Whitewing

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About Whitewing

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  • Birthday 10/29/1989

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  1. As overlord, I've actually never lost cardinal's plight, and it's pretty much never been close. I find it interesting that there's so much of a question over how to win this one. I don't play shadow rune often anymore, but I'll go look at it again and post some pointers soon.
  2. Army of Undeath is the sole reason the necromancer qualifies as a playable class, it'd be downright horrible if it weren't for this skill. This is one of those cases of an individual skill being so strong that the rest of the kit has to suck for the kit to be balanced. This particular skill is borderline ridiculous, but the rest of the necromancer stuff is horribly weak. I tend to err on the side of the necromancer being a little bit underpowered even with this skill overall. I almost exclusively play overlord, to give you an idea of how I see this stuff. And RAW, it is the reanimate making the attack, not the necromancer.
  3. They are regular search tokens.
  4. My group just decided, as of today, to try to fix the snowballing issue by randomizing quest selection with random number generators: neither the overlord nor the heroes will ever have any control over it. We did agree whenever a rumor quest is played the heroes will have the option to select or decline it, but they must make the decision immediately. I'll report back on the results after we've tried it a few times.
  5. I agree that Descent: 2nd Editions problems, when there are some, are all caused by bad design (of quests, campaigns, classes, items...). In its concept, Descent: 2nd Edition is amazingly close to perfection. Take snowballing for instance: it could be solved easily if the additional rewards one gets for winning were given out only before the final quest. It would still be important to win quests because any advantage for the final quest is good, but there would be no more snowballing during the campaign. Of course, to give the game a sense of progress, a couple of things (like relics) would have to be given to the Overlord during the course of the game. The heroes already have a sense of progress with skill and equipment progression; they don't really need much more. Maybe make it so that the heroes get their additional rewards for winning only before the last quest, and the OL at the end of each quest. When a quest that is well designed is played with well-designed classes wielding well-designed items, Descent: 2nd Edition has zero problem. Snowballing has a lot less to do with the rewards and far more to do with the winner choosing the next quest.
  6. A lot of the new overlord stuff is very strong. Further, the heroes aren't guaranteed items in the shop deck, and some of the new items aren't so great either. The single best weapon in the entire act 1 shop deck is the crossbow from the base game, so don't be so concerned with power creep. The new monsters are fantastic as well. Overall balance remains pretty solid throughout the expansions.
  7. My group has made every class work fairly well all things considered, it's really about pairing the right hero to the right class. Some classes are better than others, and some heroes are better for many classes, but there's always a way to make something work with the right combination, playstyle, and skill selection. Remember that you can compensate for a specific weakness by making up for it elsewhere in the group. One of the reasons the Prophet, which is a fairly weak healer on its own, is so good, is that it has no range limitations and can be used with a very self-sufficient group which splits up to tackle multiple objectives. Synergies like that are what make options work, not specific classes in a vacuum.
  8. I agree. A four hero game, with 2 players only is really better. That's the way I've been playing (actually one person = four heroes, sometimes) This is a somewhat mixed bag for me. Especially the first games and the later games were your heroes have a lot of skills are imo harder on the hero player controlling all 4 heroes, because he has so much (or so much new) to remember compared to the OL. Combined with something I've read a few times and start to see myself, namely that small mistakes are more problematic on the hero side, I feel like the hero side is a little bit harder to play in a 1v1 game with 4 heroes throughout the campaign. What's your opinion on that? I myself like the challange and happily play the hero-side, but I know I would feel somehow a little less engaged in these games on the OL side and would point out some mistakes to the hero player to even the playing field. With 1v2 I think the whole thing gets much more managable, however it only adds one more brain to the hero side and makes it possible for the OL to listen in on the strategy discussions, so I guess the team needs a few games to cope with that problem. As OL I found games against 4 heroplayers the hardest so far, because details almost never are forgotten and 4 people are activly plotting against you. Then again I only played 2 encounters vs. 4 players so far. After a team of four players loses a few times, especially in a campaign, the chances of a complainer cropping up increases as well as the risk of the campaign being terminated prematurely. It's hard to find five die-hards that play the game for competition. Trust me, I've been the OL in three campaigns that have quit because a complainer on the hero side. I've learned my lesson. The investment in the game (I have bought everything) and time lost because the campaign was quit isn't worth it. I'll do other things with the bitching/complaining friends, but they're no longer invited for game night/day when Descent is being ran. A lost campaign just isn't worth it to me. OL vs. 2 is the easiest for the OL in terms of game balance, OL vs. 3 is the hardest for the OL, and OL vs. 4 is the most fair.
  9. Just to add on to Zaltyre's answer (it is correct, but I'd like to elaborate), entering a space describes any event in which a figure resolves an effect of any kind and is now in a space which it did not occupy immediately previously. This can even be removed from the map and then being placed down in the same space directly after: if it left a space and then wound up in a space, it entered that space. It doesn't matter what form of movement it was, or whether it did so on its own or was forced by a foe or other effect.
  10. Agent summoning is usually pretty bad in general though.
  11. That's a good question. My guess would be that you cannot summon the agent if you do not have the required monsters to replace, but I have nothing to back that up other than my gut, so I'd shoot FFG a question on this one.
  12. There is no Runemaster in the party, only Quellen as a Geomancer. In fear he might be too strong I only used 2 XP for new skills so far. Did you ever win this quest, when you weren't able to throw at least one hero down the Rookery? Because my friend is sure that the quest is unwinnable for the OL, if this happens. I don't know why I read that as Runemaster the first time. Geomancer should be easier for you on this quest. Yes I've won when I wasn't able to throw at least one down the Rookery, although that one was bloody close. It helps to engage in luck manipulation with a good plot deck. One of the main things to remember is that most quests are designed to be played primarily as part of a main campaign. As the overlord, it is your job to figure out what the heroes are good at and bad at, and always try to force them to play quests that are in your favor. Some quests are designed to be hero favored, although I don't think this is one of them. It is your job to do your best to avoid hero favored quests and pick OL favored quests. Mini Campaigns aren't actually easier for the heroes to be honest, they are in fact a bit harder I think. The reason why is you don't have a lot of gold available to buy act 2 items and you don't get the large amount of act 2 shopping steps before the finale that a normal campaign makes available to you. The end result being that since only the finale truly matters, the act 2 monsters are pretty strong relative to the mostly act 1 geared heroes.
  13. Runemaster always makes things hard for the OL, but this quest is hardly unwinnable. I've won it every time I've played it as the overlord.
  14. Yep! Another subtle 'gotcha' with the bard is that the Song of Mending heals all heroes including himself with the melody effect, but the harmony effect only restore stamina for all other heroes. A friend of mine just noticed that the other day! Makes the bard a bit less powerful, but its still the best 4-hero healer in the game in my opinion I'm not sure I agree about the bard being the best. It's certainly powerful, and I'd rate it higher than the prophet, but there are some significant pluses to using a disciple or apothecary. It's going to depend on composition and the encounters.
  15. I would echo Madmartigan's answer. If the players aren't willing to commit to hero choices for a campaign, play a few individual missions outside of the context of a campaign so they can get a feel for heroes and how the game is played, and then start a campaign once they are willing to commit. Campaigns don't work if everyone is constantly changing their mind on previous decisions. It's hard to have any sort of strategy at all when Avric Albright the Disciple is suddenly replaced with Widow Tarha the Runemaster.