what are some of the broken ones in your opinion?
uhm - several come to mind... .
Nanok is above average with a Black DD and a general surge on every attack, above average stamina, good health and 4 MP
Landrec the Wise comes to mind with ok fatigue, general surge, 5crit heroic feat. (i know he is slow and i know he defends brown, but that 5 crit feat did cost me a lot lieutenants)
Mok comes to mind resetting fatigue and health as he heals everyone else. his heroic feat is ALSO quite strong (also i would not call it broken, its more of a combination of a strong passive + a strong heroic feat)
Shilouettes heroic feat is REALLY strong (combined with a thief or treasure hunter), which really fast tends to bring the balance to the heroes in gold terms, without really focusing that hard on loot. im not calling her imbalanced per se, but the combination with the treasure hunter is just really strong and she doesnt have that much of a downside.
When it comes to the Conversion Kit, with every crazy hero ability comes a balancing act on the other side:
Monsters with the Stealthy ability add a necessary 3 range minimum to hit from Melee, and +3 to hit from Range, meaning most Scouts and Mages will have to rely on the other classes to reliably defeat these monsters.
A surprising number of monsters have a substantial amount of Pierce to them, getting crazy with up to 3 and 4 in Act II. Bear in mind, most of these things with Pierce come in packs so they can prey on single heroes rather handily, no matter how nice their armor is.
Then there's Sorcery, a monster ability that basically gives free damage in exchange for excess range (It works the other way around too, not that it comes up too often). When you can convert two or three excess range to pure damage, heroes don't tend to last long.
Fire Breath is found on a few nasty monsters, which basically spreads the damage in any four spaces you choose -- it doesn't have to be a straight line! -- using one attack to hit multiple heroes. In fact, Belthir's Cry Havoc and the Blood Ape's Leap Attack can be really hazardous, moving their speed and rolling Blue/Red/Red on every hero they come across is extremely effective.
Undying adds insult to injury, especially for high HP enemies like Ogres or ranged nuisances like Skeleton Archers and Sorcerors. The heroes spend a lot of effort to whittle down/chase down these monsters to kill them and surprise! They're immediately replaced by a minion at full health, disrespecting group limits.
I'm not sure you realize, but a lot of the bigger baddies have Surge: +3 Damage, which basically adds a maximum roll of a red die to their damage total: Given that most heroes roll Gray/Gray or Gray/Black, that still averages out between two and three shields respectively: A simple surge can crush most heroes' defensive rolls, unless they start getting lucky (When luck gets involved, all bets are off).
Knockback can get crazy, as a monster can spend a surge to put a hero anywhere within three spaces -- including behind him -- and easily separate him from his group.
The worst of the bunch has combinations of those abilities:
- Hellhounds are a nightmare with Fire Breath AND Pierce 2/4
- Deep Elves and Wendigoes are frustrating to hit by anyone, especially in maps where the OL has to cart a relic off the map to win.
- Chaos Beasts can steal attack dice/abilites from heroes' weapons using Morph AND apply Sorcery to them! I've been on the receiving end of a Blue/Red/Red Melee Sorcery 3 attack; Thirteen damage; enough to kill almost any hero in a single blow from full HP.
- Sorcerors have Sorcery 2/3 and the leader has Undying. Summon can get out of hand when able to move slow monsters much faster than the heroes anticipate.
- Ogres are a surprise: Surge for +3, Surge for Knockback in both acts, 12 health AND Undying? Sure, he only rolls a single gray die, but the master basically has 21 health and barely loses anything in the process.
- Kobolds. Don't take 'em lightly: 6 Health that splits into two 4s, and you get them in superbowl-sized attendance. Very easy to overwhelm heroes with them if they remain unchecked.
So yes, heroes have it pretty good on some of their characters, but they're hardly 'broken' in the face of some of the monsters you have at your disposal. There are ways around everything in this game, you simply have to maximize your strengths while covering your weaknesses as best you can.
Edited by PlainWhiteBread, 07 March 2014 - 10:47 PM.