Is this a new concept from FFG?
The rate of expansions being launched for Descent is very high, does it really have to be this way? Also, can someone tell me why they decided not to have "initiative" in the game, where the overlord and the players would go back and forth between their heroes/monsters without the "Overlord Phase" and "Heroes Phase" ?
The way the game is structured in terms of turn phases is very unbalanced. An overlord has only so many actions he can do (and one attack per monster), while the players in total can have a total of 8 actions + fatigue tokens, which basically leaves them with a very likely total of 8 attacks in one single round, including some special actions that can numb the monsters and have them skip turns for attack purposes.
I've noticed this even after a couple games in depth in the story, and I have read by other players that later the Overlord gets more powerful, but still it's pretty unsatisfying for the overlord and given the fact he is playing all alone, he really feels much more "ganged up on" than the heroes themselves, which is the exact opposite of the way this game is supposed to make players feel.
This is a big complaint, because they could have avoided this with simple "initiative rule". I understand players are encouraged to act as a "team", but this is not a team, this is ganging up on the overlord. It doesn't make any sense.