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cogollo got a reaction from Shironeko in You lost me at $175
I'm a huge fan of Descent (I own all 1st and 2nd edition expansions)... The 3D scenario tiles are intriguing, the minis look cool, I don't mind the app support (if done well, it can add a lot of value to the game), but the 175$ starting price feels too high... I hope you get a lot of content with that.
It would be nice to know their full plans for the game. If the 175$ box includes a lot of stuff and scenarios and no need to buy expansions to get a varied and rich experience, then it may be worth it... This is one I'll add to my watchlist, but I'm a bit disappointed by such a high price.
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cogollo reacted to Raizox in Loving what I’ve seen
Ignore the negativity. This forum is full of it because all D2E hardcore fans expected a 3rd Edition of the same game. After a few month they won't be around here.
Also, Today's internet is full of people complaining about everything. I guess that in their real life (job, friends, gf (if they have...)) they stay quiet so they have to explode here.
Same negativity happened with JiME and today's is one of the best sellers for FFG. Follow the sales, not the comments of the same 4-5 old grumpy guys.
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cogollo reacted to kris40k in Loving what I’ve seen
Okay, finally finished then 1.5hrs high level overview and gotta say that I'm also kinda loving what I am hearing and seeing.
A few points:
The Elephant in the Room, the Removal of the Overlord Player:
I totally agree that removing the Overlord was a good choice if you are goaling for a fully co-op game, which they were with this. The reason is that the game can then be designed from the ground up with the focus of how the player characters abilities, items, et al., can interact with the computer controller opponents. When you don't focus on one style, you end up with certain abilities that simply do not work or are holy crap too powerful when playing against either an Overlord player or an AI Overlord. A good example of this would be the Appendix I in the Road to Legend rules; several hero abilities simply do not work, and a third of the Marshall deck does absolutely nothing because these abilities did not translate into an co-operative game. Monster stats and abilities no longer have to be balanced around preventing them from being overpowered with what a thinking Overlord can do with them with planned out tactics, secretive deck of powers, and more, while also keeping them from being so weak when a more simplistic AI is attempting to just rush the players. It opens up the design space for the developers to do more when you only have to worry about one game mode.
I also like that they emphasized over and over again that this is not Descent: Journeys 3rd Ed. and that that game, at its core, is a competitive game. While I would have a hard time seeing them launch a 3rd Ed. so soon after launching Legends, I think they are leaving themselves space to revisit that, or at the least return to further work on 2nd Ed.
Tiles/3d Terrain Pieces
I really love that they went 3d with the game. I have been playing a lot of Rangers of Shadowdeep and following a lot of co-op and competitive skirmish type of games (Skyrim, Frostgrave, Fallout WW, Brutality etc.) and missed the interesting terrain when I would go back and play Descent. The cardstock is a bit of a letdown compared to some of the plastic scatter terrain I've seen for tables, barrels, chests, etc. but it looks serviceable and honestly a bunch of terrain can add a big price tag depending on how much there is. The multiple levels is rather interesting to me, I didn't predict them doing that and its a very nice looking table presence, and I'm interested in how it affects gameplay.
I'll agree with the artwork of the boards be a bit bland. I can understand that keeping it simpler in design allows for a much wider opportunities of positioning, and instead of having points of interest on the tiles themselves, they are using the before mentioned terrain pieces for that. I think its a forgivable sin.
Character abilities and progression
Getting rid of the classes is a bit of an odd call, but it seems that they may be going for larger decks of abilities and therefore each hero will have severable viable "trees/builds" that you can work towards, similar to many vRPGs out there, instead of picking a hero and class combination, so, it should work. Crafting sounds interesting and I like the idea of sidegrades instead of upgrades for equipment. I'm also intrigued with the flip mechanics and getting away from the attrition of Fatigue. Now fatigue just results in you flipping and changing what ability/weapon/etc. you have available for the next few moments.
The way you can also personalize you hero by the choices they make and NPC interactions during the campaign is a really sweet touch. The campaign adjusting based on what heroes are in play is really cool, although, I hope they are going to roll newer heroes into the Act 1 stuff as Act 2 and 3 come out.
Price:
Ouch. I mean, I'll get it. I've dropped $125 on smaller board games before wile on Kickstarter, and when I bought into Everdell I dropped $250 for the CE + expansions, so its not a blocker for me. I am interested in what Act 2 and 3 are going to look like. Unless they are also going to be having around 6 more heroes, 40'ish new monsters, equivalent terrain, etc., they will likely be smaller boxes and less costly. It also sounds like they have a beginning and end planned out already for the game, so there will not be a lot of other content to purchase and we can just focus on getting those sets.
Also, it sounds like these game Acts are going to be the official progression of the Terrinoth storyline for a bit, so I'm really interested to see what they have planned.
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cogollo reacted to Inksplat in Loving what I’ve seen
So, with all the negativity, I feel the need to praise what I’ve seen so far, and how excited I am. A note that I have no connection to Descent. I thought 2e was too bloated when they let you use 1e stuff which was too hard to find, and it looked pretty generic compared to everything else I own a ton of Imperial Assault, and I think the Descent/IA system was clunky and uninspired. This new game fixes so much
I am so excited to see the game really going hard on the app, and taking it to a level that it needs to be to shine. One of my biggest issues with MoM2e is how same-y some of the characters can feel. Now, with this game, we get unique interactions with terrain and NPCs? That sounds amazing.
The flipping mechanics sound incredibly cool. Getting to juggle abilities is a really cool decision space that doesn’t just deprive you of abilities, but instead forces a temporary change in tactics. Amazing.
The Diablo-like abilities able to be crafted into gear is simply amazing, and the possibilities here are way beyond what you could do without the app (calculating 10% chance abilities? No thanks.)
The cardboard terrain and elevations is simply stunning. Steampark got me started with the stuff, Tang Garden made me an addict, and now this game here has really nailed it.
I love the new art style, as it actually feels different than every other dungeon crawler out there. There’s so much “standard epic fantasy” art out there. Give me something fresher and more indie, please!
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cogollo got a reaction from DarthDude in Anybody knows if there will be a demo at Essen Spiel 2017?
I cannot find any information about this game and Essen Spiel fair... anybody knows whether there will also be any demos?
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cogollo got a reaction from Dirgepiper in Indifferent over the future of this game.
Google a painting service and get a quote for a basic army with basic quality level. You'll be surprised to see it's a very nice way to get a premium army with more quality and better price than what FFG would be able to offer.
(added later) Most of them can even buy the minis directly for you and apply a discount for the bought minis, so that the final minis will be even cheaper.
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cogollo reacted to Contrapulator in Dial Reference Sheet (Complete)
I made reference sheets for each faction's currently revealed dials and card information. There is also a compact version without the card text. Please let me know if you notice any errors. Share and enjoy! Downloads:
Dial Reference Sheet (Full) PDF Dial Reference Sheet (Compact) PDF Resources (portraits and icon images) Almendra Font -
cogollo got a reaction from Budgernaut in Indifferent over the future of this game.
I think a game like this does not need to be a blockbuster to continue for a very long time. It just needs to sell enough to cover the costs...
FFG-Asmodee needs to develop their own IP as a safety net and keep earning loads of money with the Nth iteration of the Star Wars universe and pump a bit of effort into the Runebound universe in the meantime, so my feeling is that this game will be a success
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cogollo reacted to Curlycross in Indifferent over the future of this game.
Meh babies are over rated. They don't even look that great when you paint them.
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cogollo reacted to Darthain in Indifferent over the future of this game.
Let us mourn the loss of another potential brother to the horrors of parenthood.
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cogollo got a reaction from Muz333 in Indifferent over the future of this game.
Google a painting service and get a quote for a basic army with basic quality level. You'll be surprised to see it's a very nice way to get a premium army with more quality and better price than what FFG would be able to offer.
(added later) Most of them can even buy the minis directly for you and apply a discount for the bought minis, so that the final minis will be even cheaper.
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cogollo reacted to Adun42 in Asking for advice to quickly paint big armies
I followed the painting guide here: https://images-cdn.fantasyflightgames.com/filer_public/d5/fa/d5fad14a-b185-452d-bc44-d4d5256427ce/waiqar_the_undying_painting_guide.pdf
I'm shaky and generally do not have the patience to paint, almost passed the game for the need to paint.
Turns out, I'm not great at it, well compared to a lot of folks that post here, I am not even very good at it, but actually enjoying it.
I wasn't going for professional award winning quality, I wanted painted minis on the table.
I just bought the elves the day they came out and on my last 2 trays of archers, Heros, and Leonx are complete (haven't posted pics yet).
But I have managed, on several occasions to paint, not just an army, but my entire collection: https://www.amazon.com/photos/share/P4POUgEbcDjwcBdgX2kKEtkBXmOtE0JD1nKNIotqLqM
I say all that to suggest it is not only possible to paint rapidly, but against all logic, reason and expectation, I've found it fun!
I paint in blocks - yes using army painter spray primers, limiting colors where possible, only shading once.
My process is I have a block that I am painting, and a block "on deck". So as I begin detailing and cleaning the current block, I'm taking breaks by "base painting" the "on deck" block.
I don't know if that's the correct term, but "base painting" to me is the large swaths of areas I can paint and not worry too much if I make a mistake.
I am doing smaller blocks than I did to start. I did 16 spear men at one time, and that was a mess. I tried to do 4 cavalry at a time and that still gives me nightmares. 2 cavalry at a time.
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cogollo got a reaction from Wraithist in Indifferent over the future of this game.
I think a game like this does not need to be a blockbuster to continue for a very long time. It just needs to sell enough to cover the costs...
FFG-Asmodee needs to develop their own IP as a safety net and keep earning loads of money with the Nth iteration of the Star Wars universe and pump a bit of effort into the Runebound universe in the meantime, so my feeling is that this game will be a success
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cogollo reacted to docForsaken in Asking for advice to quickly paint big armies
The color primer stuff is a great idea. Quick shade stuff is pretty good too. If you look at Sorastro's zombie painting guide , he covers a good approach there. Allows you to just do the base coat and get them table ready.
If you're going for something more precise, just take your time, mount 3 or 4 on pots or little bottles, and enjoy painting. If you're going for speed pick out ~4 base colors and don't worry about unique colors for the details... just punch them up a little more when you get to the point where you're doing finish touches. If you're going to go light on highlights, try to add some lamium medium to the shades so they don't darken everything too much especially on lighter colors. Save the straight nuln oil or agrax earthshade for metallics or leathers.
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cogollo got a reaction from RedHotDice in Indifferent over the future of this game.
Google a painting service and get a quote for a basic army with basic quality level. You'll be surprised to see it's a very nice way to get a premium army with more quality and better price than what FFG would be able to offer.
(added later) Most of them can even buy the minis directly for you and apply a discount for the bought minis, so that the final minis will be even cheaper.
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cogollo got a reaction from Ywingscum in Indifferent over the future of this game.
I think a game like this does not need to be a blockbuster to continue for a very long time. It just needs to sell enough to cover the costs...
FFG-Asmodee needs to develop their own IP as a safety net and keep earning loads of money with the Nth iteration of the Star Wars universe and pump a bit of effort into the Runebound universe in the meantime, so my feeling is that this game will be a success
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cogollo reacted to Uthoroc in Asking for advice to quickly paint big armies
I skip it or remove only the most obvious ones. It won't be visible on the gaming table.
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cogollo reacted to Uthoroc in Asking for advice to quickly paint big armies
- Use a suitable spray primer to serve as the first base color. Using ArmyPainter's Bone for Waiqar and Metal for Daqan has helped me a lot.
- Also, see how many figures of a unit you can do in one go (assembly line painting) without making it boring. I'm now up to 8 infantry figures in one go, and that also makes it go much faster. But don't overdo it, otherwise you can get bogged down.
- Accept that it will still take a good chunk of time, no matter what you do. The process can only be sped up by so much.
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cogollo reacted to Contrapulator in Concerns over future of this game
I think you're vastly overestimating the difficulty of Runewars TMG. Have you played it? My friends picked it up very easily and we've never played miniatures games before besides Xwing/Armada.
Also, won't the barrier to entry for any unpainted miniatures wargame already keep out the casuals who can't wrap their head around the Runewars ruleset? And won't that same barrier apply equally to Legion, no matter how comparatively easy the ruleset is?
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cogollo got a reaction from Ywingscum in Excitement over the future of this game!
Yes, also excited here and it has beem a good surprise... now I'll finish a couple IA models that I have half finished and will start painting my Skellies... it's going to be the first mass army I paint, so this time I'll concentrate on quick painting, specially for the Reanimates and the Archers...
Anybody has a good advice, video tutorial or blog for painting big armie quickly (i've painted already many miniatures but mostly individuals or 6~8 figures platoons
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cogollo reacted to jek in Excitement over the future of this game!
Muz after you mentioned you were on the fence last week about holding out for legion this post has made my **** day thank you!
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cogollo reacted to Hepitude in Excitement over the future of this game!
The more stuff that gets released and announced for Runewars the more excited I get about Runewars! It feels like there's been a ton of work put into the balance and mechanics of this game and the design space is wide open! I can't wait to see what's coming next.
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cogollo reacted to Tvayumat in Concerns over future of this game
Honestly, most of this "worry" is just marketing driven hype.
Guys... Legion and Runewars are only superficially similar. The games are COMPLETELY DIFFERENT EXPERIENCES.
The guy who is going to be so glamoured by the Star Wars IP that he ignores all other games was never going to play Runewars anyway. He was never going to look closely at the mechanics, he was never going to get excited about the Terrinoth IP, and even if he played it a little, he was NEVER going to stick with the game.
Any gamer worth his salt is going to take a look at the actual mechanics of these two games and realize that they aren't comparable. One is a very moment-by-moment reactive ranged game about position, the other is a game of planning, counterplay, and maneuver.
Not only is there room for both, but they are each going to scratch very, VERY different itches. (And, frankly, of the two I think Runewars is by far the more imaginative system, whereas Legion is a streamlining of some very old, kind of outdated gaming concepts with a couple cool mechanics glazed over the top and a coat of paint with popular appeal)
I continue to maintain that the Star Wars IP is simultaneously its greatest strength AND weakness. It'll bring in plenty of fairweather gamers, sure. It also severely limits FFG in how they can expand the game and how many factions they can possibly produce without begging The Mouse for permission.
Ultimately, though, as I said... the guy who Legion is going to pull away from Runewars was never going to stick around anyway. No loss.
