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Inspector Jee

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  1. Monster groupings don't exist unless you're playing Road to Legend, and even then they kinda only exist for the purposes of upgrading them. In D1E aside from the Quest Text, the Overlord Cards are how you spawn dudes so you're really just limited to which ones you draw. Heroes and shop items all mix yes. As a general rule you can mix everything. - Jee
  2. Of any flagship game from a major studio, Descent 1st Edition has THE most poorly written Rules I've ever read and tried to apply. D1E is Overlord vs. Players only and, as such, the game can get pretty competitive. Prepare yourself for even more endless bickering about unhandled exceptions, what the "intent" of something is, and inconsistently applicable LoS rules - especially if you're playing the Road to Legend / Sea of Blood* campaign expansions, which have so many mechanical holes I don't even know where to start. The FAQs kind of sort of help and I hear tales that the most recent one was a solid attempt to fix the entire game, but sobriety of view is suggested here. I would make this blanket announcement to your players at the start of the game: "Whenever there is a rule issue, I will make the call. Everyone will be OK with that, trusting in good faith of my commitment to consistency and objectivity." This may sound like a harsh indictment of a beloved classic, but I invested probably 1000 hours into D1E and believe me when I say this: as badly written as D2E rules were, they are 500% better than D1E's rules. And yes, a standard game of non-campaign D1E will take 6+ hours to fully complete. - Jee * Sea of Blood is a striking example of man-kind's reach exceeding its grasp. It was amazing and revolutionary, with some truly ground-breaking design for its time. The whole "You own a Ship and can upgrade it and fight other Ships" that drove the campaign was truly inspired, with some of the best macro-ideas I've ever seen. But holy H. Christ, did the mechanical implementation fail spectacularly. For every 10 minutes of play, there was 20 minutes of arguing and exegesis. I sincerely hope FFG brings Sea of Blood back in some way that doesn't suck; the ideas and production value present in that expansion deserved better than they got.
  3. What does this mean? That you MUST use the Staff at your first opportunity? - Jee
  4. dammit beavis. C'mon FFG. Give us some more sweet, sweet D2E. A 3rd edition is just gonna blow up the universe. Do you guys really want to go through the process of writing a brand new rules system only to have to spend another half a decade rewriting them over the course of 4-5 FAQ releases and thousands of customer emails? You almost have the RAW for D2E in a place that is sorta-kinda robust - don't give up now! I must have more content! GIVE ME VARIKAS MORTAL OR YOU SHALL PAY THE ULTIMATE--- heh whoops uh, sorry got carried away there. - Jee
  5. Ooo that's encouraging. How long have they been there? - Jee
  6. Great Googily Moogily 12?? Who are we missing? - Jee
  7. Aren't we still missing some 2nd Ed Heroes from 1st Ed?
  8. For what it's worth I agree with Ren: Lost Legends seems fine to me so far, aside from All-Knowing being able to target unexhausted cards (or to be used more than once per Turn). The Elementalist can do a lot of different things, but its either going to be extremely fatigue intensive OR suffer less raw damage than its counterparts from Quest 2 through Quest 7. That is plenty of time for the Overlord to milk those disadvantages. The strategy is basically the same as countering Valyndra's Bane - choose Monsters with Ironskin whenever possible. No Stun, no Pierce, and if you have a master Golem, no moving it. - Jee
  9. To be clear: none of this is my interpretation. I am ascribing no other meaning to All-Knowing other than what is written directly on the card (include Nathan's errata). According to the RAW, you can use it multiple times on any Skill Cards - unexausted or otherwise - other than itself. The word "other" appearing on the card does not alone guarantee that the FFG intends this Skill to be restricted to once a turn - in order for that to be true, you need to also be sure that All-Knowing cannot target unexhausted cards. And we aren't. Now, this is all just devil's-advocate playing; your inteprepration of their intention seems reasonable. The only thing that gives me pause is that while I didn't specifically ask if All-Knowing had to be exhausted in order to use it, I gave FFG every chance to see it (my question was more concerned about whether or not it could target itself). Here is the full text: "The new hybrid Lorekeeper class's 3XP ability is called "All-Knowing" and as written it has to potential to generate an infinite number of skill uses per Turn. This is particularly egregious when combined with skills that give you non-action attacks. "All-Knowing" doesn't say it can't target unexhausted skills, so it can legally target itself. This means that the first time per Turn that a player uses it they can pay the 1 Fatigue cost, choose itself + another skill that gives them a free attack (like "Bottled Courage" from the Apothecary class), pass the [Book] test (not difficult since "All-Knowing" gives you +1 [Book] and Mage archetypes tend to have high [Book] anyway), and after that *both* skills are free to use until the end of the Round. Since "All-Knowing" has no limits on the number of times you can use it in a Turn, the player can just keep using it (for free) to keep a skill like "Bottled Courage" perpetually unexhausted, thus enabling its use ad infinitum, thus granting infinite attacks on a single Turn. Is this intended and if not, what SHOULD the text of "All-Knowing" be instead?" That last sentence is a straight-up plea for a full-errata'ed text, and yet he gave no such indication that it couldn't be used multiple times per turn or that it couldn't target unexhausted skills - only that it couldn't target itself. I'm not saying your wrong but if you're not, then FFG messed up AGAIN on their 2nd chance to fix the text of that card. - Jee
  10. To make itself free for the rest of the Turn, which is the other (and arguably much more important) thing that All-Knowing does. The only reason that we're even having this conversation at all is because a free All-Knowing + free Bottle Courage = infinite attacks. - Jee
  11. Not necessarily. All-Knowing doesn't require that the chosen skills be exhausted. It simply says "Choose any number of your other skills cards and test [Book]." If you succeed it instructs you to unexaust those cards, but that's hardly proof that they had to have been exhausted in the first place. I sent a reply for clarification on that at least, but either way I think All-Knowing is meant to be able to be used multiple times per Turn. - Jee
  12. Oh are you the person who made that? If so, well done. That thing is amazing. - Jee
  13. Good news, everyone! /Farnsworth I received a response from FFG about this. From Nathan Hajek: “Tide should have the same timing as Blaze, after dice are rolled. The timing on Tide is an error. All-Knowing should have “other” in the text so that it cannot target itself: “Choose any number of your other skill cards and…” So there you have it. - Jee
  14. That is true. Good insight. I am far less familiar with the app than with standard play. As a possible counter-point (or perhaps just an additional point), AoE damage skills are going to be a lot more useful simply as a function of the App's AI (dare I say 50% more) then they would be in standard play. This meta-advantage is going keep damage above Pierce in the priority, at least for me, along with the simple fact that you will never, ever kill a Monster using only Pierce. Also, the part of the conversation that was about damage vs. Pierce was focusing on how the overlord should respond to the Heroes' choices, rather than the other way around. In that App that's completely moot so much of what I said on that topic doesn't apply. - Jee
  15. It's possible I'm underestimating Pierce, but I can only go off my experience plus the math to handle the situations I've never been in. It takes a defense pool of [Grey][Black] for Pierce 3+ to start reliably beating Pierce 2. That kind of resilience is usually only reserved for big-bads + Lieutenants and that's IF they don't have Iron Skin. So yeah, against Baron Z it's great. But how often are you fighting that guy vs. say, Cave Spiders? Also, I find that if a party has a lot of Pierce the best counter is to simply choose Monsters than don't care, rather than to maximize Shields. Golems, Ironbound, or basically any Ranged swarm that trades defense for offense will often make Pierce completely useless, wasting that part of the item/ability entirely. Trying to meet it pound-for-pound is a trap. Except in the rare cases where you need to save a mission-critical monster, that strategy is just going to make Pierce more effective because given 2 similarly powered abilities or items, Pierce values are always going be higher than Shield/Damage values. Item-budget-wise, Pierce is "cheaper". And even in those cases there are often better cards you could use, or at least commiserate ones with more ubiquity. I'm not saying those cards are useless, they're just better against a straight damage build than against Pierce build (which makes sense because the latter is a direct counter to the former). Put another way: if your solution to "lots of water" is "yet more fire" then all that does is justify your opponent's choice to use water. I'm glad you (Charmy) brought up the Mage early game cause it segues into scaling; that's a fascinating topic. The Elementalist has so many fun options here: do I go damage? Utility? A combo? What kind? That's where the true power of the class lies - you can pivot pretty fast, even within a single build (well, that and the end game, as you pointed out). I also basically agree that in the Intro, the Ele is going to be more useful than the Runemaster. But it stops there, at least for a little while. 1XP gives the Runemaster on-demand Blast, which is not only going to rocket her top end damage past .. everyone's ... but is going to require the OL to play around it forever, which means the campaign is now being fought squarely on the Heroes' terms. Gaining Gust/Tide (plus a range increase, re-roll, or double-use) isn't going to have nearly the same favorable tempo shift. And I would argue that that advantage remains even through getting the 4th Elemental skill. The Runemaster can then save his XP from Act 1 Missions 1 and 2, and start 3 with Iron Will. The Ele will either have all their 1XP skills by this point or will be halfway to a 2XP skill. In either case, the Runemaster is still on top when it comes to raw destructive power AND fatigue sustain. They can blast twice a Turn, possibly for a net-0 fatigue (and she will have +1 Max fatigue). The Ele will be burning fatigue like crazy to leverage their combos. Granted, this comes with Stuns and cool movement things you can do, along with respectable ranged damage but a 5+ Fatigue Blast Factory that can easily Fatigue-move around is going be far more disruptive, except in very specific situations. And this advantage will persist until the Ele gets Spiritual Balance and the massive Fatigue efficiency differential starts to even out. Then I reckon they will be roughly equivalent until the Runemaster gets Quickcasting one Mission later. After that it will take 2 MORE Missions for the Ele to get Nature's Fury and finally become partially fused with Infinity. At this point the Runemaster can pick up Rune Mastery or whatever for another boost, but yes - at this point the Ele has the advantage, all things considered. But it's the Finale now. For most of the campaign the Runemaster was meeting or beating the Ele in power, self-mobility, and efficiency, and half the time she was using less XP to do it. And I'm basically cool with that. That seems balanced to me. The Ele starts strong, trades power for utility mid-game, and then comes back with a bang at the end. Seems right. - Jee P.S. I'm not sure you're giving Quaking Word its fair due. It does scale with other skills - every time you get another Summoned Stone, it's potential list of targets grows. And right out of the gate, it can stun ALL the things if positioned right, not just 1 thing. Ultimately I think you're right - the Ele is a "better" class (at least in general; I've seen savvy Geomancers do some crazy stuff in certain clutch situations). But I don't think the power-differential of these 2 abilities is anything to worry about. The Geomancer is basically an offtank in addition to being a Mage, so you would expect it to give up some other versatility.
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