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ramblur

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  1. Like
    ramblur got a reaction from Charmy in I fear the Elementalist is far too strong   
    Greetings!
    Even if just for fun, here is my attempt at addressing commentary regarding the Elementalist class. These touches are based on comments by user Charmy from this forum, labcoat_samurai questioning from reddit, and general discussions regarding its comparatively stronger starting point, the unexpected ease of battlefield control. A million things can be invented, of course, but I stopped myself from anything that deviated too much from the designer's concept. (Italics indicate change. If card not present, not change suggested).

    ·       Staff of Conflux - 2 Handed - Magic,Staff - Blue, Yellow. If 2 or more of your "elemental" cards are exhausted: 1 surge: +2 damage.

    o   Reduced occurrence of surge bonus to attend stronger start.

    ·       Blaze - 1 Stamina - Exhaust this card when you perform an attack, after dice are rolled. This attack gains your choice of either: Pierce 1, 1 Surge: Pierce X, where X is equal to the number of exhausted of "elemental" cards.

    ·       Grasp - 1 Stamina - Action: Exhaust this card during your turn to choose a non-lieutenant monster in your line of sight and within 3 spaces of you. If the number of exhausted "elemental" cards are equal to or greater than the number of spaces that monster occupies, that monster is stunned.

    o   Action deemed appropriate/needed.

    ·       Gust - 1 Stamina - Exhaust this card during your turn to choose another hero figure in line of sight and within 3 spaces of you. Move that figure up to a number of spaces equal to the number of exhausted "elemental" cards in a straight line.

    o   Added requirements that increase tactical play/thinking. Hero figure as here discussed, to avoid cheesing with quests.

    ·       Tide - 1 Stamina - Exhaust this card before you perform an attack. After resolving the attack, a monster adjacent to the target and undamaged by your attack suffers "damage" equal to the number of exhausted "elemental" cards.

    o   Attended effectiveness by adding small gamble element.

    ·       Sun and Sea - 0 Stamina - When you use Tide or Blaze, you may exhaust this card to reroll 1 power die. When you purchase this card, gain an additional "elemental" skill.

    o   Removed avoidance of "Miss" to harmonize risk concept with Tide, as a damage reroll is also good enough. They can't be good in everything!

    ·       Storm's Fury - 0 Stamina - Your elemental cards gain the following: Tide: You may choose instead a monster within 2 spaces of the target if they have received damage. Gust: Action: Perform this card's effect instead targeting 1 non-lieutenant monster.

    o   As redacted "a non-lieutenant figure", it already allows to choose yourself. No 3xp card required. I additionally add "monster" to avoid Quest trickery, as discussed before.
    o   Pre-damage requirement just to allow the occasional maneuvering by the OL to avoid damage through formations. Less essential.
    o   Action to move enemy figures deemed appropriate.


     
  2. Like
    ramblur got a reaction from kbalazsa in I fear the Elementalist is far too strong   
    Greetings!
    Even if just for fun, here is my attempt at addressing commentary regarding the Elementalist class. These touches are based on comments by user Charmy from this forum, labcoat_samurai questioning from reddit, and general discussions regarding its comparatively stronger starting point, the unexpected ease of battlefield control. A million things can be invented, of course, but I stopped myself from anything that deviated too much from the designer's concept. (Italics indicate change. If card not present, not change suggested).

    ·       Staff of Conflux - 2 Handed - Magic,Staff - Blue, Yellow. If 2 or more of your "elemental" cards are exhausted: 1 surge: +2 damage.

    o   Reduced occurrence of surge bonus to attend stronger start.

    ·       Blaze - 1 Stamina - Exhaust this card when you perform an attack, after dice are rolled. This attack gains your choice of either: Pierce 1, 1 Surge: Pierce X, where X is equal to the number of exhausted of "elemental" cards.

    ·       Grasp - 1 Stamina - Action: Exhaust this card during your turn to choose a non-lieutenant monster in your line of sight and within 3 spaces of you. If the number of exhausted "elemental" cards are equal to or greater than the number of spaces that monster occupies, that monster is stunned.

    o   Action deemed appropriate/needed.

    ·       Gust - 1 Stamina - Exhaust this card during your turn to choose another hero figure in line of sight and within 3 spaces of you. Move that figure up to a number of spaces equal to the number of exhausted "elemental" cards in a straight line.

    o   Added requirements that increase tactical play/thinking. Hero figure as here discussed, to avoid cheesing with quests.

    ·       Tide - 1 Stamina - Exhaust this card before you perform an attack. After resolving the attack, a monster adjacent to the target and undamaged by your attack suffers "damage" equal to the number of exhausted "elemental" cards.

    o   Attended effectiveness by adding small gamble element.

    ·       Sun and Sea - 0 Stamina - When you use Tide or Blaze, you may exhaust this card to reroll 1 power die. When you purchase this card, gain an additional "elemental" skill.

    o   Removed avoidance of "Miss" to harmonize risk concept with Tide, as a damage reroll is also good enough. They can't be good in everything!

    ·       Storm's Fury - 0 Stamina - Your elemental cards gain the following: Tide: You may choose instead a monster within 2 spaces of the target if they have received damage. Gust: Action: Perform this card's effect instead targeting 1 non-lieutenant monster.

    o   As redacted "a non-lieutenant figure", it already allows to choose yourself. No 3xp card required. I additionally add "monster" to avoid Quest trickery, as discussed before.
    o   Pre-damage requirement just to allow the occasional maneuvering by the OL to avoid damage through formations. Less essential.
    o   Action to move enemy figures deemed appropriate.


     
  3. Like
    ramblur reacted to me1034 in Road to legend   
    FINALLY!! I have been collecting every expansion to date but, aside from the 3 solo quests offered, the entire collection has sat dormant because I have no other folks interested in playing. Now everything is unlocked for me to play solo! I am beyond ecstatic! I'm assuming you will still need to use the physical cards and dice? Though these things could be generated through the app. I do hope they keep the requirement of all the physical pieces of the game. Protects the IP as well. I can't wait for this. Let's hope it a a legit tool that unlocks the power of the physical product that you have pur hased and not a way to introduce micro transactions to our beloved game.
  4. Like
    ramblur reacted to Budapest in Road to legend   
    Descent 2nd Ed is one of my all time favorite games but getting it on the table is tough. I don't have a lot of free time and when I get together with my board gaming friends we usually decide on a game together. Once in a while we play Descent but usually only one quest. Other times we play other games. The one person I get to play games with a lot is my wife. Playing Descent 1v1 doesn't work with us, but we do play co-op (both official and Redjak's). An app seems ideal for the player who really needs the co-op to get it on the table at all and has a very busy life.
    If you're fortunate enough to have a regular game group that will play a whole campaign more power to you. I'm envious. I'm not quite that fortunate. An app that streamlines co-op descent means I get to play more of the game I love, even if it's not in its "truest" form. Having played all of the official co-ops, I am very much looking forward to the next co-op FFG comes up with. Having that co-op as an app is a very big added bonus.
  5. Like
    ramblur reacted to FrogTrigger in Road to legend   
    So pumped for this, sorry I thought people knew about that article it has been up since this morning I would have brought it here sooner.
     
    I think the ability to choose between playing with a OL or without is such a good idea by FFG.  This is especially great for kids and bringing new players into the game/genre.
     
    Nothing but good and positive things to say about all of it, good job FFG and thank you!  And the best part about all of it is that if I don't like it, I really just don't have to buy it or pay attention to it.  And I definitely don't have to try and ruin it for other people
  6. Like
    ramblur reacted to Gridash in Road to legend   
    You still have human interaction when using the app, playing with your fellow players face to face cooperatively, so it's not like you're all just watching a screen.
     
    No harm in creating different game modes. In fact, it might be a better way to introduce new players to the game by all playing coop using the app. After a campaign, you could go with the classic overlord vs players setup after everybody has become more knowledgeable of the rules and ingame abilities.
     
    The overlord will be able to go full stomping mode without feeling bad because some players might not grasp all the rules yet or have the necessary experience yet.
     
    I see nothing but good things regarding the app. It will also keep the interest on Descent for a longer time, increasing the potential pool of players whom also will eventually flow to the classic Overlord vs Heroes mode.
  7. Like
    ramblur reacted to Tintaglia in Road to legend   
    Waow
    This news meets all my expectations for the futur of the game. Travelling around terrinoth, mixing all boxes contents, giving some dungeon crawler/RPG flavor again, full coop experience. It is an entire new path that opens in front of us.
    Oh god that is really awesome, sure that app will boost the game as i know a lot of people who enjoy to play solo campaigns (mage knight, etc...).
    Now do not misunderstand me i still ask for classic descent expansions with an human overlord (that is the core game), it is just that the app adds so much more possibilities and in this depth.
  8. Like
    ramblur reacted to zwara81 in Treaty-of-champions   
    I am so close in finding out what it is........
  9. Like
    ramblur reacted to Atom4geVampire in Unofficial Campaign Tracker for Descent!   
    I have received the 'OK' from FFG legal by the way, which is great.
    I just need to make a few minor adjustments/additions
     
  10. Like
    ramblur reacted to mulletcheese in Mists of Bilehall: what we know   
    Battlelore get an undead faction, released in September.
    Descent gets an undead expansion featuring 2 of the battlelore units.
    Runebound gets a new version, with an undead scenario in the core set.
    Runewars already had undead, and the new fluff ties directly into the runewars story.
    Could this be the first cross-terrinoth wave of releases since descent 1st edition?
  11. Like
    ramblur got a reaction from KtuluCaller in Mists of Bilehall: what we know   
    To me, the tainted cards seem like a campaign specific thing. Cool idea to up the pressure.
    I have previously read people saying that expansions should focus more on new monsters and campaign options, so I'm glad they get their expansion style. I get giddy with heroes, but I see their point.
    The new figures are cool indeed.
     
    Also, the art of the Lieutenants is awesome.
  12. Like
    ramblur reacted to Zaltyre in New Hero and monster collection   
    Hellhounds! I can barely contain my excitement.
  13. Like
    ramblur reacted to Funkfried in Bonds of the Wild   
    https://community.fantasyflightgames.com/index.php?/topic/138669-new-hero-and-monster-collection/
  14. Like
    ramblur reacted to Ringskipper in New Hero and monster collection   
    I'm excited for Deep Elves, as I've never used them. Actually I never had all three of those monsters!
  15. Like
    ramblur reacted to Underworld40k in New Hero and monster collection   
    Bonds of the Wild announced.

    Really liking the look of this pack, hellhounds, deep elves and KOBOLDS!

    2 Scouts and 2 Mages is a good mix-up after a lot of warriors recently as well.

    Kobolds look reasonably well re-balanced as well. In fact i have a sneaky feeling they may actually be even more powerful/flexible then before!
  16. Like
    ramblur reacted to tng88 in Miniature Gallery   
    You should be able to find pictures of the figures on BoardGameGeek.
  17. Like
    ramblur reacted to Zaltyre in Mirror Image usage   
    I'm currently playing as Astarra the conjurer, and she is amazing. she does need to rest or have an external help recovering fatigue, but functionally she is hugely syngeristic with the conjurer class- so mobile.
  18. Like
    ramblur reacted to Whitewing in Visions of Dawn - new H&M Collection   
    I'll do the math for you =p.
     
    Blue Die: Miss, 1 damage 1 surge, 1 damage, 2 damage, 2 damage, 2 damage 1 surge.
    Red Die: 1 damage, 2 damage, 2 damage, 2 damage, 3 damage, 3 damage 1 surge
    Yellow Die: 1 damage, 1 damage, 1 surge, 1 damage 1 surge, 2 damage, 2 damage 1 surge.
     
    Blue Die + red die possible results (36 combinations):
    Miss (6 times) = 0 damage
    2 Damage 1 surge = 5 damage
    3 Damage 1 surge (4 times) = 6 damage
    4 Damage 1 surge (5 times) = 7 damage
    4 Damage 2 surges = 7 damage
    2 Damage = 2 damage
    3 Damage (5 times) = 3 damage
    4 Damage (7 times) = 4 damage
    5 Damage (2 times) = 5 damage
    5 Damage 1 surge (3 times) = 8 damage
    5 Damage 2 surges = 8 damage
     
    Thus, with the Red + Blue, the average damage of an attack with the minion is ~4.39, if you want to always do max damage and not knockback. If your priority is knockback and damage matters less to you, the damage drops to ~3.30.
     
    Okay, Yellow + Blue:
    Miss (6 times) = 0 damage
    2 damage 1 surge (6 times) = 5 damage
    1 damage 2 surges = 4 damage
    2 damage 2 surges (2 times) = 5 damage
    3 damage 1 surge (5 times) = 6 damage
    3 damage 2 surges (2 times) = 6 damage
    2 damage (2 times) = 2 damage
    1 damage 1 surge = 4 damage
    3 damage (5 times) = 3 damage
    4 damage (2 times) = 4 damage
    4 damage 1 surge (3 times) = 7 damage
    4 damage 2 surges = 7 damage
     
    Thus, with the Yellow + Blue, the average damage of an attack with the minion is ~4.03, a .37 damage loss on average. If your priority is to knockback, the damage drops to ~2.78, a .52 damage loss on average. The change from a red to a yellow die on the minion is a DPS loss and a nerf. It is, however, a buff in situations in which making sure you succeed at a knockback is a priority. The odds of getting at least one surge on the blue + yellow combination is around 58.3%, whereas it's around 41.7% on the blue + red combination.
  19. Like
    ramblur reacted to Zaltyre in Guardians of Deephall: Lord Hawthorne & Crypt Dragons Review   
    Yes, indeed. Also, being "cursed" monsters, it makes them a likely pairing with Changelings, for a potential -2 to willpower. Lord Hawthorne seems to be unchanged, which is just fine. I wonder how he would play as a Skirmisher (who excels with 1-handed weapons) but getting automatic "Reach"?
  20. Like
    ramblur got a reaction from rfisha in Outbreak OL card   
    The card apparently reads:
    Play this card at the start of an infected hero's turn. Each hero within 3 spaces of that hero must test [might]. Each hero that fails gains 1 infection token and then suffers [damage] equal to the number of infection tokens he has in his play area.
     
    I'd rule in favor of it including the chosen hero, as it doesn't say "each other hero."
  21. Like
    ramblur got a reaction from Ringskipper in Wishlists for Heroes & Monsters Collections   
    Yes.
    This is so visibly lacking it makes me uncomfortable, specially when I'm with my game group. And it doesn't "fit" only if creators don't want it to. Remember that.
  22. Like
    ramblur got a reaction from Lilikin in Wishlists for Heroes & Monsters Collections   
    Besides being optional, it never stops being an upgrade! Those new sculpts look beast. Im a sucker for things with wings, but my favorite among the new ones has to be the raging Beastman. Plus the card art.
    I just though it would make for a shinier package.
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