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Everything posted by Dervish

  1. Unfortunately, the app's methods of upping difficulty are rather lame in general. I don't want to start with less gold and fame, I just want the encounters to be tougher. Most homebrew difficulty increases I have seen are better than what the app does.
  2. Not a fully 'wasted' turn, but still vastly inferior to having a tank take the hit. A geomancer's summon action is much inferior to an actual action because 1) No bonus surge. 2) No attack bonuses that apply to the hero themselves (this reduces a lot of cross-hero synergies). 3) No using attack skills. 4) What if you didn't want to use that action attacking? On top of that, the tank is way way less likely to take damage in the first place, and if he does take damage, as I said the healer's heal truly is action-free, unlike the stone summon which is a far more constrained action 'refund'.
  3. I really, REALLY should be Nerekhall. The campaign it unlocks is far superior to any other content RtL has.
  4. It's not that the Geomancer is broken, it's that the game really isn't that hard:P You'll find as you get better you will want to make houserules to increase the difficulty. Stone tanking is far from being the best method of tanking, almost any well-built tank will be basically invincible to attacks (plus you won't have to keep wasting actions resummoning, if the tank takes any damage a healer can heal him without spending an action, whereas if a stone gets hurt the geomancer has to spend an action making a new one).
  5. With the release of SOC, our group's playing a lot again, so we're resuming work on the playtesting and rebalancing, hopefully some more people can join in and help!
  6. Thanks, we were just noticing that in our own playtests Some changes have been made.
  7. Thanks for the feedback, made some more changes based on your input and some further playtesting with our own group. Anybody else been doing any testing with these?
  8. You're probably counting viral hex, which is not an action.
  9. Yes, +20 attack that targets everyone is going to do serious damage even when halved
  10. I may be remembering wrong, but doesn't it say you can attack him "as an action"? If so that means you have access to another action, and the only effect of that action is "attack Farrow". Not that you can do any action that performs an attack and have that affect Farrow. Meaning that you cannot use carve a path to hit him.
  11. Someone in my group pointed out that since the rebalance has made a lot of 3xp skills useful/important, the hybrid classes have gotten weaker comparatively, I've made some adjustments with this in mind.
  12. Yeah, you have to get to the second story mission to get going, but from there, any of those combos basically breaks the rest of the campaign. The rebalance thread I'm working on addresses all of these as well as making a lot of the weaker skills and classes more useful
  13. If you're aiming to make the most powerful group possible, there are some pretty extreme combinations. For example, against large groups a Hexer can place all 20 hex tokens in a single round (hex someone, plague cloud to a bunch of monsters, viral hex, all combined with the hex doubler), and a Seer Kel Necromancer can follow up right after by simultaneously hitting every single monster in the room (army of the dead, with seer kel's LOS ignoring ability, hits everyone) and exploit those tokens for a +20 damage full room attack. Realistically speaking, nothing survives this. A simple 2-man combo that will wipe out any large monster group halfway through the first turn. For smaller groups, we have the conjurer. The conjurer can easily keep up 4 images because the RtL AI is too stupid to kill the 3rd and 4th like a good OL would. Meaning every single turn he can attack FIVE times, each with a bonus green die, and the fifth attack getting a +4 damage bonus. This will annihilate any small encounter or boss easily. And to top everyone off, an Elder Mok bard with the staff of light (pick this up in the 2nd story mission) can heal everybody for 5 health and 4 fatigue every turn, while also providing all other characters with +1 damage to all attacks, making your group functionally immortal, not that it was really necessary since every encounter ends in one turn. It's more about the 4 fatigue every turn which ensures that everybody else never has to rest and can always use their most expensive skills. To do this, start off your turn by recovering 1 fatigue from concentration, then moving both song counters to Understudy for 2 fatigue, then activating staff of light twice for 4/4 recovery across the group, then moving the two song tokens back to Mending and War for 4 fatigue, and finally healing everyone for 1 more health with mending while recovering a fatigue. The fatigue balances out so this is sustainable indefinitely. Get Wayfarer so you can move 4 spaces per turn for free while doing this. In our games we generally avoid using any of these combos, as they make it trivially easy, I can't imagine how boring playing with the full set would be
  14. Made some adjustments to Conjurer and Treasure Hunter per those observations, need to think some more on if Beastmaster and Skirmisher need further tuning (any more playtesting reports are appreciated)
  15. Not that I disagree with improving the AI, but it's out-of-scope for what we're trying to do here, we just want to balance the classes for the game as is, not improve the game itself. That'd require much more playtesting (and we already need a lot as is), because we'd have to test a new AI system, and then re-decide what the class balance is under the new AI (all of the opinions we've gathered so far are based on people's playtime with RtL as it currently is, and would not be valid for a new AI which would have a major effect on the class balance).
  16. Hi everyone! As mentioned in the RtL class tiering thread, my group and I have been wanting to do a rebalance for RtL to address the way that the different RtL format has affected class balance. Mainly the following issues: - Damage, healing, and support are much more important than control and applying/removing conditions such as stun, immobilize, etc. - Aoe attacks are massively more effective, even with the RtL damage nerf to them - Conversely, multi-target attacks that were designed to hit many monsters even when the OL is spreading them out (and had high costs to account for this) are less effective compared to cheaper aoe since they are equally affected by damage halving. - Overlord deck manipulation skills are useless - Search deck skills are less useful (since they don't affect how much gold you earn) - Some skills/tactics become more or less effective when there isn't an OL intentionally focusing a specific player (e.g. group heals, etc.) We want this to be done with as much community input as possible (that’s why we put up our believed tierings for community discussion before even attempting any changes). In the same vein, we want open discussion on what we are planning for our changes. This is not a final list! Every aspect is up for debate, but if you do have criticisms please make sure that they come with your suggestions on how to fix things. These changes are designed to bring everyone in line with the “strong” tier from the previous tiering thread. And even for classes which overall are believed to be in a good place overall, they are designed to redistribute the utility of the available skills to make sure that every skill will see use in RtL in somebody’s build. WARRIOR MAGE SCOUT HEALER
  17. Yep, we intend to include some major adjustments to Plague Cloud when we make the rebalanced classes.
  18. We've had a fair amount of discussion so far on mage and warrior balance, what does everyone think of the tiering of scouts and healers?
  19. Even with just a 3 member group, the hexer can get a +10 damage, +2 pierce attack on all of them in the first turn. Or they can set someone else up to do a +14 damage attack. I don't know of any other classes that really compare in the doing damage department. And its much more common that there's a second group as well, the hexer manages to hit both even if they are not standing together (for probably +15 or so damage), another advantage over other damage dealers.
  20. Seer Kel bumps the hexer from "better than all other damagers" up to "wipes out rooms", but even without Kel it still seems like a significant step up from anybody else in the killing-things department. Between Descent's extremely lax LOS rules, and rtl's tendency to jam all the monsters up together, it seems pretty safe to say you'll get LOS on at least a 3-4 monster clump, especially if you play someone like Ravaella or Leoric who can get up in the front. Let's check out this typical scenario where monsters are engaging someone and jamming up on each other (M - monster, B - berserker, H - hexer): MM MMMM MB H Hexer goes first, hexes the monster on the right, virals it over to the monster on the left of the berserker, then casts Plague Cloud. This targets 3 monsters (from berserker: left, up, up-right). However, since all monsters are adjacent to them, they are all hexed for 2 (in addition to the 4 hexes that were already there). Plague cloud hits the 3 for +10 damage, +2 pierce. (what other damage dealer can jump straight to a multihit +10 attack on their first turn?) Next up, the monsters go, in all likelihood stepping over the corpses of whoever died and surrounding the berserker again. If not, the berserker steps forward on his turn to whirlwind 4-5 of them for probably another +8-10 damage attack. This is the 'selfish' version of the hexer who used the viral to boost their own attack (since people voiced a preference for immediate damage). They could instead do the viral last, which means the hexer's attack would be lighter, but then the followup attack by the berserker would get double the bonus and almost assuredly wipe out the rest of the group. Then of course, there is Seer Kel, who would have just hit all 7 monsters with a +18 attack in the first place. I guess though given how most seem to feel about Hexer, and considering the non-Kel version of it, I'll bump them down from 'overpowered' to 'very strong' with the other really powerful damage dealers.
  21. Have you read through all the errata on what Plague Cloud actually does? If the Hexer wanted to, they absolutely could wreck multiple monsters for more damage than anybody else could in a single turn. The only reason to delay a little bit is because they can set a Berserker or a Runemaster or whoever up to do EVEN MORE RIDICULOUS things. Hit a single monster for another 4? The hexer laughs at that idea. Let's take a very common situation in rtl: there's 5ish monsters bunched up in a hallway. Seer Kel Hexer attacks and places a hex somewhere in the group. She then casts Plague Cloud. All 5 monsters now have 2 hex tokens and the original has 4, thanks to internal rot, and she now performs an attack that targets all 5 monsters, using all of their hex tokens for +12 damage and +2 pierce. Even with halving, that is downright brutal (and keep in mind the piercing does not get halved). Or, like I said, they don't use up the hex tokens, instead just allowing plague cloud to soften up the monsters (and it still gets +2 pierce). Then they use viral hex to place the rest of their hex tokens. Next player to go is Nanok Berserker, who shifts one of the monsters over and place them so he can get between all 5, and do a +20 damage whirlwind. Goodbye everybody. Is there a second group nearby? Then Kel uses viral hex to spread the hex to someone in that group before the plague cloud and now hits both groups for +15-20 damage in a single turn, don't even need Nanok's help. What other character can do something like this?
  22. At a minimum, it should do it for all monster placements on new tiles when opening a door, since there's not going to be any unexpecting things in the way on the new tile. In fact, why not show us everything at once (search tokens, objectives, monsters, etc) instead of making us click through one thing at a time. We have 4 players sitting here, let us all help out setting up the new tile by digging up different things.
  23. Agreed with blocking large monsters, though IMO it's only the conjurer that does this extra well. You can do this with just the placement of your usual heroes, and familiar classes have the advantage of an extra figure to do it with; the geomancer only adds a bit to this due to their slow stone recreation (as opposed to conjurer who can just dump out 3 whenever he wants, or other familiars who can move much faster and die less easily). Still, bumped geomancer up a tier per your comments. Re:AOE, these attacks are intensely powerful for crowds in rtl. Knowing you have a guy who can multihit on command, you can stack damage on him in weird ways. For example in our group it is common for the berserker to go last in the round so as many monsters as possible are bunched up, and be buffed with +8 or more in hexes (that's being conservative, an end-game hexer can often put down 15-20 hexes in a single turn) and 2 green die or a yellow die from the healer. Take nanok so you can shove a little guy out of the way and position yourself to hit 6+ monsters, and even with damage halving, the whole group is very likely to die (including the big guy, who unfortunately for him suffered from the hexes on everyone else in the group) Our team setups, we usually want one "crowd clearer" which demands something like whirlwind or blast or similar, and one "big guy killer", which means something like the conjurer who can kill absolutely anybody in one action. I'm not saying single target damage isn't also a big role, just that you have stiff competition to be classified "very strong" in that category, and most of the crowd killers are also good big guy killers. Run a team of Berserker/Hexer/Conjurer/Disciple and you will steamroll everything rtl has to throw at you, often in a single round.
  24. I'm not saying the quest designer has to hand-designate everything. The app should be able to lookup the appropriate number of monsters for the monster selection and group size, and then randomly place them. Just don't make the players choose. Provide an ordering of the players and print it on the monster activation summary. The players then use the highest one in the ordering that meets the criteria.
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