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Im going to ask for an example of a turn, because this talk about spending time chasing as if its lowering your damage is a bit odd to me. Lets say youre trying to hit the boss at door A, but you dont have the initiative to beat his teleport, so he teleports down to door B and you have to move two tiles to hit him. What cards would you have played in this scenario before the reveal, and what do you do once its your turn (assume the living corpses go last because they usually do)?
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| # ? Jul 26, 2021 23:38 |
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Another thing to consider is that even when the boss doesn't teleport, you can (and should) position yourself with the hexes in mind to make it easier to move to the next door when and if necessary. So, for example, doors b and c are fairly far apart but at the shortest hex path, it's only a move 3 to get from a hex adjacent to door b to a hex adjacent to door c, so even when the boss doesn't move you can use a bottom to better position yourself while hitting him with the top (and with the variety of moves I mentioned, a move 3 should be easy to swing on the majority of turns).
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You could also try playing a high single target damage class, like Mindthief or Scoundrel instead of the Spellweaver. If you want to have a look, this is Scenario 2 in the LP thread with Brute+Mindthief+Cragheart: https://forums.somethingawful.com/showthread.php?threadid=3877469&pagenumber=13#post491338287 the format is a bit rough (it took me a few scenarios to get the right formula), but should be readable enough. Speaking of Scenario 3, you may take a different path instead of working Jekserah if you don't want to do that...
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Scenario 3 is the "bad guy" route. It's completely skippable. And I don't think you kill the inox kids - I think the fact that they're there at all makes you mad at Jekserah. I've got to wonder what's going on. 2 can be a hard scenario but not lose 4 times crazy. And you have a perfectly fine party for it - Brute/Spellweaver does fine. I can try to help out. * What do your hands look like? * How often are you both burning loss cards? * What monster level are you playing at? The key is that you need to have a turn which can work on a teleport or not. Brute has plenty of movement with the right card selection. dwarf74 fucked around with this message at 00:39 on Apr 4, 2021 |
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Please post both your characters' starting hands and items. I bet we can help. Also how many enemies are you setting up in the first room and what are their stats? You may be making things harder accidentally.
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resting bort face posted:Just bought this game a couple weeks ago. At this point, playing solo (Brute and Spellweaver), I've failed Scenario 2 four times and it has killed my desire to play the game anymore. I've gone from 100% thrilled with it to sick to death of it. My wife and I beat it first try with Mindthief and Tinkerer because we were fortunate enough not to draw any of the boss's Special 1 cards, so he never revealed any Living Corpses. That sounds really frustrating, I definitely think that it sounds like there's a setup issue because it shouldn't be this difficult. Make sure that you're set up for the correct number of players, at the correct player level, and at the right difficulty (I'd drop it down at least one from whatever you're at). Switch to Scenario 4 rather than Scenario 3. Buy a stamina potion. Try to avoid using loss cards until late in a session. Perhaps check out a playthrough video like this one, skipping ahead to the parts that seem most critical: https://youtu.be/OavuhomFtDo
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In my solo game, I try to hang onto cards as long as I can before I play them for their "lose" effect. I'm placing the monsters according to the upper left hand corner color, black = none white = normal gold = elite. I'm using the "solo and open information variant." So the monsters are level 2 and trap damage is 4 but gold conversion is 2. (I'll be bumping this down one level next time.) I'm using the recommended starting items for Spellweaver and Brute and all the level 1 cards. dwarf74 posted:Scenario 3 is the "bad guy" route. It's completely skippable. And I don't think you kill the inox kids - I think the fact that they're there at all makes you mad at Jekserah. I mean, you kill their parents and burn their village to the ground. You don't kill them "onscreen" but you leave them to die. I'd be fine with playing a morally questionable character but the game went straight to dead children. It's gross. Anyway, it left a bad taste in our mouth, but we won Scenario 3 tonight on our second try so that helped to rinse the taste out. It's nice to know we can just walk away from that quest line now. resting bort face fucked around with this message at 04:11 on Apr 4, 2021 |
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I probably wouldn't up the scenario level like it suggests for the solo/open info variant yet - I'm not surprised you're having trouble dealing enough damage against difficulty 2 enemies when all your heroes are level 1. Just play on scenario level 1 at least until both your characters hit level 2, then bring in the solo variant rules.
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Jabor posted:I probably wouldn't up the scenario level like it suggests for the solo/open info variant yet - I'm not surprised you're having trouble dealing enough damage against difficulty 2 enemies when all your heroes are level 1. Just play on scenario level 1 at least until both your characters hit level 2, then bring in the solo variant rules. Yeah totally agreed, one thing that's not really well accounted for in those solo rules is the time it can take to get geared up and accustomed to the various classes. If you're consistently failing a scenario you should absolutely lower the level. With ~100 scenarios for a variety of classes in groups of 2-4, sometimes the balance of these is more of an art than a science, and the solo variant especially seems kind of half-baked in this specific case.
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resting bort face posted:I mean, you kill their parents and burn their village to the ground. You don't kill them "onscreen" but you leave them to die.
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resting bort face posted:In my solo game, I try to hang onto cards as long as I can before I play them for their "lose" effect. Are you using any of the X level cards? Balanced Measure for the Brute is completely insane if you have the Boots of Striding and you use Grab and Go. The non-loss top loot is great too. Here's a good Brute guide: https://drive.google.com/file/d/1NYgtisfvQxlmTbYinSfBe6PNgHdPoFn8/view Although I would take Overwhelming Assault over Sweeping Blow in the starting 10 For the Spellweaver make sure you use the summon. It's good. Summon it ASAP and protect it. It's a 3rd party member with a ranged attack. The damage output helps a lot. Go with max offense and keep doing what you're doing in terms of minimizing loss card use. But when a loss ability makes sense do it. The other thing I'll say is that the main strat for scenario 2 is focus and burn down the boss ASAP. Ignore everything else as much as you can. If he can't open doors and summon you're gold. Elephant Ambush fucked around with this message at 06:12 on Apr 4, 2021 |
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So, we finally completed Scenario 51. Some thoughts: Even though the final scenario seemed purpose-built to deny Cthulhu and Music Note's nastiest tricks, we still stomped him, with my Cthulhu having been the only one to have to burn a card to avoid damage. We did get lucky with the boss's card draws and it also drew a Null at a critical moment. Hilarious how the final scenario also has a "gently caress you even more, Circles" built in it. All in all, an awesome game, though not without its flaws, and I do not regret buying the physical box to support the devs even though we played on TTS, not one bit, despite the others not being able to chip in thanks to Covid loving them over, money-wise. And although I harp a lot about game balance, or the lack of it, the game still has 17 unique classes with their own abilities, enchantment, and over 100 items, and it still mostly works fine, outside the three badly-broken classes.
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Congratulations, man
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So my group unlocked a new character last time we played: Eclipse! They look cool, and the person who unlocked them might not be interested in playing them so I might give them a try. Any tips? I'd be starting them at level 5.
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Heroic Yoshimitsu posted:So my group unlocked a new character last time we played: Eclipse! They look cool, and the person who unlocked them might not be interested in playing them so I might give them a try. Any tips? I'd be starting them at level 5. Don't abuse that one card and you'll have more fun then if you do. It's one of the 3 completely broken classes because of 1 specific card, but it's still a very powerful class even without it, so go to town.
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104 was ... uneventful. Feels like we missed a rule or something.
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Heroic Yoshimitsu posted:So my group unlocked a new character last time we played: Eclipse! They look cool, and the person who unlocked them might not be interested in playing them so I might give them a try. Any tips? I'd be starting them at level 5. The Eclipse player in our group had a lot of fun, so much that he went out of his way to avoid retiring his character. It was a miserable experience for everyone else involved and it's the only time in the entire campaign we had to ask someone to play another class. My tip would be to either not play to the strengths of that class or pick another one.
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I loved playing Eclipse after Beast Face but my wife got very tired of the experience and was very happy when I retired it. Honestly I’d say that there are two mechanics in Eclipse that make it rough for the other player in a 2p game, especially if they’re not tanky.
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Campbell posted:I loved playing Eclipse after Beast Face but my wife got very tired of the experience and was very happy when I retired it. Honestly I’d say that there are two mechanics in Eclipse that make it rough for the other player in a 2p game, especially if they’re not tanky. Oh yeah, that too. We always played 4 player, so it was less of an issue, but yes, if this is a 2 player group I would straight up just not play with Eclipse.
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nth-ing "just don't play Eclipse" It will trivialize scenarios and make your friends bored. The other two busted classes at least let your friends have fun. And even enhance it, really.
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Other option - which maybe you can try - Spoilers because of Eclipse mechanics. Replace all kill/execute wording with Bane from Frosthaven. Bane is a negative condition that deals 10 damage at the end of the target's next turn, but is removed on a Heal.
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When we're talking about Eclipse's strengths, do we mean turning invisible all the time? I can see that being annoying depending on the your party's makeup. ESPECIALLY 2-player, since you're basically leaving your partner to take all the damage. Our team already has Scoundrel, who goes invisible somewhat often. So maybe two invisible people would be too much.... still might be worth trying out a little though!
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Heroic Yoshimitsu posted:When we're talking about Eclipse's strengths, do we mean turning invisible all the time? I can see that being annoying depending on the your party's makeup. ESPECIALLY 2-player, since you're basically leaving your partner to take all the damage. Our team already has Scoundrel, who goes invisible somewhat often. So maybe two invisible people would be too much.... still might be worth trying out a little though! They are invisible all the time and simply executing enemies nonstop. The latter is a bigger problem than the former, because it means nothing your team does actually matters much. Neither does scenario level because both invisible and execute scale infinitely. Eclipse can clear entire 2p scenarios solo. That's why I'm saying use Bane if you are gonna use them at all, but you're probably still too strong even so.
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Eclipse has two strengths: high uptime on invis and non-loss executes (including elites), an both break scaling. Scoundrel + Eclipse is a pretty fun, effective, and silly combo which has issues in a few situations.
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Did Scenario 110 in Forgotten Circles (the "pvp" arena fight). Best so far in the expac and one of the most memorable in the entire game. The special rules are obvious upfront and aren't too fiddly, the experience is something unique, and the Diviner isn't useless or pigeonholed into key mechanics. (Three Spears + Diviner) I teleported into the centre of all of the traps, which limited incoming damage, gave me good range on everything, and meant the enemies shuffled around the narrow ring at the edge, walking over lots of rifts. Three Spears used a lot of Catastrophic Bombs that were ignoring shields to get the Shaman down while weakening the others. Oozes didn't do much and we didn't even get to the Lurkers. We mucked up the Valrath Tracker a bit (which I am blaming on the app) but it wouldn't have mattered. Doctor Spaceman fucked around with this message at 13:33 on Apr 11, 2021 |
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Doctor Spaceman posted:Did Scenario 110 in Forgotten Circles (the "pvp" arena fight). Best so far in the expac and one of the most memorable in the entire game. The special rules are obvious upfront and aren't too fiddly, the experience is something unique, and the Diviner isn't useless or pigeonholed into key mechanics. Our group just finished this one too and yeah it was actually fun. We won in 5 turns lol. RE: The Eclipse discussion: Agreeing with everyone who says don't use that level 6 card or just don't play the class. I'm in the process of getting my Eclipse to level 9 in digital because I want all my characters at level 9 and I'm really glad that I only have one more level to go because literally every scenario is trivial.
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I am actually super curious about changing Eclipse to use Bane instead of a straight execute. It's probably still too good, but I think it's in a normal range of too-good instead of where it is now. Maybe not though. If anyone tries it out let me know your results.
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dwarf74 posted:I am actually super curious about changing Eclipse to use Bane instead of a straight execute. It's probably still too good, but I think it's in a normal range of too-good instead of where it is now. Only issue is Eclipse has very little utility, so you run the risk of having a class thats worse than dropping a player entirely, since 10 single-target damage after a monster acts is pretty uninspiring compared to all the combos you can run in this game. Its just not a well-designed class.
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No argument on that last sentence. But Bane is actually extremely strong, still. Like, really very strong. Not "delete a monster instantly" strong, of course, but only "uninspiring" in comparison to outright execution, and not in comparison to other things you can do to monsters.
dwarf74 fucked around with this message at 21:14 on Apr 11, 2021 |
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dwarf74 posted:No argument on that last sentence. But Bane is actually extremely strong, still. Like, really very strong. Not "delete a monster instantly" strong, of course, but only "uninspiring" in comparison to outright execution, and not in comparison to other things you can do to monsters. My angle is more that its strictly worse defensively, doesnt scale with things like volatile bomb or blesses, and (most importantly) nothing in Eclipses kit has anything that would help mitigate these disadvantages. Bane seems cool but I think the class would need to be designed around it for it to feel effective.
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As someone with a v1 version of the game who's a bit jealous of all the v2 changes to some newer classes we've unlocked - I say just play the eclipse as intended and enjoy the lunacy. Just don't dally in your personal quest once your teammates start getting annoyed/bummed.
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Just get a big table, give the eclipse player his own scenario while the rest of the team does another mission and gets to actually play the game.
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Control Volume posted:My angle is more that its strictly worse defensively, doesnt scale with things like volatile bomb or blesses, and (most importantly) nothing in Eclipses kit has anything that would help mitigate these disadvantages. Bane seems cool but I think the class would need to be designed around it for it to feel effective. But, yeah, I'm not sure. Maybe it would be a bad experience for everyone involved. Maybe it makes their allies madder because the execution still allows bad enemies a turn while they're chilling invisibly. Maybe it's still altogether too strong. Maybe it is just a pipe dream to hope a bad class can get fixed with One Weird Trick. ![]() Because yeah it's an overpowered and badly designed class, and it'd be nice if there was a workable and easy solution other than "nobody should play this." dwarf74 fucked around with this message at 21:58 on Apr 11, 2021 |
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Control Volume posted:My angle is more that its strictly worse defensively, doesnt scale with things like volatile bomb or blesses, and (most importantly) nothing in Eclipses kit has anything that would help mitigate these disadvantages. Bane seems cool but I think the class would need to be designed around it for it to feel effective. Locked Classes Rebalance Chat: I sort of agree. I think that if I were to attempt a rebalance of the Eclipse then I might start by simply limiting the execute to only Normal enemies, which would still be powerful but would limit the effect. Similarly I'd limit the Three Spears to only refreshing their Spent items rather than their Consumed ones. That would fix the two most powerful classes without changing them too much.
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dwarf74 posted:Because yeah it's an overpowered and badly designed class, and it'd be nice if there was a workable and easy solution other than "nobody should play this." If it were that easy, it wouldnt be poorly designed
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Hey, just dipping back in to say that bumping the difficulty down really helped me in my solo game. Not only am I completing scenarios, but I'm also noticing tactical mistakes more (like not using a slower initiative and letting monsters get closer/whiff their attacks before I move and engage). Thanks for the suggestions, everyone.
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Eventually, you should be able to bump it up - especially once you have some levelled/equipped characters. But yeah the combination of lvl1 party + minimal items + inexperience is a killer one, especially cause the first few scenarios want to teach you some lessons (don't trade damage; complete the objective; use your resources wisely) the hard way.
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resting bort face posted:Hey, just dipping back in to say that bumping the difficulty down really helped me in my solo game. Not only am I completing scenarios, but I'm also noticing tactical mistakes more (like not using a slower initiative and letting monsters get closer/whiff their attacks before I move and engage). Thanks for the suggestions, everyone.
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Control Volume posted:My angle is more that its strictly worse defensively, doesnt scale with things like volatile bomb or blesses, and (most importantly) nothing in Eclipses kit has anything that would help mitigate these disadvantages. Bane seems cool but I think the class would need to be designed around it for it to feel effective. I'm not sure I totally agree. 10 direct damage has a ton of utility, it goes through shield, ignores nulls/curses and any negative mods that could be triggered by muddle or disadvantage, and it's going to be vanishingly rare that it will be countered by an enemy heal. Of course it is significantly weaker than executing a 20hp elite Iron Golem (or I guess drawing a bless on your amped up Scoundrel turn and doing 20+ damage), but you were often going to be using this to execute Flame Demons and Living Spirits and this will do that just fine. The things in the Eclipse kit that would support the Bane are the stuff that was already working alongside the execute: invisibility, curses, and the other attacks you were using before level 6 (and when not spamming that single, broken card everyone is talking about outright not playing as an alternative).
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| # ? Jul 26, 2021 23:38 |
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resting bort face posted:Hey, just dipping back in to say that bumping the difficulty down really helped me in my solo game. Not only am I completing scenarios, but I'm also noticing tactical mistakes more (like not using a slower initiative and letting monsters get closer/whiff their attacks before I move and engage). Thanks for the suggestions, everyone. Also this is great to hear, I think a lot of us forgot about the solo rules suggestions. Definitely feel free to bump that back up if stuff starts to feel a little easy due to more powerful items and level cards, like I said the difficulty can definitely be a moving target.
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