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  1. Buhallin

    Shipping Now

    Secret Name was delayed - the normal release cadence is 4 weeks, it took 6 after Circle Undone. I suspect Wages will hit on the normal (8 weeks from Circle Undone) cycle as if the delay didn't happen.
  2. Buhallin

    A Critical Glance at Rogues

    I'll add one more thought to this: Killing monsters isn't actually the win condition most of the time - getting clues is usually the sole requirement to advance, except in cases of boss fights. Enemies are speed bumps that must be dealt with; there are a number of ways you can do it, each of which presents some advantages. Even in cases where you must kill a monster, the common existence of Retaliate on these makes evasion a critical part of doing so. I remember when Key of Ys came out, the first screed I read about how broken it was because it made Dim Carcosa trivial really was more about how evading every turn made it trivial. Sadly, the author showed no awareness of the distinction.
  3. Buhallin

    A Critical Glance at Rogues

    Finn snagged 8 clues in a single turn last week that saved our bacon in Depths of Yoth. Admittedly he had help doing it, but I'd take some exception to the idea that he's weaker than a pure Seeker. This simply isn't true. With the exception of Hunters, an evaded-and-left-behind enemy is can be better than one which is actually killed. Evasion is also typically far more action efficient, requiring a single action vs. multiples to kill a lot of enemies. Even if you have to keep evading it each turn, you can do that for multiple turns before the action cost comes to a disadvantage. Evasion is also a pretty flat efficiency compared to damage, which relies on extra cards to improve the efficiency. And that's before we get to the obvious observation that you haven't played through TFA yet Lockpicks enables an investigation stat spike like no other. The above Finn was also our only chance to touch the 12-shroud location in Depths. Lola is insanely awesome. Double or Nothing can easily generate multiple clue gathering actions. Streetwise may not be as efficient as the (often argued to be broken) Higher Education, but it also does it while still letting you actually use your cards. Again, this just isn't true. 3 actions at 100% chance of success and 4 actions at 75% chance of success will net the exact same number of successes. More realistically, let's take Extracurricular Activity on Standard, and assume that a Seeker can get to +2 while a Rogue can only get +1. At +2, 4 tokens fail (74% chance of success). At +1, 6 tokens fail (60% chance of success). 3 actions at 75% or so gives you 2.2 clues per turn. 4 actions at 60% gives you 2.4 per turn. That will obviously shift, and depend a lot on that gap between +1/+2, but the base assumption is simply wrong. Now, that failure may often bring other negatives with it, but it also brings the flexibility of using that action for anything. Once a location is cleared of clues, many Seekers have the "Okay, what now?" look. Same thing with Guardians on turns when no enemies pop out. If only they'd done something to help them have extra actions to compensate for that... And predicting the inevitable response, this just creates flexibility for the class - you can use extra actions to gain resources which increase your chances of success on fewer actions, or play into a "spray-and-pray" approach to trying more in order to pass more. I'll freely grant that Rogues require more work to accomplish the same as a simpler, higher-stat one-trick character like a Seeker or Guardian. But the reward is flexibility. Even more than that, they provide a different playstyle, which is a good thing.
  4. Fixed that. Sadly, the new Blackjack is so awesome we can't bash the card on title alone any more!
  5. So the major complaint here is that Survivors start too strong?
  6. On Your Own is such an enabler for Dark Horse builds it's almost insane. And if you want to talk about multi-clue gathering, free Look What I Found combined with the many Survivor recursion abilities is nothing to laugh at. Survivors (and Rogues, and Mystics) are less popular because they're harder to work with, and more fragile. Because they can do multiple things at once they're subject to occasional "I didn't get what I need to X" states which Guardians and Seekers rarely are because they're so focused on one thing. Guardians and Seekers get a pass because nobody expects them to do the other thing well, and you build your team around that. Nobody comes out of a scenario where Daisy doesn't manage to fight well thinking that she's underpowered because of it. Generally speaking, I think Arkham players like specialization. They like reliability, they like the flashy moments where they scoop 6 clues in an action or drop 10 damage on a boss. And there's a lot to recommend that, but it's not the only way to play, and it shouldn't be. One of the most incredible things about Arkham is how well it flexes the difficulty within its card pool. It's not just the difficulty choice for a scenario, but that some investigators (and yes, even classes) run more smoothly than others. A Zoey/Rex pair may be great for players who struggle on easy, and you may have groups like mine that run a pure Mystic group (yes, even with Jim) on Standard but go to a more standard mix for harder difficulties. The idea that Survivors are broken because fewer people like playing them is not only wrong, it's actively dangerous to the health of the game.
  7. +1 to this. I found it really odd that one of the major complaints in the article was that there wasn't anything to spend XP on, then it turned around and bashed on the Exile mechanic. My other pet peeve was that "Survivors" are not "Survivalists". Survivors are rather explicitly people who are thrust into a situation they aren't prepared for and make do with limited resources. Survivalists prepare extensively to make do with limited resources. Very, very different things. Mostly I question the entire foundation of the "statistics" in the article. What it shows is not that Survivors have a problem, but rather that the Survivor playstyle is less popular. Those are not the same thing by a long shot. It's a pretty classic case of trying to make the statistics say what you want them to say, rather than analyzing them objectively. Even were that done, it's a big jump from "This is a less popular playstyle" to "They should change it so I'd like it more." Many of the other assertions are personal preference. Wanting XP purchases to keep the same deck only better was one that stood out to me. While I can understand that, the assertion that it is a problem is simply wrong. If it were a problem, Norman would never exist. Personally, I find decks that evolve their playstyle to be a very interesting aspect. And that's what a lot of this comes back to - personal preference. Matt has explicitly said in interviews that the card design presents different things for different playstyles and preferences. That Survivors appeal to a smaller portion of the playerbase is not a problem, and people need to stop thinking that just because that playstyle doesn't appeal to them it needs to be changed.
  8. Buhallin

    Guardians of the Abyss

    We got wrecked so fast in Usurper that we never finished any of the remainder But the enemy side needs Victory as well for Eternal Slumber, because if they didn't have it then they'd never go to the Victory display in the first place. I suppose they could have done something like Victory 0 to get it there, which would have been a problem in Usurper (and actually would have made for an interesting dynamic).
  9. Buhallin

    Guardians of the Abyss

    I'm not sure it's ever clarified relative to the victory display, but generally speaking only face-up sides of cards are resolved. In this case you flip them as soon as they hit the victory display, so only the Victory on the story side will matter. But if they didn't put Victory on the enemy side, they wouldn't go to the victory display at all.
  10. That's possible. But in this case I think it's more than that. Since the card in question sets the difficulty based on something that could easily change during the test, it locks the test at something that it might not otherwise be. AHLCG doesn't tend to go for the rule reminder text on the cards, though I'm sure someone will offer up some examples where it does
  11. One of the new Dunwich Legacy cards sets its difficulty explicitly based on the state of something at the beginning of the test. That implies pretty strongly that a variable difficulty is otherwise evaluated during ST.6.
  12. Buhallin

    Noobs looking for advice

    Really? I think it's an incredible card. You avoid nasty treacheries, give the Guardian something to do on turns when they might otherwise be twiddling their thumbs, and override the spawn location. Given the number of treacheries that can often deal horror, just avoiding the chance of those is big. The spawn location can be absolutely huge - any scenario with cultists, which typically spawn somewhere else and make you chase them, it's great. Even if it's just dealing with a Hunter that spawns somewhere else and makes you move to it to avoid taking the initial hit, it's a huge win. I can see it not being a favorite choice for everyone, but I don't think I've ever seen anyone say it was an objectively bad card. What makes you think that? There were no times when an odd-health enemy scored extra hits, or you didn't have the action to finish something off? Or wanted to avoid the risk of a retaliate? Or just needed the extra fight boost from the Beat Cop? I can't count the number of times either of these has saved damage or avoided wasted actions.
  13. Buhallin

    Noobs looking for advice

    About the only thing I feel like Zoey is truly missing is Vicious Blow. It's pretty much a staple for any fighty Guardian. I'll also run at least one Dynamite Blast, always - the ability to get out from under swarms of enemies is a great escape hatch. I typically play with 4 player groups though, where that can happen a lot more often.
  14. This does create the mechanical distinction, but it's very weird to me that the two landed how they did. It's basically impossible to change your shoes, but the tarot - which presumably represents something relating to fate, destiny, or even just spirit - you can swap at will? Feels backwards. It's definitely better for what they did mechanically - The Tower would be a much different weakness if the Tarot weren't a slot - but it feels weird to me thematically.
  15. Buhallin

    How does Decoy work?

    Only if you pick the half of the hair where it doesn't Again, it depends on how you want to read that last sentence. If you treat it as standalone and relating to the action, then you're correct. If you read it as an expansion of what breaking the engagement means, then it's the context of the engagement and applies to whichever investigator has the enemy engaged. I'll freely grant that the context isn't as explicit as it might have been, but either reading is pretty valid so it's only a problem if you choose to make it one.