Speaking of balance, I don't know if some of you have had the pleasure of testing the 2 new heroes and classes...
I was OL and my mate played the trapper and the prophet.
We did the mini quest of trollfens using the rules that go with it (4xp start, gold...)
On paper, the prophet looked like a nice character and I felt like I had my chances as OL.
In reality, it's the most game breaking character ever.
The main reason is not that he can heal for free (doesn't cost an action, doesn't cost fatigue...), but the fact that he can boost all adjacent heroes with 2 fatigue/turn.
He does that by giving the token, taking it back, giving it again and having the skill that adjacent heroes get the boost also.
This means +2 hp and -2 fatigue for each hero him including (hence the "for free") and it doesn't cost him an action, just an exhaust. So he could still dbl attack or move and search...
Basically, what happened thanks to the boost is that the trapper was using his traps each turn for free and was also using the attack after placing trap for free also (2xp skill).
This means per turn, 2 traps I had to manage or blow up and huge dmg bonuses.
In avg, the trapper hit my monsters for 7-9dmg by doing an avg dice roll, using 2 surges for a +3 on his bow (easy with green dice), +1 from his heroic skill, +1 from the adjacent trap, +1 pierce from the trap next to monster...
suffice to say my best act 1 monsters melted in a single hit.
I've played many games were I was against strong combos, but heroes always needed to rest sometimes to get fatigue back.
Here, this combo allows for insane speed running with insane dmg and HP regeneration.
I only managed 3 downs on the whole campaign and that was because the heroes could split so they could grab all treasures.
Never have I felt so weak and powerless as OL.
It was not enjoyable at all.
Now, to make matter worse, I had decided to try Basic II and that's probably the biggest mistake.
It SUCKS. The dash copy is so weak it's the 1st card to discard. And the flurry is ok but weaker than frenzy.
Uncontrollable power has no value at all, you can't use it to force a miss, just spend a surge on fatigue dmg instead of dmg boost. That's quite weak. That deck also has a single trap to start with (grease) and it doesn't immobilize.
This play session was the most disappointing ever and I've learned 2 things from it:
-Basic II is weak and situational.
-2 player games are totally unbalanced depending on the class combo played.
If anyone has had more success against the 2 new classes, please share your advice.
Regarding the Basic 2, I doubt anyone will convince me of it's usefulness.