So, just based on some things that annoy my play group I made a small mod for the RtL app and figured I'd post it up if anyone else wants the same changes.
- No more quest failure from taking too many turns, instead major perils will stack up more and more
- You can travel to town between sidequests without giving up time
You are of course free to just wait a week yourself after travelling, or forfeit the quest after you get to the double major peril if you wanted only one of these changes.
To use, download this file and overwrite the file of the same name in your
Road to Legend_Data/Managed
directory in the game files (backup your old one if you like)
https://drive.google.com/open?id=1mPhRCFGzIXPrCOTE1nnTSlzTnCluV4r1
Once you have discarded it, you no longer have it, so you are now allowed to do something else with your other action.
The text does not say having the card/token causes you to lose an action, it just says that as long as you have it there is only one thing you can do with your action(s).
Hi everyone! As mentioned in the RtL class tiering thread, my group and I have been wanting to do a rebalance for RtL to address the way that the different RtL format has affected class balance. Mainly the following issues:
- Damage, healing, and support are much more important than control and applying/removing conditions such as stun, immobilize, etc.
- Aoe attacks are massively more effective, even with the RtL damage nerf to them
- Conversely, multi-target attacks that were designed to hit many monsters even when the OL is spreading them out (and had high costs to account for this) are less effective compared to cheaper aoe since they are equally affected by damage halving.
- Overlord deck manipulation skills are useless
- Search deck skills are less useful (since they don't affect how much gold you earn)
- Some skills/tactics become more or less effective when there isn't an OL intentionally focusing a specific player (e.g. group heals, etc.)
We want this to be done with as much community input as possible (that’s why we put up our believed tierings for community discussion before even attempting any changes). In the same vein, we want open discussion on what we are planning for our changes. This is not a final list! Every aspect is up for debate, but if you do have criticisms please make sure that they come with your suggestions on how to fix things.
These changes are designed to bring everyone in line with the “strong” tier from the previous tiering thread. And even for classes which overall are believed to be in a good place overall, they are designed to redistribute the utility of the available skills to make sure that every skill will see use in RtL in somebody’s build.