a massive twist and made for some weird gameplay unlike any we'd seen before without rendering any classes particularly underpowered. It's just really interesting and winning feels a little like winning a PvP match. This is the kinda stuff I wanted from the expansion.

Scenario 111

This was decent; I don't really want to talk about it for reasons, but I will say it is a lot better than it at first seemed.

Scenario 112

I wasn't in love with this scenario; it was a puzzle scenario. That said, it wasn't a particularly bad one; the puzzle was easy and the enemies weren't a ton of a threat. That said, there is an arbitrary time limit, and I just feel like that is kinda lame from a gameplay standpoint. I do feel like this one likely scales terribly for 2 player parties; I can't even imagine solving the puzzle there. That said, this is another "optional" (read: strictly worse reward if you don't complete) puzzle, so you can avoid it. But as far as the scenarios go, this one was in the middle.

Scenario 113

This one was also okay. The mechanic was unique and fun to figure out. That said, it's really terribly balanced; if you open one door early you pretty much guarantee losing. We lost on our first try and retried it with that knowledge and it was far easier; I think that shows a major flaw in the game balance. In fact, those kind of things are why I dislike hidden information; if a single bit of knowledge massively changes the balance of the game, then it lacks replay value. But other than that issue it was fairly cool; I do feel like one of the special rules felt really arbitrary, especially since FC loves flavor text. It has a limitation on doing more of X until you do Y, but after doing Y it doesn't give you any information on why you can do X again, which just felt arbitrary. But overall, decent scenario.

Scenario 114

This scenario is really poorly designed but in a fairly amusing waw. There is a significant chance that you'll lose the scenario within initiative 11 or lower in the first round, and an extremely high chance of losing if you don't act by init 30. We lost our first three tries due to bad luck at initiatives faster than anything I brought, losing us about 10 minutes of time total. After we finished the first round, the rest of the scenario is easy. I honestly don't know how this made it through testing. This mission didn't upset or challenge us. It was just so laughably ridiculous we couldn't take it seriously. This was just... really really poorly designed and balanced altogether. This scenario is probably the most flawed in the expansion, but honestly it isn't that upsetting. It feels like encountering a gamebreaking bug that occurs from a totally normal but entirely optional thing. Sure, we could have bought items or faster cards on our second try, but why bother? At worst it just costs us a little time to reset the turn. It was just silly in ways you'd rarely see in official released content.

Scenario 115

I think this scenario deserved its role as a final boss fight. The boss mechanic was spectacular, unlike every other boss in GH; I wish all of them used this mechanic. The layout was fairly boring, but not a problem; boss arenas usually are. Only complaint... why do you have to make the Diviner's last scenario in this expansion so unpleasant for her? It's basically 7 rounds in which the Diviner gets to watch other people having actual fun while she does setup, before a few rounds of watching other people do DPS to something that is immune to almost everything she does. The immunities that bosses have to statuses still goes down as one of my biggest problems with GH, and it really rears its ugly head for the Diviner here.

Challenge Scenario:

I don't know if we played it wrong or something, but this scenario was incredibly easy. It was so easy the name almost feels ironic. When we basically finished the scenario (1 enemy left at next to no health), none of us had lost more than 2 cards, both from resting, and not a single one of us lost a card to prevent damage. It was one of the only times in the expansion where we spent like 3 rounds keeping the last enemy alive to grind XP by playing loss cards. I suppose it's not terrible to make a scenario you can only attempt once easy, but this felt overly easy.

Diviner Solo:

This was decent and fairly well balanced, with an interesting idea. I kinda broke it with my level 7 card and stamina potion abuse though, so my judgment may be a bit off. Better than many solos from the base game.

Reply: Gloomhaven: Forgotten Circles:: Reviews:: Re: Krazyguy75's Final Review: All content unlocked and completed.

$
0
0

by Krazyguy75

Section 4: The Enemies (But not bosses)

This section will spoil monster abilities and stats; if you don't want that don't read this.

There are four enemies in this expansion; I personally think they are interesting, but probably overall underpowered for 2 point enemies (which I believe all of them are). The Valraths in particular are also severely flawed from a design perspective in my opinion. This is because they all have completely different passives between their normal and their elite versions. This results in them not being "the same enemy but better" but rather "different enemies sharing the same deck". It basically means that they cannot truly have Elites for those enemies. I think it'd've been better to keep to the existing design space, but I do think it was an interesting area to explore.

For individual reviews, I'll start with the Aesther Ashblade. They have some fire and dark usage with some good statuses, but overall they aren't very threatening. Their only threatening card is their teleport; the rest are minor to moderate inconveniences. Poison on all attacks barely matters on a high point value enemy due to their low model count, so it's irksome but not a real threat like it is on Black Imps, Vipers, or Oozes. In general, I felt like these guys were significantly weaker than the Cave Bears and Stone Golems they are supposed to match.

Next, the Aesther Scout. These guys are a bit of a joke. Vermling Scouts suck. Their base stats suck, but more importantly, their ability cards are some of the worst in the game, with below base movement, below base attack, terrible initiatives, and most damningly, two shuffle again cards that are respectively a non-attack move, and a non-move attack, the latter at initiative 92, meaning neither will usually find a target. Adding Muddle, Curse, and a ton of health doesn't turn those terrible cards into better ones, really. As such, the Scouts feel like the Living Corpse equivalent for 2 point enemies. They might occasionally hit you for a big amount, but usually they are CCed or killed before they do any significant harm. They are definitely the weakest enemy of the expansion.

Valrath Savages. This pair of enemies (remember, elites =/= stronger normals for valraths) consist of a medium health medium damage shielded enemy with fast movement and a high health high damage medium movement enemy with a passive buff. The former is honestly more annoying than the latter. Given enemies don't prioritize anything but attacks, and these are a 2 point enemy, typically the passive won't affect anyone. That's not to say the elites are weaker, it's just that I'd rather fight an elite than a pair of normals, which numerically shouldn't normally be the case (though it still is a lot of the time even in the base game). As for their deck... it's really variable. You have a fast attack and not move, which will often mean "do nothing". You have a pair of move and double attack cards, which is their strongest abilities, though one of the two only does double attack on elites. You have a pair of ranged attacks. You have a pierce attack. And then the two shuffle again cards are a retaliate and heal+regen self (read: do nothing and heal 2) and a move + attack that does a huge AoE for elites. The difference between the two shuffle cards is insane. I honestly get the feeling like he entirely based this deck around ability card manipulation on the diviner, but given that even in this case you have to get lucky with it, so it's just no good. What this results in is a really bizarre enemy that you kinda just have to accept as "doing whatever" rather than plan around. I honestly love the ideas on this enemy, but it kinda feels like a cluttered mess at the end of the day.

Valrath Trackers, the last enemy, are my favorite from the expansion. The two types are as follows: A medium damage short range fast moving archer with permanent advantage, and a medium damage extremely long range slow moving archer with pierce and push. This again really just feels like two entirely unrelated enemies; it was quite confusing going "wait why aren't they moving? Oh right, they literally have twice the range of the normal equivalent" or "why did they get advantage? Oh right, the normals can't miss even though the elites can". I will say that, unlike with the Savages, the elites were definitively far stronger than the normals despite their differences. This is partly due to their tendency to have annoying statuses like Immobilize. That said, one of their cards is FAR stronger than any other, which is the card that makes the elites focus the lowest hit point enemy. There were rounds where we'd lose 2-3 cards due to that single draw. Overall though, they felt fairly strong, but again, I'd hesitate to place them on the same pedestal as 2 point enemies in the base game.

Overall, in this often hard as heck expansion, I'm not sure if I'm relieved or not that the enemies are a bit easier, but personally I think I'd welcome a bit of a buff.

Reply: Gloomhaven: Forgotten Circles:: Reviews:: Re: Krazyguy75's Final Review: All content unlocked and completed.

$
0
0

by Krazyguy75

Section 5: The Items

For the most part, I'd classify the items in Forgotten Circles as very strong, and definitely worth their price. But there are a few that aren't. That said, the items here are a MASSIVE step in the right direction from the base game, wherein almost every single item was in no way worth its price except for a handful of super OP ones everyone competes over. So good on ya', Marcel. This was a strict improvement from the base game, and honestly one of my favorite parts of the expansion.

Below I'll go over individual items, without highlighting the actual effects of them, and if I really see the need I'll spoiler tag them. I may give implications as to price range, however, so be warned.

Item #152: Personally I think all these items are broken and shouldn't be in the game, but this is probably among the weaker of the bunch and at the highest price, so it's actually the one I like the most. I think all the other ones should be at this price or higher, personally.

Item #153: This item isn't great, but isn't terrible. It's the kind of niche item I'd almost never buy but I'd still be happy to recieve from its chest; I'd also very happily take it for 10 less gold. Close to the mark, but not quite at it.

Item #154: This item sucks, sorry. You can buy an almost strictly better version for 10GP more in two different item slots. It just isn't worth the money.

Item #155: This item is crazy strong; one of the best in slot. That said, I wouldn't usually purchase it; the price is just too high. This is one of those end game items that is all but rendered worthless by the existence of enhancements. Still, it's not a terrible option if you want to splurge for short term benefits rather than powergame via enhancements.

Item #156: Bonkers if you have the right team comp. Our teammate used this almost every turn. It took his class from fairly weak to quite powerful. It's a very very strong item. It's one of the few things that warrants its slot.

Item #157: This item is decent, but I don't know if I'd use it, just because of the heavy competition in its slot. I'd say this is the correct price for that effect, however.

Item #158: Also decent price for its effect. I may well buy this on future characters; it is definitely a competetive item.

Item #159: Decent effect, but a bit too expensive. The effect is useful but I just don't really want to have such a niche item even though it will often come in handy. It just isn't worth its item slot at the cost it is at.

Item #160: This item is insanely overpowered. I gotta do a spoiler tag for the math on this.

[o]Cutpurse Dagger all but guarantees you 1 coin per long rest. That means that even if you only long rest every other deck cycle, you are getting at least 4 coins per scenario from this. Assuming a minimum of difficulty 2 (which is all but guaranteed by this point), you are netting 12GP per scenario with this, and it has a sell value of 22. It takes 2 scenarios until you are netting pure profit with this. That's insane for something that can basically up your gold intake by 30-50%! The person with this item retired with 400 gold, and at least 150 of it was from this item. It's just flat out crazy![/o]

Item #161: I really wanted to like this item, but after using it I found it just really isn't worth it. Most classes who could use it effectively don't benefit from it, and most classes who could benefit from it don't want it. I really think this should have been spent and at a higher cost.

Item #162: This item is good. High price for the effect, but you are paying for the item slot. It's saved its owner's ass several times already. Definitely a worthwhile item to consider, and definitely around the correct price.

Item #163: This item is terrible. It in no way warrants that price tag. I'd probably not take it for half the price, or even a third the price. Maybe half the price in a different item slot? This is an item I need to go into spoilers on again.

[o]Eagle Eye Goggles are a prosperity 1 head-slot item that gives you advantage on an attack action after you long rest. Apparently, the tradeoff of letting you do it the turn after you short rest in exchange for a limit on when you can do it after a long rest warranted a +45 gold markup. Sure, technically Strengthen lets you do all your actions, but that will rarely matter. Is it better than Goggles? Maybe. Is it 45 gold better that goggles? Hell f***ing no. It might be 5 gold better. Maybe. Any more than that and I'd rather have convenience over niche power. At the current price this is just offensively bad.[/o]

Item #164: Weak. The effect is decent; I might take it if it were 20 gold cheaper and a small item, but in that slot for that price? No way Jose. I don't even want to use it even if its free.

Thread: Ascension: Deckbuilding Game:: General:: How do I give feedback/suggestions to Asmodee for iPad version?

$
0
0

by Al Ciao

I know there was an email to contact Playdek in the past, but now that Ascension's digital version is managed by Asmodee, I'm not sure what to email.

Thanks

Reply: Gloomhaven: Forgotten Circles:: Reviews:: Re: Krazyguy75's Final Review: All content unlocked and completed.

$
0
0

by Krazyguy75

Section 6: The Events and Secrets

It's kinda hard to discuss events in detail without any spoilers, but I will say that in general these were just better, with less "do X or don't do X" events, and less "gotchas". In particular, the variety of events was quite large. My only real disappointment is that the expansion doesn't really come with many event chains; almost no events add additional events. There are a few which tie into a new set of runes and a puzzle, and those do so by making you read sections. It was interesting to have a bit more flavor allowed in event outcomes; I wouldn't mind if such things happened more often. That said, I don't want every event to be like that or it would be too much of a slowdown.

For that puzzle, as a secret, I shall hide the discussion thereof in spoiler tags. Discussion of the solution/reward will be another layer deeper.
[o]This puzzle was pretty well done. It clearly learned from the mistakes of the base game, and kept it all contained and all easily accessible from early in the expansion. This is a really good puzzle. If I were to make a puzzle, I'd similarly put everything available from the start, though I might make it a bit more hidden. But keeping ARG stuff out of the unlockable content was a good decision. As for the reward:
[o]We can't afford the initial purchase. 220 is just such a huge investment. I think once we do, however, it will be worthwhile to buy. It's a hell of an item; passive Shield is crazy good.[/o]
[/o]

As for the extra secret, there is a bit more "supposedly unsolvable" Envelope A/Town Records runic text in this. It looks like it's prime content to be featured in the recently announced Frosthaven expansion.

Reply: Cthulhu: Death May Die:: Rules:: Re: Discovery card neither option

$
0
0

by Reko

bigtex01 wrote:


I like CMON games generally but quite a few times I feel like actual coherent game rules have taken a very far seat in the back to let miniatures and earning money from Kickstarters and miniature production ride up front. Once you buy whatever mess they’ve put together, they just cannot be bothered to support the game in the way traditional game publishers do.
Buyer beware.


Yeah... this kind of taps a general nerve of mine. I've been playing boardgames as an active hobbyist for about 20 years, but have kind of shied away from Kickstarter. I've seen a lot of friends order a load of stuff that just seems miniature heavy and rules light and it's pretty obvious the kickstarter boardgames have reached that "flashy graphics, crap game" -state that was once in the video games domain. And man, that's a full loop to a conversation we used to have in late 90's/early 00's where the saying was that "at least board games can't hide behind flashy graphics and visuals".

As a general Lovecraft fan, I have to say I was super dissapointed about DMD... I can definitely approach it from that Pulp Cthulhu -angle of just going in there and killing everyone, and that's actually fine, but I kind of find how this game got developed a bit amusing. To me, it just basically rides on the quality of the miniatures and doesn't feel incredibly cognizant of the cthulhu mythos apart from there being monsters and folks going insane.

There's not a huge deal going on in the game once you look past the miniatures and I actually considered scrapping the whole game and using it for parts after the first couple of games - I just don't have space for the two boxes I got 😂

The other aspect is the quality of the rules (hence why I'm in this thread). I have Lang's Chaos in the Old World, but I do have to wonder how stuff like what is being discussed in this thread ever passed the first play of the S1E1 scenario? :D The discovery deck is so thin that you're bound to get to that janitor and I would imagine that most players play S1E1 first and come from a "I better not take any hits or insanity loss, so I'll use all my stress for rerolls" -state of mind.

Reply: Gloomhaven: Forgotten Circles:: Reviews:: Re: Krazyguy75's Final Review: All content unlocked and completed.

$
0
0

by Krazyguy75

Section 7: Conclusion

I gotta say I don't like the expansion, but I don't hate it. It explored new territory, but I think it took too many risks, and most risks just don't pay off. Instead of "more gloomhaven" it often felt like "something similar to gloomhaven, but more rough around the edges". I hope in the big box expansion it plays it a bit more safe.

Overall, I recommend the expansion for its items and events, but not as much for its class and scenarios. Is it worth 40 bucks? I don't know. I'd probably buy it again, but I'm a guy who'd buy the solo scenarios for $60 because they are out of stock. In the end, I think I'll recommend it regardless, just so you can see the attempts that were made, and judge for yourself.

Reply: Fuji Koro:: Rules:: Re: Legendary Dragon Initiative

Reply: Tainted Grail: The Fall of Avalon:: General:: Re: [SPOILER QUESTION] Error in Chapter 2 Event 1 or is the Error me?

$
0
0

by DoctaWho

benji_online wrote:

DoctaWho wrote:

We haven't gotten to Chapter 2, but we saw a lot of mentionings from Chapter 1 that their journey took them West. They did initially head East, but things happened and they went West. There were a few hints from Chapter 1 about what may have happened.


Can you spoil where? I do know the westwards mentions in the west, but not where it possibly could have said where they stopped. This was highly irritating to me.


I don't recall the specifics as it's been a while since we played, but we explored all 9 starting locations.

One of them had entries that mentioned the expedition went west towards
[o]the capital of the foredwellers or something like that.[/o]

Some of the entries also talked about them
[o]being pursued by something... which may have affected the direction[/o]

I also remember two separate entries that gave some timeline information:
[o]Three weeks ago they were spotted near the Foredweller Mounds or maybe it was Timberwall or Farshire. I don't recall the exact entry but it was around there as we pulled out the map and looked at it. Then a week ago they were spotted south of whatever that location was, nearer to Cuanacht.[/o]

I wish I remembered more to provide you a better picture, and some of what I recollect may be wrong; nevertheless, there are several entries talking about the expedition's travel shift.

Reply: Tainted Grail: The Fall of Avalon:: General:: Re: [SPOILER QUESTION] Error in Chapter 2 Event 1 or is the Error me?

$
0
0

by locustim

benji_online wrote:

DoctaWho wrote:

We haven't gotten to Chapter 2, but we saw a lot of mentionings from Chapter 1 that their journey took them West. They did initially head East, but things happened and they went West. There were a few hints from Chapter 1 about what may have happened.


Can you spoil where? I do know the westwards mentions in the west, but not where it possibly could have said where they stopped. This was highly irritating to me.

[o]Explore Warrior Fair, it's actually the easiest way to learn about the Expedition in Chapter 1[/o]

Reply: Tainted Grail: The Fall of Avalon:: General:: Re: Chapter order? (Chapter 4 question/spoilers)

$
0
0

by Cardshark1029

locustim wrote:

sghctoma wrote:

locustim wrote:


Yes, I know that path (I followed it too), but
[o]he said he ended chapter 3A (siding with Morgaine), this means he completed that task.[/o]


[o]
When you show the fake grail to the Lady, the Exploration Journal says you've completed a quest, which is what I assumed he was referring to by saying "completed the task". At that point, you still have Morgain's quest (3A/3) in your quest pile, so you can still be counted as sided with her.[/o]

[o]Yes, but in that case he would still be in cahpter 3A, so the BoS wouldn't tell him to set it up again (it just tells you to draw part 4).[/o]
Anyway, just wait for him, we can't really know if he did finished the chapter or just the quest.

This is what I love BGG - post a question at bedtime, have a half-dozen answers by morning
[o]I should have clarified that I got the frail FROM Morgaine, which happens at the end of 3A if you side with her. I'm playing true solo and didn't feel like spending another hour or two tracking down other leads. Who knows, maybe Morgaine isn't so bad after all?
I'll backtrack the exploration and continue on from here.[/o]

Reply: Frosthaven:: General:: Re: First impressions from PAX

$
0
0

by KalEl814

Jack Spirio wrote:

Not mine, but here are some pictures of the new classes and monsters

https://m.imgur.com/gallery/ZsPjJRX

https://m.imgur.com/gallery/qe3zow0


I took the pics, thanks for posting them here :)

Scenario they let us play seemed like a random, non story related one, or if's part of the campaign they didn’t set it up beyond “loot the chest.”

As noted here, the demo is mechanically identical to Gloomhaven so far.

Reply: Gloomhaven:: Rules:: Re: Monster Shield Question

Reply: Gloomhaven:: Strategy:: Re: Hanging around doors?

$
0
0

by albcann

You definitely have to "unlearn" some of the run forward and hack/slash habits of other games when you play Gloomhaven ... if you want to be successful!

Reply: Gloomhaven:: Rules:: Re: Monster Shield Question

$
0
0

by GameAllDay

The 4 (or 3 for non-ranged) numbers listed on every monster stat card are not abilities. They're the base stats of the monster. Health is obvious. The move, attack, and range numbers are the base stats so that when you turn over an ability card that says "Attack +0", you know what the attack value is.

Anything else that appears on the stat card outside of those 4 numbers is a persistent effect. Shield X. Retaliate X. Poison (which means all attacks by the monster have the poison effect).

If the stat card says Shield 1 and the monster draws an ability card that says "Initiative 15, Shield 2", then the monster has shield 1 while anyone is taking their turns before initiative 15, and then has shield 3 for the rest of the round once it takes its turn.

Note that boss monsters have status effects printed in a special part of the stat card which means they are immune to those effects.

Reply: Gloomhaven:: News:: Re: Introducing Gloomhaven 2: 'Frosthaven'!!!!

$
0
0

by seethreebilbo

I'm so excited! I got Gloomhaven last Christmas, but I was so intimidated that it just sat there until a month or so ago. Now I'm loving it!

I've never done a Kickstarter before, but this is a hell of a good reason to start. Gotta save up!

Reply: Gloomhaven: Forgotten Circles:: General:: Re: Worth getting?

$
0
0

by Krazyguy75

vitus979 wrote:

Some of the items are quite nice, but they're only available playing missions in Forgotten Circles, so the length of time they're useful is rather short.


Umm... what? AFAIK, you can use those items just like any other items. The only restriction is that you have to unlock them via playing forgotten circles. And honestly I recommend this expansion just for those and the events.

I didn't enjoy the class or the scenarios a ton, but I think the content is worth unlocking for future use.

Reply: Blood Rage:: General:: Re: Painting Blood Rage - My Blog

Reply: Gloomhaven:: Rules:: Re: Monster Shield Question

$
0
0

by Phil Goodroll

GameAllDay wrote:

The 4 (or 3 for non-ranged) numbers listed on every monster stat card are not abilities. They're the base stats of the monster. Health is obvious. The move, attack, and range numbers are the base stats so that when you turn over an ability card that says "Attack +0", you know what the attack value is.

Anything else that appears on the stat card outside of those 4 numbers is a persistent effect. Shield X. Retaliate X. Poison (which means all attacks by the monster have the poison effect).

If the stat card says Shield 1 and the monster draws an ability card that says "Initiative 15, Shield 2", then the monster has shield 1 while anyone is taking their turns before initiative 15, and then has shield 3 for the rest of the round once it takes its turn.

Note that boss monsters have status effects printed in a special part of the stat card which means they are immune to those effects.

Excellent!! Very good.
Viewing all 1365274 articles
Browse latest View live


Latest Images

<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>