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Charmy

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  1. Haha
    Charmy reacted to Lightningclaw in Where are my Solo Players at?   
    I get the dice temptation. X’s are random, but I swear I roll more X’s than the monsters when playing against the app.
    I once rolled 3 or 4 X’s in a row with Trenloe (In a quest that was full of bad luck for me) so while I try to be as honest as possible while playing solo, I’m guilty of rerolling a few* dice.
    Playing with 2 or more is a different story, though. What ya roll is what ya get.
    *more than a few
  2. Haha
    Charmy reacted to rugal in Where are my Solo Players at?   
    I tried sometimes because my friends aren't avalaible as often I as wish, but I stopped, I rather play a video game
  3. Thanks
    Charmy reacted to Lightningclaw in Now that LL has been out for a while, any insights on the new classes?   
    I would most likely only incorporate the range limits on certain abilities like Death From Above and your Grasp changes.
    I do admire all the work you’ve put into the patch.
    It’s incredibly impressive and shows what could have been if FFG had just reached out to the community for the last physical content for the game.
  4. Like
    Charmy got a reaction from Sadgit in Now that LL has been out for a while, any insights on the new classes?   
    Indeed, I don’t think there will ever be a rebalancing attempt that will satisfy each player’s individual tastes and opinions...
    However, if even some of the changes are helpful and improve the play experience for others, particularly given LL’s issues, I’m happy to share them.
  5. Like
    Charmy got a reaction from Dadler93 in Now that LL has been out for a while, any insights on the new classes?   
    Indeed, I don’t think there will ever be a rebalancing attempt that will satisfy each player’s individual tastes and opinions...
    However, if even some of the changes are helpful and improve the play experience for others, particularly given LL’s issues, I’m happy to share them.
  6. Haha
    Charmy reacted to thinkbomb in Heirs of Blood Interlude Plot Hole (spoiler discussion)   
    I was thinking that if the heroes played Wreckage ... in the epilogue the monks would evacuate the monastery (win or lose), knowing that the baddies would attack again.  So at least that would explain why the monastery is out of the picture.
    Riffing off what you said ... I think what could work is if when Eliza triggered her mid-encounter retreat - I add in a text blurb about "I'll steal the boy myself, after I'm done with you. Ohhh ho ho ho ho [90s anime laughter]".

    That would at least set-up the post-encounter kidnapping off camera.  With that foreshadow it'd hopefully make it a bit less frustrating (like how some choose your own adventure books just sprang crap on you regardless of choice).
     
    But yeah, more I think about it, the more I think I'll write some epilogues more tailored to From the Wreckage.
  7. Thanks
    Charmy got a reaction from thinkbomb in Heirs of Blood Interlude Plot Hole (spoiler discussion)   
    Yeah, the transition blurb only makes sense if the interlude played was "Saradyn in Flames". I think the piece of narrative that needs to be filled is that while you are discovering Eliza's plans by tricking her, Alric Farrow is sacking the monastery. If you win the Interlude, Tyrus is not captured during the sacking, but if you lose he is (maybe because Eliza isn't wounded in the battle and can help search for him?)
  8. Like
    Charmy reacted to rugal in Reanimate, Fury of UnDeath and Web Trap   
    The same problem can be encountered with Brightblaze when Challara uses her feat.

    Looking about rules, Since the familiar activates twice, Immobilized is discarded at the first activation
  9. Like
    Charmy reacted to thinkbomb in Plot Card Template   
    https://www.dropbox.com/s/h2aq2cx7cozyjt3/Plot Template.psd?dl=0
    And there we go.  a little slap/dash, but there's a .psd for non-inDesign users
     
    Seriously, thanks again!
  10. Like
    Charmy reacted to any2cards in Plot Card Template   
    Here is a link to an empty front plot card and the back of a plot card.  It is the best I could do on short notice, and yet, it is good enough for me that I will use it for re-doing all of the plot cards the viewer shows.  Hopefully, it meets your needs.
    Plot Card Templates
  11. Like
    Charmy reacted to Jubez187 in [VARIANT] Charmy's Complete Class Balance Patch v1.4   
    Charmy, I like what I see. Few tidbits:
     
    No exhaustion on exploding rune? Would have bet any amount of money I'd see that.
    Wayfarer vs Cacophony is a blowout no? Maybe the effect could target other characters to move one space?
    I wouldn't leave Steel Greatsword and Ironbound Glaive the same price.
    I can see with the updated curse why you would strip Obsidian Scale Mail of its regen effects. It's really weird that curse didn't act like that already. Hard to tell if this balances out.
    Rune Plate, yes. Yes.
    You don't wanna bump shields up a bit?
    Bone and Winged Blade. I get it, they're strong. But there's just not many viable act II one handed weapons 😕
    Geomancer looks playable now!
    For The Cause still looks like a 2xp skill trapped in a 3xp skill. I might even motion to swap For The Cause with Stoic Resolve. Or maybe give FTC a passive Grey.
     
    Overall, it looks like we are very much of the same mind about some things. However, I believe you have much more OL style play experience than me, whereas I'm a solo player. So perspective may be different on some things.
  12. Like
    Charmy reacted to Zaltyre in Missing 12 heroes from Conversion Kit   
    I've thought a considerable amount about this, and the consensus between myself and most of the group I play Descent with is the following (for these 4 heroes):
    Varikas the Dead: Same as the CK except a tweaked hero ability.
    Hero ability: At the start of your turn, you may suffer 1 wound to recover 2 fatigue."
    Red Scorpion: Same stats as CK, but with a new hero ability and feat.
    Hero ability: "At the start of your turn, you may suffer up to 3 wound to recover an equal amount of fatigue. At the end of your turn, you may suffer up to 3 fatigue to suffer an equal amount of wound."
    Heroic Feat: Use at the end of your turn and test each attribute. Until the start of your next turn, your defense results gain shields equal to the number of successes.
    Brother Glyr: Same stats as CK. New hero ability, slightly tweaked feat.
    Hero ability: At the start of your turn, choose 2 heroes within 3 spaces of you. Each chosen hero gains up to 2 MP.
    Heroic feat: (Same as CK, but an adjacent hero gains the damage reduction as well).
    Mad Carthos: Same as CK, with minor changes. His hero ability should work for first use of EACH skill that costs 1 fatigue, not just first use of 1 skill. His heroic feat should apply to Rune weapons in addition to Magic weapons.
     
    We played with this party a few times, it worked rather nicely. I would have liked for that campaign to have gone further...
  13. Like
    Charmy reacted to rugal in Missing 12 heroes from Conversion Kit   
    I haven't find all ideas yet, but here is the first try

    All ideas are welcome

    https://www.dropbox.com/sh/y9qket3olqscqod/AAAZSLP9lsJKCCCk1kjt3YB1a?dl=0
  14. Like
    Charmy reacted to rugal in [VARIANT] Charmy's Complete Class Balance Patch v1.4   
    Many lieutenants should be changed too

    - Merrick is really fragile, his "aftershock" ability is almost useless and he dies too easily, the test should be removed

    - Eliza can suck life but never hit hard enough to do so, or killed

    - Splig always fails his test to avoid attack and can only promote monsters if the figure is avalaible. He should have a boost from monsters near him for his test like removing 1 shield of each monster adjacent to him and the promote should work whatever the figure is avalaible or not (with a specific token, limited to once per group for example)
    - Valyndra's test for Hoarder should be removed

    Many relics should be changed too
    - "Aurium mail" is far too strong for heroes. Should be nerfed from Black die to Grey die, and when exhausted, before rolling defense dice, replace the Grey defense die with a Black one. Strong but no more broken.

    - "Staff of Shadows" should be a universal relic, because, having the relic, a lieutenant, discarding a card, to force a reroll or draw a card seems too much to me
    - Same of "Heart of the wild", since it can be used only once per quest, not on lieutenant, and you needs one for this is too much of conditions for a effect nothing like a broken one, maybe it can be refreshed if you lose a lieutenant
    - Taksmaster's ring should not have the "surge". The lieutenant gains 2 movement point for each attack he performs. If not, there is no point to give him this relic when you have choice among all others, all of them far better
    - Locking the "Shadow rune" to Zachareth is like a relic is useless for the Overlord, and since it is already hard to have them, to use them because lieutenant are not oftenly avalaible, and can be desactivated from one encounter to another, this is too hard
    - "The tome of the five lies" is not so good. It is a small bonus, sometimes you can try, but since the cards you have in hand and shuffled back in the deck you can draw them back and then, the relic has no use. Many of the other relics (especially manor of ravens) are far better to this one. Should be changed to "you can put thoses card aside, draw as many cards and shuffle them back to the Overlord deck" and maybe it can allow you to draw 1 more card one per quest the first time a hero is defeated, so the relic would have some use
    - "The shiled of the dark god" is not so strong too. all other shield give a defense (a shield when exhausted, and a die in Act 2), and "sacrifying" a hand to only reroll is not enough. Maybe adding a brown die ? or a shield when exhausted in addition to the reroll and keeping the better results ?
     - Mending talisman should be limited to 5 spaces, or maybe knowledge ? Removing a condition and healing a hero anywhere on the map, even if defeated, is far too strong

    - Maybe "Gauntlet of power" should be limited to the hero/lieutenant's Might too ?


    Some quest too

    Giving 1 xp for heroes on the Act 2 of Valyndra's rumor is absurd. If played on Mists + chains, the heroes can be on the finale with 10 x) !

    Rewards should be changed too so the Overlord can gain something from playing the quests
  15. Like
    Charmy got a reaction from kbalazsa in FFG's AMA with Andrew Navaro   
    I haven't coordinated with everyone in the community, but I suggest you check out the balance patch I made here on the forums. The document you'll find there was an attempt to do just what you say (full tweak/rebalance of all aspects of the game - classes/heroes/monsters/overlord cards/items/etc.). Comments and playtesting feedback are welcome to make it the best it can be.
  16. Like
    Charmy got a reaction from Watercolour Dragon in FFG's AMA with Andrew Navaro   
    I haven't coordinated with everyone in the community, but I suggest you check out the balance patch I made here on the forums. The document you'll find there was an attempt to do just what you say (full tweak/rebalance of all aspects of the game - classes/heroes/monsters/overlord cards/items/etc.). Comments and playtesting feedback are welcome to make it the best it can be.
  17. Like
    Charmy got a reaction from Straangeer in FFG's AMA with Andrew Navaro   
    I haven't coordinated with everyone in the community, but I suggest you check out the balance patch I made here on the forums. The document you'll find there was an attempt to do just what you say (full tweak/rebalance of all aspects of the game - classes/heroes/monsters/overlord cards/items/etc.). Comments and playtesting feedback are welcome to make it the best it can be.
  18. Like
    Charmy got a reaction from AwesomeTree_in_the_Dark in [VARIANT] Charmy's Complete Class Balance Patch v1.4   
    Hey Rugal,
    Here is the balance patch doc if you'd like to add your own comments/notes to it. I made some adjustments to the text to make them fit when I created the actual cards, but this should be mostly up to date.
    I also updated Spiritspeaker's Vigor with the new text. Thanks again for catching that.
    https://docs.google.com/document/d/17ivMZ4ZGe2XgcG4BpZRWMBgKjC4j78HPfGZXKSN8U8s/edit?usp=sharing
     
  19. Sad
    Charmy reacted to rugal in [VARIANT] Charmy's Complete Class Balance Patch v1.4   
    Is it intended that your version of "Vigor" allow  heroes to recovers from anywhere on the map, even if defeated ?
     
  20. Like
    Charmy reacted to Straangeer in FFG's AMA with Andrew Navaro   
    I hope the 70+"like" and the 10+"thanks" would be enough to lead any2cards question into the livestream and get an answer.
    I posted it into a 1000+ member descent fan facebook group, to be honest, i waited more support from that community...
  21. Like
    Charmy reacted to kbalazsa in FFG's AMA with Andrew Navaro   
    I like everyone
  22. Like
    Charmy reacted to rugal in [VARIANT] Charmy's Complete Class Balance Patch v1.4   
    Theses are the balance I use for most.

    I've played all those like it was printed, and I tried many balance before theses.
    https://www.dropbox.com/sh/wl5yu7yv5dkfinv/AACVTeOSZ3l_4C68NETFy4RBa?dl=0

    Maybe a few needs more (and a few needs a bit more tests). Goblins witchers and Fire Imps are really weak and still needs buffs. No sure for others.

    Added comments for the changes and bandits
  23. Like
    Charmy got a reaction from Zcurator in AMA with Andrew Navaro   
    I'd like to echo some previous posters about having great interest in knowing if there will be any more physical product for Descent 2nd Edition? An update to the Quest Vault to support our modding and writing community would be appreciated as well.
  24. Like
    Charmy got a reaction from Silhouetemirage in AMA with Andrew Navaro   
    I'd like to echo some previous posters about having great interest in knowing if there will be any more physical product for Descent 2nd Edition? An update to the Quest Vault to support our modding and writing community would be appreciated as well.
  25. Like
    Charmy reacted to Helvwin in AMA with Andrew Navaro   
    I'd like to jump on the Descent and Terrinoth bandwagon and ask you what's in the pipeline for it?
    You went through a rebranding from Runebound to Terrinoth a year and a half ago now but since then it's all been a bit quiet. We've had Heroes of Terrinoth (which I love but which doesn't appear to be being supported beyond the base game), a Terrinoth setting for Genesys (which I'm not too fussed about to be honest), a small physical update for Descent 2nd Edition (which appears to be a final, low-cost add on to please the completionists) and a campaign for Road to Legend (which is greatly appreciated). It's certainly not nothing but it's a far cry from the kind of content an awful lot of Descent/Terrinoth fans are calling for - as evidenced by the number of posts on the subject in this forum.
    I appreciate Terrinoth may not be in the same cash cow category as Star Wars or Marvel but it still appears to have sold pretty well. Please either tell us you have exciting plans for the future or put us out of our misery once and for all and tell us you've finally ditched Terrinoth for Star Wars, Marvel et al because it's just not putting the food on the table!
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