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About XTrueFinale

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  1. Now I'll admit I've played or experimented much with Rogues and have recently just started playing a deck with them, and here's my critical take on their class in general. (I spend hours tweaking on what I think is the maximum potential of an investigator). 1) Their best attribute is Agility, the problem is the stat rarely contributes to doing actions that help contribute to the wincon (winning condition of the game). I mean it's nice to evade enemies but it's usually obviously better to just outright kill them or even neutralize them outright while they remain in play(so they don't go back in the encounter deck if it becomes reset). 2) Their 2nd best attribute is possibly investigate (though of course it would depend on the actual investigator pick in general). However their investigate support cards at average at best (lockpick being a once per turn action). 3) Their cards are somewhat themed towards getting more actions per turn, but since they don't particularly excel in any wincon actions, having more actions is really not that useful. An investigator who has a higher chance of investigating successfully with 3 actions is better than an investigator with more actions but lower odds of investigating successfully. 4) Rogue cards are themed towards getting more resources/supplies. Having more resources is nice, but the problem is actions spent on gathering more resources doesn't directly contribute towards to help winning the game. Secondly some of the decent cards for rogues require a fair amount of resources to play. I wouldn't say spending actions to get more resources just so you can spend actions to play high resources cards action efficient. 5) They have a few fast cards, that's nice but they very rarely help deal with a problem like Lucky! for example. In summary I feel out of the classes, the Rogue is the underdog class. Their cards seem to synergise towards being potentially really good, but that's all there is, the potential. In practice they just feel clunky and don't seem to particularly excel at doing anything well. A lot of their cards should be more cost effective to play (cost less) and if being fast and versatile is theme the Rogue class is going for, they should have cards or ways to help them set up their board state faster say opposed to a mystic. These are of course are just my thoughts, I'm interested in your thoughts and experiences on playing the Rogue class...
  2. So guys just wondering what is the strategical difference between an investigator built for solo vs multiplayer? I know there are some cards that are more effective in solo/multiplayer but apart from that the difference is quite small right? I've been playing the game 95%of the time in multiplayer and notice that regardless of the higher player count, it doesn't seem "effective" to have an investigator only good at mechanic one type of challenge but fail at all the rest. I identify the 3 mechanics being combat, gathering clues and dealing with encounters. For instance, I run with the philosophy that even as Guardian investigator, who is good with fighting enemies, he should still have some cards at his disposal for investigations as well... What have your experiences and ideas around building investigators for multiplayer? Building them as a pure specialist in one area or good in one mechanic but with some backups for a secondary tasks?
  3. I thought I'll like to bring up that I thought it was pretty much app design 101 to make the app user friendly, and reduce the no. of clicks to get something done. With both this and Imperial Assault game app, it's really annoying that you have to click into each item once in Collection to select you have ownership of that expansion to be integrated into the app. I wish they would design it, so you can just click each of the collections just once to add your collection with a checkbox icon or something and another button if users really want more info about that expansion.
  4. So now that all of first cycle dynasty packs are out, the meta will stir and settle once all the hardcore players test and play and figure it out. The question is when will the next expansion pack be? A year's time? does anyone know?
  5. So now with a few dynasty packs out AND thanks to the LCG format, I found whatever sense of clan loyalty wavering...the clan I liked the most just seem pretty average in terms of their cards, whereas the new cards is making a particular clan very enticing to play...
  6. Thanks peeps. New Question, so according to FFG tournament regulations we have to use official FFG mat materials for the event. Does this still hold true for relaxed tourney event using kits? Since we're organizing this event through a club, getting the maps that will be rarely used (for us) is a no go so wondering if printed mats can be used? Or will we get in trouble and get pulled up by FFG?
  7. So I've noticed you're given 3 weeks between each story quest. In the 3 weeks there's always been 2 side quests so far I've seen and a spare week to visit the shops. My question is if you don't use up the spare weeks between the story quests, do they accumulate after each story quest. I.e if you have 1 spare week left but you did the story quest, does that mean you will get 4 spare weeks after completing it to the next story quest?
  8. Thankfully for my wallet I'm ok with no new Descent physical products either. I have not yet collected all the expansions yet as my campaign hits the table quite rarely due to busy friends with families. I will look forward if they continue to support the game with new campaign scenarios though. Seems to me their focus with the the Terrinoth IP is focussed on Runewars and Dragonholt RPG.
  9. So going by FFG's IP and product line record, I'm guessing we'll probably see an L5R game involving miniatures sometime in the future. Either a wargame like RuneWars or possibly a dungeon crawler like Imperial Assault, but probably less likely as L5R is harder to adapt into a co-operative campaign game. What do you guys think?
  10. So guys I want to organize a kit event for my game club, but the problem is I want to play too so I can win kit prizes. The organizer technically is not allowed to participate to win prizes from a kit right? Does that mean I should find someone else to host a kit event for me?
  11. Hi guys, so I'm curious about the Quarterly Kits. So it's obvious and makes sense that the organizer cannot be a participant in the event itself, however my question is does the organizer (marshals, and judges etc) get to receive a "prize" or something for their efforts? I'm asking because the amount of events in my local area is very limited, I'm interested in being an organizer but I'm worried if I do, I can't be a participant to compete for some of the the cool prizes.
  12. Yes that's what I mean I think I'm just frustrated that the ease of being part of this game has not been made easy. So far it's been heavily based off the online community and sources from everywhere to learn more the rulings and even the tournament event. The improvement I want to see from FFG is something more like an official resources page, where they provide a page - for all the rulings they have made so far and keep it up to date - an official tournament events page, with player's name, their country, clan, which they can update results with as each round of the tournaments progresses. For example Starcraft 2 is ancient in terms of video games, but their tournament results and twitch support from Blizzard is really impressive and what I would call a Gold Tier for passion for supporting their games with players. I probably mentioned this another post, but heck create and assign player ID's to use for official tournament events. I have no hate for this game but I just wish it's more accessible in terms of community product support. Maybe I just have OCD for information organization . The community or potential community for this game is HUGE, but I just feel that FFG has not been providing the game the top notch community support that I want/expect that is all.
  13. Ok let's start with the reason I'm ranting is besides getting this off my chest hopefully I'll get some opinions and other perspectives on their thoughts. I really want to like this game, the artwork, I appreciate it's a new game system that is not a MTG clone and I'll be honest I don't find myself loving it as much as I did with ANR. Then I come to the following things that annoy me: more official rulings and FAQs that seems to grow every single week and I haven't even looked at playing cards out of the core set yet. lack of clarity and ease of finding information about World Champs events, most of the info/data came from the community itself. I mean they could have a proper webpage dedicated to posting daily results and Stats etc. the commentators/judges at world champs could have been much better...
  14. I personally see the neoprene playmats as a rather pricey item in terms of how often it gets used (unless you have a group who plays skirmish often). However if they ever come up with neoprene tile mats, that I think will be something I will be quite excited about, though I doubt the production value will be cheap.
  15. My local scene, currently has from I've heard or seen about 4 players for Game of Thrones 2nd, about 4 players that meet regularly to play Netrunner and about 6 for Legend of Five Rings...whereas there is about at least double that no. or more MTG players most of the time (outside scheduled organized play events). Is the scene similar in your area? and if so why are LCGs not that popular in a local gaming scene for people to meet up and play? Lack of promotion from the hobby shops? Not as profitable as selling TCGs by hobby stores? What are your experiences and thoughts?
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