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Posts posted by Skulmaster
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Dear Any2cards,
Thank you for your quick reply (should have asked metric dimensions haha).
Karnon is about 59mm high it seems then. Assuming Steelhorns is laying on his back, what would his 'depth' be? As in tail to nose sort of speak. So a volume of 2 1/16 (height) x 2 1/16 (width) x 'depth'.
Would he be the Hero with the most 'depth'?
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Hi there,
I am currently working on a storage solution and I am missing some dimensions of components that I do not own yet.
Can anyone tell me what the dimensions of the largest hero figures are?
It looks like Karnon and Steelhorns are among the largest. I want to have them lie down and I wonder how low I can make my "Hero figure layer".
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8 hours ago, rugal said:Since I'm not liking to play other games for a long time I'm not going to sell mine but maybe buy another one since mine is à bit damaged fromage being used ofently
I would never use cheese while playing, recipe for disaster.
Watercolour Dragon reacted to this -
Hmm I see, it's all part of a master plan. I wonder how many square meters cow this wil take:)
I stored my Heroes in 4 different storages, this way I can hand out said specific storage to each player, depending on the archetype he has picked. I see you have colour coded yours though.
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Looks Nice. Did you consider 4 coloured leather pouches instead?
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Hmm your Heroes seem fairly low on Strength and Awareness, use it well!:)
What is your Basic overlord deck like?
I'd for sure pick Flesh Moulders as 1st group, as you have no respawns and need to keep Eliza alive as well. Ettins seem like a 2nd solid pick with their damage/defense, try to Throw heroes in the pit places or Throw them away from Eliza. As 3rd group Barghests seem nice, they have quite the movement and though your party generally has high Willpower, 4x Howls will make quick work of the Reanimate.
Optionally, you could consider spiders, seeing your party has low strength and no means to remove conditions, Poison can be particularly nasty. But you can achieve the same with Scorpion's Kiss.
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Dear Atreides,
Could you tell me something more about the Heroes and classes in play? Also what Overlord deck and perhaps plot deck do you have in play?
Do you have access to any expansions or are you "stuck" with the base game?
You have 2 phases in the quest, one where the decoy is not yet discovered (The Ruse) and the second phase where it is or Eliza has been damaged equal to health (Lair of the Lady). I think technically you are allowed to score a fatigue token if you enter phase 2 by discovering the decoy, as long as you do not do any other things first like activating monster groups.
(Edit: If you only have the base game, your open group choices are limited to Ettins, Flesh Moulders, Barghests, Spiders and Zombies.)
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Hmm this other source is also not very positive about the future.
http://www.d20radio.com/main/fantasy-flight-games-long-term-plan-will-discontinue-rpg-development/
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On 2/15/2020 at 11:57 AM, AwesomeTree_in_the_Dark said:The overlord would have very hard time to avoid it, since Aurora with Geomancer class can start Immobilizing from the first encounter and there is not any answer to that in Basic I deck and in Basic II deck "Uncontrolled Power" just delay the kill combo.
Hmm I guess you mean the Stasis Rune starter weapon. It could be troublesome, but to pull it off you still need some setup time. To pull it off you need to 1)Have rested before to guarantee the double surge. 2) First action needs to be an attack with 1 surge and can't miss. 3) Second action needs to be the heroic abillity.
This means you can not move/reposition other than with stamina during the turn. (Pit Trap) Later on Dark Remedy (Universal 1xp) can prove to be useful.
If you worry about it too much you could reword "... add 1S to the results. This surge can not be used to Immobilize." Though that would break the fun a bit, still I don't think the situations with Immobilized come up too often. From thematic view, would it be interesting to add the line "This surge gains S: Burning"?
Off-topic regarding her class I think Geomancer is very fitting. "A Geomancer is a wizard dedicated to the elemental power of earth. A skilled Geomancer can use the earth below his enemies against them, wielding lava and stone at his whim. "
Keep mind that when playing with a Thief he can toss around Immobilize with his Caltrops too. I am sure there are other none-mage things as well.
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5 hours ago, ssorgatem said:Note that in order to be able to change any space, you can make them be treated "additionally" as a lava space, pretty much like Broodwalkers do (so it can be a pit *and* lava, or water *and* lava).
Yes, water and lava may sound weird but it's perfectly possible and happens in nature too, so no real reason to restrict it.
I'm pretty sure you get cobblestone or obsidian then, still pretty nice to block hallways though.
3 hours ago, AwesomeTree_in_the_Dark said:I agree with you.
Well that's why I still want to keep "Named monsters on them discard Immobilized condition at the start of their turn." sentence, even though it's unesthetic. With that overlord shouldn't have problem to avoid lava with bosses and hopefully balance won't be ruined.
I'd still opt to discard the unesthetic part, even though it's potentially a powerful ability. An aware and smart overlord should find a way to work around this.
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Hmm this means you would always need to trace 4 spaces, would it be more interesting to write it as "up to 4 spaces"?
I understand it is gamebreaking on already Immobilized (named) monsters, but removing the Immobilized condition at start of turn is kinda strange eh... interaction. Can't think of anything more befitting though.
Have you considered inflicting the Burning condition or somekind of Aura/Fire Wall instead of playing around with lava mechanics? I like the conjuring up a barrier idea, it's just the lava mechanic that's a bit fiddly.
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I don't see why not, just enable all, it will add variety in monsters and gear to earn.
Yes you will need to keep all condition, monster and shop items near. The app will randomly select them.
Optionally, you can choose to enable an expansion each time you start a new campaign. This would give you some time to get to know the monsters/classes/heroes from the base game, before moving on. That would probably give you a more of a "classic" feeling and will not overwhelm you with too many new monsters/skills/classes at once.
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Normally the app will specify to ignore monster group limits or not. Sometimes it will also state to place a master or minion.
From the information you provided I think it would be a normal elemental +5hp.
The app will always create a pop up that activates both the minion and master (in a random order). But it's up to the player to decide what is applicable, the app does not know/track the number of minions/masters on the map.
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On 12/18/2019 at 10:54 PM, rugal said:Descent V2 cannot offer the same options as Diablo or WoW (and maybe for the best).
I do think that the healer archetype is by far the better option. I've tested for a few days by now, and it really works, even if it needs a bit balance.Hmm I didn't mean that the healer archetype is bad option, I just meant that the D2 druid is not a healer, so it does not make much sense to convert him to Descent as healer archetype.
I think if you really want to convert for example the WoW druid to Descent, keeping all skills, then you need to:
A) Split him up in different archetypes: scout/warrior (cat/bear form), Mage (Moonkin form) and healer (Treant form) and perhaps keep Rejuvenation as base card/skill so only the healer can improve upon it.
Or
B) Still split him up in different archetypes (melee/Mage) but create a special hybrid class so the melee and Mage druid can hybridise with the restoration skills
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Aah lovely a fellow Blizzard player! I've spent many hours on Diablo 2, WoW and WC3. I am currently in process of creating D2LoD (classes/quests/monsters) within the Descent ruleset. I very much agree that it is difficult to convert the class with limited skill options. Converting the WoW druid is even worse, that would require 4 druid archetypes to do right:)
If you want to use the D2 druid as base, I don't think he really fits as a healer archetype. My idea for the D2 Descent druid was to combine most of the skills into one card, for example: Carrion Vine/Solar Creeper in one card (and choose each turn to restore health or stamina). Summon grizzly/wolf/ravens combined in one card, and choose what to summon. Then 2 paths, the elemental path and the shapeshift path. Werebear/werewolf combined in one card, feral rage/maul combined in one card,... and do on.
So going more of the "pure" healer route, I think it is better to use the WoW restoration druid as base. Aka Regrowth (HoT with initial heal), Rejuvenation (HoT), Heart of the Wild (buff party), Faerie Fire (debuff enemy).
I agree that 1 hp each turn when discarding a token sounds low. But in WoW there was a skill/talent (forgot the name) that would allow you to consume the HoT's for an instant heal. So let's for example call it Healing Touch: Exhaust and choose a target, consume some or all of the remaining Rejuvenation tokens and instantly heal the amount of Rejuvenation tokens discarded.
or
Healing Touch: Exhaust (cost 1-x stamina), for each stamina spent to exhaust this card the target may discard one rejuvenation token and heal 1 hp for each token discarded.
I love the werewolf/bear/cat shapeshifting whatever idea, but I think it would just complicate things and combined poorly as healer (and locking you out as you say). Though shapeshifting into a tree to buff healing and root monsters could be cool.
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Hmm I think Feral Gift and Primitive Heart should cost at least 1 stamina. Also I think Primitive Heart should become an exhaust card.
I somehow feel that it should cost an Action (and maybe 1 stamina) to shift into WW form, but no action to revert back to normal form. Or that you become stunned (next turn) when you unshift. This would allow you (if you start your turn as WW) to revert to normal form, still do 2 actions, but then loose one action on the next turn (being stunned).
Something you could consider is granting the druid +1 more base stamina when shapeshifting and allowing while in WW to suffer stamina over the cap (or convert HP to stamina). I think that would be thematic.
I like the idea of a druid and shapeshifting, I am not sure where you got your inspiration from, please do tell, but it feels a bit weird and not so thematic as healer archetype, to transform into a wolf. It would be more logically for a warrior archetype to transform into a werewolf (and receive offensive bonuses). Have you considered shapeshifting into a tree/treant instead?
Overall I like the rejuvenation idea, but I think it is too powerful, especially with the 3XP card and feels a lot like the bard to play. Have you considered discarding the token after each Hero turn and healing self or an adjacent hero?
Edit: I recognized the Rejuvenation/Regrowth Icon from WoW. Have you considered increasing the amount of Rejuvenation tokens granted initially? For example: Rejuvenation: Roll the red die, target receives 3 Rejuvenation tokens and heals the amount rolled. Discard 1 rejuvenation token after each player turn. Each time you discard a token heal 1 heart.
or
Rejuvenation: Roll the red die, target heals 1 heart and receives Rejuvenation tokens equal to the amount rolled. Discard 1 rejuvenation token after each player turn. Each time you discard a token heal 1 heart.
Then the other skills increase the amount of Rejuvenation tokens granted up to 5. Then you can just apply HoT (Heal over Time) to your party, shapeshift and do your thing, and revert back to normal form when the HoT is going to expire.
Also, am I correct that this class intentionally can NOT remove conditions?
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Thanks for your reply Sadgit.
This is very interesting information.
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Thank you for your quick reply Sadgit. This provides me with a dilemma though, we often allow eachother (Heroes and OL) to rollback and make small corrections when either of us forgets something.
So on one hand in Step 2 I don't want to remind the hero player that he has the Heavy Cloak and he is able to cancel a surge... and on the other hand in Step 4 I would allow the hero to exhaust to cloak when he had "forgotten" it previously in Step 2:)
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So I ran into a discussion yesterday. I was attacking a Hero that has the Heavy Cloak equipped, with a cave spider.
I had a surge and the target was already poisoned, so the only good thing to do was to use the surge for damage.
The Hero player used his Heavy Cloak to cancel it, so I played a Dark Might (to add one surge). Then the hero players said that I could not trigger the gained surge to deal extra damage, as I already "triggered" that ability (on the surge that got cancelled) and on their weapons they can only use surge abilities once as well. Is that the correct way to play?
Anyway... we played on and to not loose the effects of the extra surge from Dark Might, I played Critical blow for +3.
What would be the normal timing to use the Heavy Cloak and Dark Might? In Step 2 after rolling dice or in Step 4 spend surges?
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So I have a question about how the shop items are generated, I have no idea how it is exactly coded.
So you have a pool with items and based on your fame, better items are added to the pool and lesser items are removed from the pool. The more your fame rises, the better the gear is.
Does anyone have some insight on how the items from the pool are drawn? Is it like 5 (or more) totally randomly generated items, or are there like specific slots? So for example always one trinket and two weapons will show up?
I believe/feel it is totally random, but if anyone has had a look at the code, that would be interesting...
Thanks.
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Interesting mod, not being able to travel to town is also one of my group annoyances. But I think it's a balance feature, either get gold or buy gear not both.
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Yes I had the same issue, after finishing 2 side quests on a late night, we quickly went to town, to see what gear options there were on the market. We made some notes on the gear options, then closed the app and packed the game components.
On our next playthrough we had prepared what we want to buy and sell and wanted to do the upgrading before starting the next campaign quest. So that rather sucked, none of the gear was there, empty market. We decided to just play on (undergeared) and not waste a week waiting.
We learned our lesson for the next time, decide on gear first before closing. I understand that the gear should not get rerolled after every start-up, but removing the previous available gear is no fun for the time constrained.
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I think it could be really interesting to rework this Hidden condition into the Stealthy mechanic, sneak attacks seem really thematic.
Not sure about the IA mechanics, but perhaps Hidden monsters should be out of line of sight and then you can include the Thief's "Sneaky" skill into the condition, to add +1 damage instead of that surge.
Another idea is to have Stealthy monsters not be targetable at all by ranged attacks (unless they are within 2-3), about the same mechanics but more thematic.
If you rework it to effectively remove the Stealthy condition after the first attack, I think some monsters need a defense bonus. Namely Dark Elves, their defense is already Terrible. I think I would like them to have an ability, that costs an action (Shadowmeld), that allows them to sneak back in the shadows and become Stealthy again. Allowing for more hit and run tactics. Something like "if there is no Hero it's LOS/Within 5 spaces, this monster may slip into the shadows and become Stealthy".
Some kind of other bonus from attacking when Stealthed also seems nice, like a stun, damage over time effect or extra backstab damage when attacking from behind:)

Storage Solution Project [Skulmaster]
in Descent: Journeys in the Dark
Posted
Thank you. Yeah depth can vary by a lot, I'm just looking for the most optimal minimal depth value, I got some width to play around width, but don't have much depth value to spare as I want to create another layer on top of the hero figures.
Do you happen to have some dimensions on One Fist?
Perhaps I should resort to store a few (oddly shaped) heroes with the monsters, and save the place that I have now to accommodate the majority of the heroes that are 'regular' shaped.