All I can think of now is Ariad and a bottle of Sunny Delight - Unleash the power of the sun!
Inspector Jee, your deductions are worthy of your title.
- Sorcery is straight-up free damage, and with most of the nasties using Sorcery 2 or 3 means if you're attacking from a respectable range (out of Melee), you got yourself at least an automatic +1 damage for no cost, which is unheard of on any hero ability or weapon outside of the Dragontooth Hammer (free +1 if your other hand is free)
- The reason Warlord is considered the best class is because knocking out heroes is a benefit regardless of the goal; Need to escape the map? Gather fatigue tokens? Stall for time in general? Putting down a hero or two is a great way to buy the turns needed to win, and nobody does it like the Warlord does thanks to Blood Rage. While a Saboteur OL can do some nasty things regarding movement, it only really gets to Warlord-tier hurtin' when doing stuff like searches or opening doors; Endless Night has no doors in it; If the heroes ignore the search tokens, the Saboteur's level 3 card (Uthuk Demon Trap) is useless.
If the OL's win-con was more than 'kill the heroes' in the finale, the other OL classes have a chance to shine. Getting fatigue tokens as a 'ritual is performed' sounds like a good goal, but at that point it just sounds like any other encounter or quest. I guess some expert writing would be needed to convey the sheer gravity of the situation. If they wanted to fix the Warlord cards, the errata for Bloodlust should stand; Draw 5, keep 2; That's enough to pull a third of the OL deck, pick out what you need and toss the rest; It will cycle back around eventually, and it's possible to pull what you don't need; like rolling an X on the blue die, it happens. Reinforce, Kunzite and I agree that it should spawn at the END of the OL turn, to allow heroes to react to it. One of our other heroes suggested it to be the Warlord's 'Heroic Feat' by only allowing it once per encounter.
- I agree, Jee. The CK gives the OL some crazy tools in Stealthy, Sorcery X, Ironskin, Immovable, Swallow, Ravage, Leap Attack, Bash and monsters with Pierce 2-4 among others. To balance it out, the CK gave heroes equally good things: Steelhorns, Silhouette, Lindel and other heroes who offer crazy abilities and feats that give the OL a headache. Like any set, It has its duds though. I mean... What were they thinking when they designed Eliam anyway? Why is Ispher a 'healer' class? What makes Lyssa a mage? Are these accurate from 1ED, or did they just have an overabundance of scouts and warriors? In any case, they simply provide more options and more tools for both sides, and while they look really good and seem better than the base set heroes/monsters, they're simply more choices, and choice is good.
Edited by PlainWhiteBread, 08 October 2013 - 08:12 PM.