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Dervish

Road to Legend class rebalancing

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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

 


BEASTMASTER
 
 
No changes.
 
 
BERSERKER
 
Brute
(Formerly)
You gain +4 Health.  Whenever you stand up or are revived by another hero, you recover 2 additional ♥.
 
(Now)
You gain +4 Health.  Whenever you stand up or are revived by another hero, you recover 4 additional ♥.
 
Cripple
(Formerly) (Cost 2 ⏺)
Exhaust this card during your turn to choose a monster adjacent to you and test Might.  If you pass, the monster is Immobilized.
 
(Now) (Cost 1 ⏺)
Use this card during your turn to choose a monster adjacent to you and test Might.  If you pass, move the monster one space and it is Immobilized.

 

Charge

(Formerly) (Cost 2 ⏺)

➦: Move up to your Speed and then perform an attack with a Melee weapon.

 

(Now) (Cost 1 ⏺)

➦: Move up to your Speed and then perform an attack with a Melee weapon.

 

Whirlwind

(Formerly) (Cost 1 ⏺)
➦: Perform an attack with a Melee weapon targeting all adjacent monsters.  You make 1 attack roll and each monster rolls defense dice separately.
 
(Now) (Cost 1 ⏺)
➦: Exhaust to perform an attack with a Melee weapon targeting all adjacent monsters.  You make 1 attack roll and each monster rolls defense dice separately.
 
 
CHAMPION
 
Glory of Battle
(Formerly)
Each time you defeat a monster, each other hero within 3 spaces of you gains 1 valor.
Before rolling his defense dice, a hero may spend 1 valor to add 1 Shield.png to his defense results (limit once per defense roll).
 
(Now)
Each time another hero defeats a monster, they gain 1 valor.  When using the Horn of Courage, you may choose yourself.
Before rolling his defense dice, a hero may spend 1 valor to add 1 Shield.png to his defense results (limit once per defense roll).
 

Inspiring Presence

(Formerly)

Each time a hero within 3 spaces of you (including yourself) performs an attack, this attack gains:
: Gain 1 valor
In addition, you may spend 1 valor to allow a hero within 3 spaces of you to reroll a failed Willpower test (once per Willpower test).

 

(Now)

Exhaust when a hero within 3 spaces of you fails a stat test.  They may spend 1 valor to reroll it.

 

 

KNIGHT

 
Advance
(Formerly) (Cost 1 ⏺)
After defeating a monster with an attack using a Melee weapon, exhaust this card to move up to you Speed and perform an additional attack.
 
(Now) (Cost 2 ⏺)
After defeating a monster with an attack using a Melee weapon, exhaust this card to place your hero next to a monster within 3 squares and perform an additional attack.
 
Defense Training
(Formerly)
As long as you have a Shield equipped, add 1 additional brown die to your defense pool (even if this card is exhausted).
When you would exhaust your equipped Shield (such as to use the Shield's ability), you may exhaust this card instead.
 
(Now) (Cost 1 ⏺)
As long as you have a Shield equipped, add 1 additional brown die to your defense pool (even if this card is exhausted).
When you would exhaust your equipped Shield (such as to use the Shield's ability), you may exhaust this card instead.

 

Stalwart
(Formerly)
You gain +2 Health.
When you are defeated, you may immediately move up to your Speed and perform an attack with a Melee weapon. After the attack is resolved, you are knocked out.
 
(Now)
You gain +4 Health.
When you are revived, roll an additional red die.
 
 
MARSHAL
 
 
Zealous Fire
(Formerly)
Exhaust this card when the overlord plays an Overlord card. Recover 1 Fatigue.
When you refresh this card, choose 1 monster within 2 spaces of you. That monster suffers 1♥.
 
 
(Now) (Cost 1 ⏺)
Exhaust this card when a monster attacks you.  That monster suffers 2 ♥ after the attack.
 
 
Just Reward
(Formerly) (Cost 2 ⏺)
Exhaust this card when the overlord activates a monster group. While this card is exhausted, each time a monster that is in your line of sight and in that group resolves an attack that targets another hero within 3 spaces of you, you may force the overlord to discard 1 Overlord card from his hand at random after the attack.
 
 
(Now) (Cost 2 ⏺)
Exhaust this card to mark a master monster with one of your hero tokens.  Every time a minion in his group dies, he suffers 1♥.
 
 
By the Book
(Formerly) (Cost 1 ⏺)
Exhaust this card when the overlord plays an Overlord card. Test Knowledge. Add Shield to the results equal to the experience cost of the Overlord card. If you pass, the overlord places that card facedown on top of his Overlord deck without resolving its effect. If you fail, suffer 1 Fatigue.
 
 
(Now) (Cost 3 ⏺)
Use this card to prevent the effects of a minor peril.
 
 
SKIRMISHER
 
 
Jagged Handaxe
May choose yellow or red power die with no cost.
 
Back in Action

(Formerly)

Apply +2 to your Health.
Each time you stand up or are revived by another hero, you may immediately move up to your Speed.

 

(Now)

Apply +4 to your Health.
Each time you stand up or are revived by another hero, you recover 2 additional ⏺.

 

Ever in Motion
(Formerly) (Cost 1 ⏺)
When you are knocked out, you may place your hero token in an empty space within 3 spaces of your hero figure (even while this card is exhausted).
Exhaust this card at the start of your turn to discard a Stunned or Immobilized Condition card.
 
 
(Now) (Cost 1 ⏺)
Apply +1 to your Speed.
Exhaust this card at the start of your turn to discard a condition.
 
 
Carve a Path
(Formerly) (Cost 3 ⏺)
Apply +1 to your Speed.
➦: Move up to your Speed, then perform an attack. During this movement, you may move through spaces containing enemy figures. This attack affects each monster you moved through during this action.
 
 
(Now) (Cost 2 ⏺)
Use after you defeat a monster using a melee weapon with 1 hand icon to move into a square that monster occupied and make an additional attack using a different melee weapon with 1 hand icon on a different monster.

 

STEELCASTER
 
Rune Grafting

(Formerly)

Apply +1 to your Knowledge.
Your armor loses all text that prevents your from equipping Runes.
Each time you perform an attack with a Rune weapon while you have Heavy Armor equipped, that attack gains:

: Recover 2 ♥ and 1 ⏺

 

(Now)

Apply +1 to your Knowledge.
Your armor loses all text that prevents your from equipping Runes.
Each time you perform an attack with a Rune or Magic weapon while you have Heavy Armor equipped, that attack gains:

: Recover 1 ♥ and 2 ⏺

 

Shield Mage

(Formerly)

1 Shield you have equipped loses 1 hand icon.
Exhaust this card when a hero within 3 spaces of you is affected by an attack, before rolling dice. That hero chooses 1 Shield you have equipped and treats it as if he had it equipped during that attack. After the attack resolves, you may suffer 1 Fatigue to refresh this card and that Shield.

 

(Now)

1 Shield you have equipped loses 1 hand icon.
Exhaust this card when a figure within 3 spaces of you is affected by an attack, before rolling dice. That figure chooses 1 Shield you have equipped and treats it as if he had it equipped during that attack. After the attack resolves, you may suffer 1 Fatigue to refresh this card and that Shield.

 

Iron Blooded

(Formerly) (Cost 1 ⏺)

Apply -1 to your Speed, +4 to your Health, and +1 to your Stamina.
Each time you roll 1 or more blanks when rolling defense dice, add 1 Shield to your defense results.
Use this card when you gain a Condition card to immediately discard that Condition card.

 

(Now) (Cost 1 ⏺)

Apply +1 to your Stamina.
Each time you or a figure you have summoned roll 1 or more blanks when rolling defense dice, add 1 Shield to your defense results.
Use this card when you or a figure you have summoned defend against an attack to add 1 brown die to your defense pool.


 
 
MAGE

 


BATTLEMAGE
 
Planar Weapon
(Formerly) (Cost 1⏺)
Each Rune weapon you have equipped loses the Ranged icon; gains the Melee icon and the Blade, Hammer, Axe and Exotic traits; and may lose 1 hand icon (even while this card is exhausted).
Exhaust this card when you perform an attack with a Rune weapon, before dice are rolled. Add 1 to the results.
 
(Now) (Cost 1⏺)

You gain an additional equipment slot that can hold a rune weapon.  While doing so, your melee weapons gain the Magic and Rune traits and may swap their surge abilities for those of the rune weapon.
Use this card when you perform an attack with a Planar Weapon to use both sets of surge abilities.
 

Runic Weave

(Formerly)

Apply +2 to your Health for each Rune you have equipped (even while this card is exhausted).

When you would exhaust a Cloak or Shield you have equipped, you may exhaust this card instead. 

 

(Now)(Cost 1⏺)

Use this card to add 1 to the results of an attack made with a melee Rune weapon.
 

CONJURER

  
Illusory Path
(Formerly)
Monsters must spend 1 additional movement point to enter a space adjacent to an image token.
Each time you suffer 1 Fatigue to gain 1 movement point, you may move an image token 1 space.
  
(Now)
Each time you gain a movement point, you may move each of your image tokens a space.  You may no longer move your images using Channeling.
  
Sleight of Mind
(Formerly) (Cost 2⏺)
➦: Choose 1 image token within 5 spaces of your figure and remove your figure from the map. Replace the chosen image token with your figure and discard the token. Then each monster adjacent to your figure is Stunned.
  
(Now) (Cost 1⏺)
Exhaust during your turn to choose 1 image token within 5 spaces of your figure and swap places with it.  You may also pay an additional ⏺ to do this when you or an image token is about to suffer any amount of ♥, if you do the other figure suffers it instead.
  
Focus Fire
(Formerly) (Cost 1⏺)
➦: Perform an attack with a Magic weapon. This attack gains +1 ♥ for every image token within 3 spaces of the target.
  
(Now) (Cost 1⏺)
➦: Perform an attack with a Magic weapon. After rolling dice, this attack gains +1 ♥ for every image token that has line of sight and range to the target.
 
Prismatic Assault
(Formerly) (Cost 3⏺)
➦: Exhaust this card. For each image token on the map, you may either move the image token up to your speed or perform an attack with a Magic weapon. If you perform an attack, measure line of sight and range from the image token.
 
(Now) (Cost 1⏺)
➦: Perform an attack.  After rolling dice, for each image token on the map, your attack may target an additional monster within line of sight and range of that token.
 
 
GEOMANCER
 
Molten Fury
(Formerly) (Cost 2⏺)
➦: Perform an attack with a Magic weapon, measuring range and line of sight from a space containing a Summoned Stone. This attack gains:
Burn
: Blast
 
(Now) (Cost 2⏺)
➦: Perform an attack with a Magic weapon, measuring range and line of sight from a space containing a Summoned Stone. This attack gains:
: Burn, Blast, exhaust this card

 

Ways of Stone

(Formerly)(Cost 2⏺)

➦: Exhaust this card to remove your figure from the map and place it in an empty space adjacent to a Summoned Stone.
While this card is exhausted, each of your Summoned Stones may add 1 additional gray die to its defense pool.

 

(Now)(Cost 2⏺)

Exhaust this card to remove your figure from the map and place it in an empty space adjacent to a Summoned Stone.
While this card is exhausted, each of your Summoned Stones may add 1 additional gray die to its defense pool.

 

 

HEXER
  
Enfeebling Hex
(Formerly)
When you have a Magic weapon equipped, each of your attacks gains:
: Hex 1 monster within 3 spaces of your target.
When performing an attack targeting a hexed monster, a hero may discard any number of hex tokens before spending . The attack gains +1♥ for each hex token discarded.
  
(Now)
When you have a Magic weapon equipped, each of your attacks gains:
: Hex 1 monster within 4 spaces of your target.
When an attack deals at least 1♥ to a hexed monster the attacker may discard all hex tokens on that monster to have the attack deal +1♥ per token to that monster.
  
Viral Hex
(Formerly) (Cost 1⏺)
Exhaust this card during your turn to take a number of hex tokens equal to the number to hexed monsters within 3 spaces of you. You may place each hex token on a monster of your choise within 3 spaces of you.
  
(Now) (Cost 1⏺)
Exhaust this card during your turn to take a number of hex tokens equal to the number to hexed monsters within 4 spaces of you. You may place each hex token on a monster of your choise within 4 spaces of you.
  
Plague Spasm
(Formerly) (Cost 1⏺)
Exhaust this card when a hexed monster declares an attack, before dice are rolled, and discard 1 hex token from that monster. The target of its attack may add 1 black die to his defense pool.
  
(Now) (Cost 1⏺)
Use this card when a hexed monster declares an attack, before dice are rolled, and discard 1 hex token from that monster. The target of its attack may add 1 black die to his defense pool.
 
Plague Cloud
(Formerly) (Cost 3⏺)
➦: Perform an attack with a Magic weapon. This attack targets each hexed monster in your line of sight and ignores range. Each figure rolls defense dice separately. Before rolling dice for the attack, each monster adjacent to a target monster is hexed.
 
(Now) (Cost 3⏺)
Use to cause each unhexed monster that is adjacent to a hexed monster to become hexed.  Repeat until no unhexed monsters are adjacent to hexed monsters.
 
 
NECROMANCER
 
Corpse Blast
(Formerly) (Cost 1⏺)
➦: Perform an attack targeting your Reanimate's space with a Magic weapon. This attack gains Blast. You do not need range or line of sight to the space. After the attack is resolved, the Reanimate is defeated.
 
(Now) (Cost 2⏺)
➦: Perform an attack targeting your Reanimate's space with a Magic weapon. This attack gains Blast. You do not need range or line of sight to the space. After the attack is resolved, the Reanimate is defeated and you summon a new one in a space adjacent to you.
 
Fury of Undeath
(Formerly) (Cost 1 ⏺)
➦: Exhaust this card to activate your Reanimate.
Your Reanimate still activates this turn as normal.
 
(Now) (Cost 2 ⏺)
➦: Exhaust this card to activate your Reanimate.  If your Reanimate deals any damage during this activation, it recovers 2 ♥.
Your Reanimate still activates this turn as normal.

 

 
RUNEMASTER
 
Exploding Rune
(Formerly) (Cost 1 ⏺)
➦: Perform an attack with a Rune weapon. The attack gains Blast.
 
(Now) (Cost 0 ⏺)
➦: Perform an attack with a Rune weapon. The attack gains : Blast and exhaust this card.
 
Break the Rune
(Formerly) (Cost 4 ⏺)
➦: Perform an attack with a Rune weapon. This attack ignores range and targets each other figure within 3 spaces and in your line of sight. Each figure rolls defense dice separately.
 
(Now) (Cost 4 ⏺)
➦: Perform an attack with a Rune weapon. This attack ignores range and targets each other figure within 3 spaces and in your line of sight.  Ignore standard damage halving rules, for each figure you decide whether it takes full or half damage.

15


 
 
SCOUT

 


BOUNTY HUNTER
 
Not so Fast
(Formerly) (Cost 1 ⏺)
Use this card when a tracked monster in your line of sight performs a move action.
Reduce that monster's movement points by 1 (to a minimum of 1). You may immediately move 2 spaces.
 
(Now) (Cost 0 ⏺)
Use this card during your turn to place hero tokens on a tracked monster at a cost of 1 movement point each.  The next time this monster is activated, reduce its movement by twice this amount, then remove the tokens.
 
Rapid Fire
(Formerly) (Cost 1 ⏺)
Use this card after you use a Bow weapon to defeat a tracked monster to move up to 2 spaces. Then, choose 1 monster in your line of sight. Perform an additional attack that targets that monster. Then, if you do not defeat that monster, track that monster.
 
(Now) (Cost 1 ⏺)
Use this card after you use a Bow weapon to defeat a tracked monster to move up to 2 spaces. Then, choose 1 monster in your line of sight. Perform an additional attack that targets that monster. Then, choose a monster to track.
 
 
MONK

 

 

Inner Balance

 

 

(Formerly) (Cost 1 ⏺)

Exhaust this card when you declare a rest action. 1 hero within 3 spaces of you may discard 1 Condition card. 
While this card is exhausted, apply +1 to your Awareness, Might, Willpower and Knowledge (to a maximum of 6 each).
 
(Now)
Use this card after doing damage with an attack with your bare hands or an exotic weapon.  Remove your figure from the map and place it on a square adjacent to the one attacked.
 

Openhanded
(Formerly) (Cost 1 ⏺)
Use this card when you defeat a monster with your bare hands to immediately perform 1 additional attack.
Each time you perform an attack with your bare hands, that attack gains:
Pierce X, where X is equal to the Range result.
: Stun
 
(Now) (Cost 1 ⏺)
Use this card when you defeat a monster with your bare hands to immediately perform 1 additional attack.
Each time you perform an attack with your bare hands, that attack gains:
Pierce X, where X is equal to the Range result.
: Gain 2 movement points.
If you have any Act II items equipped, add a green die to your attack pool and gain : +2 ♥.
 
 
SHADOW WALKER
 
Dark Servant
(Formerly)
➦: Exhaust this card to search a search token within 3 spaces of a Shadow Soul. Then, discard that Shadow Soul.
 
(Now) (Cost 2 ⏺)
Exhaust this card to search a search token within 3 spaces of a Shadow Soul.

 

 
STALKER
 
Set Trap
(Formerly) (Cost 1 ⏺)
Exhaust this card to place 1 trap token in an empty space adjacent to you.
While you are adjacent to a trap token, each of your attacks gains + 1 ♥. If a monster enters a space adjacent to a trap token, discard the trap token from the map and that monster suffers 1 ♥.
 
(Now) (Cost 1 ⏺)
Exhaust this card to place 1 trap token in an empty space adjacent to you.
While you are adjacent to a trap token, each of your attacks gains + 1 ♥. If a monster enters a space adjacent to a trap token, you may discard the trap token from the map to make that monster suffer 1 ♥.
 
Hunter's Mark
(Formerly) (Cost 1 ⏺)
Exhaust this card during your turn and choose a monster within 3 spaces of a trap token and place 1 of your hero tokens on that monster's base, indicating that it is marked.
The next hero to attack a marked monster adds 1 to his attack results.
 
(Now) (Cost 0 ⏺)
Exhaust this card during your turn and choose a monster within 3 spaces of a trap token and place 1 of your hero tokens on that monster's base, indicating that it is marked.
The next hero to attack a marked monster adds 1 to his attack results.
 
Makeshift Trap
(Formerly)
Exhaust this card immediately after performing a search action to place 1 trap token in an empty space adjacent to you.
While this card is exhausted, each hero adjacent to a trap token recovers 1 ⏺ at the start of their turn.
 
(Now)
Exhaust this card immediately after performing any action that involves interacting with the map to place 1 trap token in an empty space adjacent to you.
While this card is exhausted, each hero adjacent to a trap token recovers 1 ⏺ at the start of their turn.
 
Easy Prey
(Formerly) (Cost 1 ⏺)
➦: Exhaust this card to perform an attack. Before rolling dice, place 1 trap token in the closest empty space adjacent to the target. While this card is exhausted, each attack targeting a monster adjacent to a trap token gain Pierce 1.
 
(Now) (Cost 1 ⏺)
➦: Exhaust this card to perform an attack. Before rolling dice, place 1 trap token in the closest empty space adjacent to the target. While this card is exhausted, each attack targeting a monster adjacent to a trap token gain Pierce 2.
 
 
THIEF
 
Caltrops
(Formerly) (Cost 1 ⏺)
When a monster moves into an empty space adjacent to you, exhaust this card to test Awareness. If you pass, the monster suffers 1 ♥ and is Immobilized.
 
(Now) (Cost 1 ⏺)
Use to place a hero token on a square within 2 spaces of you.  When a monster moves into any square within one space of that token, it is Immobilized for the rest of the current group’s activation and remove the token at the end of that activation..
 
Dirty Tricks
(Formerly) (Cost 1 ⏺)
Action: Perform an attack with a Melee or Blade weapon. If the attack deals at least 1 Heart (after rolling a defense dice), the target is Stunned.
 
(Now) (Cost 1 ⏺)
Action: Move two spaces and perform an attack with a Melee or Blade weapon. If the attack deals at least 1 Heart (after rolling a defense dice), you may choose for the target to be Stunned, Weakened, or Terrified.  After the attack is resolved, return to your original location.
 
Lurk
(Formerly) (Cost 1 ⏺)
Exhaust this card during your turn to perform a search action; this does not require an action. While this card is exhausted, add 1 additional brown die to your defense pool.
 
(Now) (Cost 1 ⏺)
Exhaust this card during your turn to perform any action that involves interacting with the map; this does not require an action. While this card is exhausted, add 1 additional brown die to your defense pool.
 
Bushwhack
(Formerly) (Cost 1 ⏺)
Exhaust this card during your turn to attack a monster that is the only monster in your line of sight. This attack does not require an action.
 
(Formerly) (Cost 1 ⏺)
Exhaust this card during your turn to attack a monster that is either the only monster in your line of sight, or who has a condition. This attack does not require an action.
 
 
TREASURE HUNTER
 
Lure of Fortune
(Formerly)
Each time you perform a search action, you recover 1 ♥ and 1 ⏺.
Additionally, each time you defeat a monster you may move the top card of the Search deck to the bottom of the deck without looking at it.
 
(Now)
Each time you perform an action that interacts with the map, you recover 1 ♥ and 1 ⏺.
 
 
WILDLANDER
 
Danger Sense
(Formerly) (Cost 2 ⏺)
➦: Exhaust this card to force the overlord to discard 1 Overlord card from his hand at random.
 
(Now) (Cost 1 ⏺)
Use this card when you are attacked and no other heroes are within two spaces of you to add a grey defense die to your pool.  Limit once per attack.
 
Running Shot
(Formerly)
Each time you perform an attack with a Bow, you may move up to 2 spaces either before declaring a target or after the attack resolves.
If you have Heavy Armor equipped, you may only move 1 space.
 
(Now)
Each time you perform an attack with a Bow, you may move up to 2 spaces either before declaring a target or after the attack resolves.
If you have Fleet of Foot, you may move 3 spaces.


 
 
HEALER

 


APOTHECARY
 
Concoction
(Formerly) (Cost 1⏺)
➦: Perform an attack. If you have at least 1 elixir token, add 1 to the results. This attack gains:
Pierce 1
: +1 ♥
 
(Now) (Cost 0⏺)
Exhaust when you discard an elixir token to add 1 green die to your attack pool for the rest of this turn.
 
Protective Tonic
(Formerly) (Cost 1⏺)
Exhaust this card immediately after a hero discards an elixir token to place 1 of his hero tokens on this card.
A hero may discard 1 of his hero tokens from this card, before rolling defense dice, to add 1 gray die to his defense pool.
 
(Now)
When a hero discards an elixir token, that hero adds one brown die to his defense pool until the start of his next turn.

 

 
BARD
 
Song of Mending
(Formerly) (Cost 2⏺)
Use this card during your turn to place a song token on this card.
At the end of your turn, each hero within 3 spaces of you recovers 1 ♥
At the end of your turn, each other hero within 3 spaces of you recovers 1 ⏺
 
(Now) (Cost 1⏺)
Use this card during your turn to place a song token on this card.
At the end of your turn, each hero within 3 spaces of you recovers 1 ♥
At the end of your turn, all heros within 3 spaces of you may freely transfer ⏺ between themselves.
 
Dissonance
(Formerly) (Cost 2⏺)
Use this card during your turn to place a song token on this card.
If a hero starts his turn within 3 spaces of you, he gains 1 movement point.
If a monster within 3 spaces of you is activated, it suffers 1 ♥.
 
(Now) (Cost 1⏺)
Use this card during your turn to place a song token on this card.
If a hero starts his turn within 3 spaces of you, he gains 2 movement points.
If a monster within 3 spaces of you is activated, it has half its usual movement, rounded up.
 
Understudy
(Formerly) (Cost 1⏺)
Use this card during your turn to place a song token on this card.
Each time a hero within 3 spaces of your recovers 1 or more ♥, he recovers 1 additional ♥.
Each time a hero within 3 spaces of your recovers 1 or more ⏺, he recovers 1 additional ⏺.
 
(Now) (Cost 1⏺)
Use this card during your turn to place a song token on this card.
Each hero within 3 spaces of you may cancel 1 from all attacks that target them.
Each hero within 3 spaces of you may add 1 to an attack once per turn.
 
 
DISCIPLE
 
Blessed Strike
(Formerly) (Cost 1 ⏺)
➦: Perform an attack with a Melee weapon. If you deal at least 1 ♥ (after rolling defense dice), you and 1 hero of your choice adjacent to you each recover 2 ♥.
 
(Now) (Cost 1 ⏺)
➦: Exhaust to perform an attack and choose another hero. That hero adds X ♥ to his next attack, where X is the amount of damage done (after rolling defense dice).
 
Prayer of Peace
(Formerly) (Cost 2 ⏺)
➦: Exhaust this card.
While this card is exhausted, monsters cannot perform an attack while adjacent to you.
 
(Now) (Cost 1 ⏺)
➦: Exhaust this card and choose a hero.
While this card is exhausted, monsters do not choose that hero to attack, engage, spot, or target any abilities.  If that hero causes any monster to suffer damage, refresh this card.
 
Time of Need
(Formerly)
➦: You receive 2 movement points and recover 2 ⏺.
 
(Now)
Use whenever you perform a move action to recover 2 ⏺.
 
Radiant Light
(Formerly) (Cost 3⏺)
➦: Roll 1 red power die. Each hero in your line of sight (including yourself) recovers the amount of ♥ rolled. Each monster in your line of sight suffers the amount of ♥ rolled.
 
(Now) (Cost 3⏺)
➦: Roll 1 red power die. Each hero in your line of sight (including yourself) recovers the amount of ♥ rolled. Each monster in your line of sight suffers the amount of ♥ rolled. You may not recover stamina for the rest of your turn, including by rest.
 
 
PROPHET
 
Battle Vision
(Formerly)
You gain +1 Awareness up to a maximum of 6.
Each hero within two spaces of the hero with the insight token may suffer 2 ⏺ to reroll 1 attack die once on each attack.
 
(Now)
You gain +1 Awareness up to a maximum of 6.
Each hero within five spaces of the hero with the insight token may suffer 2 ⏺ to reroll 1 attack die once on each attack.
 
Forewarning
(Formerly) (Cost 1⏺)
Exhaust this card when a monster attacks a hero with the insight token, after rolling dice. Discard the insight token to add 2 Shield.png to his result.
 
(Now) (Cost 0⏺)
Exhaust this card when a monster attacks a hero with the insight token, after rolling dice. Discard the insight token to add 2 Shield.png to his result.
 
Grim Fate
(Formerly)
A hero with the insight token may suffer 2 ⏺ and exhaust this card during his turn to force the overlord to reveal the top card of the Overlord deck.
That hero forces the overlord to place the revealed card either on the top or the bottom of the Overlord deck.
 
(Now)
Exhaust when a hero gains the insight token, they add 1 ♥ to all attacks for as long as they have it.
 
Lifeline
(Formerly) (Cost 2⏺)
Exhaust this card when a hero with the insight token would be defeated. Discard the insight token for that hero to immediately recover 1 ♥.
 
(Now) (Cost 1⏺)
Exhaust this card when a hero with the insight token would be defeated. Discard the insight token for that hero to immediately recover 1 ♥.
 
Victory Foretold
(Formerly) (Cost 2⏺)
Exhaust this card when a hero with the insight token attacks a monster, before rolling dice. Discard the insight token for that hero to roll an additional green power die on the attack.
If the monster is defeated, the hero recovers 3 ♥.
 
(Now) (Cost 1⏺)
Use this card when a hero with the insight token attacks a monster, before rolling dice. That hero rolls an additional yellow power die on the attack. If the monster is not defeated, you suffer 1 ⏺, discard the insight token, and exhaust this card.
 
Focused Insights
(Formerly)
You gain +2 Health.
When a hero gains the insight token, each hero adjacent to that hero recovers 1 ♥ and 1 ⏺.
 
(Now)
You gain +2 Health.
When a hero gains the insight token, each hero adjacent to that hero recovers 1 ♥.
 
 
SPIRITSPEAKER
 
Stoneskin
(Formerly) (Cost 1⏺)
When you or a hero within 3 spaces of you is attacked, before dice are rolled, exhaust this card to add 1 additional gray die to that hero's defense pool.
 
(Now) (Cost 1⏺)
When you or a hero within 3 spaces of you is attacked, before dice are rolled, use this card to add 1 additional gray die to that hero's defense pool.
 
Nature's Bounty
(Formerly)
Each time you recover ⏺ by resting, you also recover ♥ equal to the amount of Fatigue recovered.
 
(Now)
Each time you recover ⏺ by resting, you may distribute an equal amount of ♥ to be recovered between heroes within 1 space of you.
 
Cloud of Mist
(Formerly) (Cost 1⏺)
➦: Exhaust this card. While this card is exhausted, each attack that targets a space within 3 spaces of you misses unless the attacker spends 1 .

(Now) (Cost 1⏺)
➦: Exhaust this card. While this card is exhausted, each attack by a monster that targets a space within 3 spaces of you misses unless the attacker spends 1 .

 

 
WATCHMAN

 

Quick Recover

(Formerly) (Cost 1⏺)

Use this card when a hero in your line of sight starts his turn. That hero gains 1 movement point and recovers 1 ♥.
Use this card during a heros turn. That hero may immediately flip 1 search card in his play area facedown to discard 1 Condition card.
 
(Now) (Cost 1⏺)
Use this card when a hero in your line of sight starts his turn. That hero recovers 1 ♥.  You or that hero immediately move one space.
Use this card during a heros turn. That hero may immediately flip 1 search card in his play area facedown to discard 1 Condition card.
 
 

Trailblazer
(Formerly)
During the Travel step, apply +2 to your Might, Awareness, Willpower, and Knowledge (to a maximum of 6 each).
Exhaust this card during a heros turn. You and each hero adjacent to you may immediately move 1 space.
 
(Now)
Add +1 to your Might, Awareness, Willpower, and Knowledge (to a maximum of 6 each).

Edited by Dervish

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I like some changes you made, not so sure about others. But that requires testing.

What I certainly miss is adaptations to the ruling of the keywords engage and spot of the monster activations. To me, the biggest issue or RTL is stupid monsters. There should be a mechanism to make monsters smarter, i.e. don't clump up when the heroes have AoE skills. Or go to block heroes from getting somewhere critical. Or attacking the weakest hero/ the one with the worst armor etc.

I'd recommend the following: play a few delves with a friend. You play the heroes, he plays the monsters. Ignore the text of the overlord activation pop ups and let him make all decisions. If you run into the same inbalances, change the heroes. If you don't: maybe we should rather work on that automated OL.

Since some skills are also criticised in standard Descent I'd guess you find some issues on both sides.

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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).

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Tried some 2 player today with my roommate and ended up running Conjurer and Skirmisher.

Skirmisher impressions - It took a bit to decide what skills to build towards, which is a good sign, every skill was something worth considering and none was an 'obvious' choice. Balance-wise the improvements seem good and in-line with how effective a class should be.  One thing, if you are taking the new version of Carve A Path, taking Born in Battle is practically mandatory to be able to afford continuing to kill things after the 2nd or so.  I guess that's not necessarily a bad thing, but 5 points is quite an investment before that path pays off.  Seems very effective once you have it though.  We didn't try this yet, but seems like with a Hexer buddy to drop hexes on a bunch of monsters, you could really go on a rampage with this.

 

Conjurer impressions - Definitely toned down from the previous 5-attacks-per-turn incarnation, but fairly so.  The new paradigm for this class seems much more fun.  It forces you to pay more attention to the positioning of each image, but also gives you tools to help with that.  I did notice one thing, the new Illusory Path allows you to move all the images one space when you gain a movement point, and you can then spend that same movement point to also move one of the images, so the images are extremely mobile, perhaps more than intended.  I think its better if when you get Illusory Path, you lose the ability to move images using Channeling.

 

A few thoughts we had from reading, but haven't tested:

 

Beastmaster seems a little on the strong side now, since he wasn't touched and everyone better than him was toned down.

 

Treasure hunter's change gives him a little too much health/stamina regen.

 

Overall, balance seems much better, we'll continue trying things out and report our thoughts.

Edited by MuKen

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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)

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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.

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Did some more 2p testing, only first half of a campaign with Marshal and Monk/prophet.  Marshal seems good, the changes make for  a lot more build diversity.  Zealot's fire seems really strong.  Monk definitely much more viable than before.  I will say that some of the monk and watchman skills don't quite seem to fit their roles with the way all the other hybrid skills have been revamped.

 

It seems like most hybrid skills are now designed to bring some utility from the "old" archetype to mesh with the new one, but for example monk has a condition removal skill, which is already the domain of the new archetype (healer).  So it's kind of redundant, since most healers already have a condition removal skill, it would make more sense if it retained some utility from the scout archetype.

Edited by MuKen

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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?

Edited by Dervish

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One more playtest:

 

- The stalker changes seem good, he's much more usable now.

- The champion is generating too much valor with glory of battle changes, it's almost always in abundance.

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Soo....anybody else going to help with playtesting?

 

I mean I hate to say it, but at the moment what it looks like to me is everybody was super eager to participate in the part of the project where we tier the classes, because that's a chance to show off how knowledgeable you are and look smart.

 

But when it came to the actual fixing stuff part, everybody disappeared.

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My thoughts after finishing the Kindred Fire campaign:

We choose a party, that was good a killing groups of monsters, since killing many monsters quickliy is key in a dungeoncrawl like descent. So we had a Barbarian (Tahlia), a Stalker (Tetherys), a Runemaster (Widow Tahra) and an apothecary (Andira). The first one or two quests were quite tough due to the nerf of AoE attacks, but things start to pull off once the right items came out. For our Runemage it was the Staff of Greyhaven and for our Berserker it was the Iron Battleaxe. We struggled once again after the transition to Act II, but could handle the rest without bigger problems, because we got another pair of insane weapons.

 

The most challanging quests were the first ones in Act I and Act II. Here was the tier level of the monster significant in comparisson to the heroes. Either you have no gear and no skills at all or your gear is to weak for the stats of Act II Monsters. But Monsters don't scale with your gear and learned skills. Once you have grinded a bit, things start to become way too easy.
Our Berserker had the Hammer of Doom with 3 Attacks and Mana Weave, while our Runemage had the Bow of the Eclipse with 3 Attacks. They generated ridiculous amounts of damage.

 

We thought the main balance issues are not the classes but the items. Once you get those hard hitting weapons, monsters can't really defend themselvs. we played it that way, that Whirlwind and Runeblast are exausted after use, but they were still too strong. The Apothecary is definitely a powerful healer, especially the green power dice with an additionly surge is great. I played the Stalker class and must say, that i didn't have fun with it. He didn't contribute anything special to the party and since all monsters were dead after activating our Berserker and Mage it was really boring for me. His skills cost too much fatigue, so fighting with him is quite difficult. He can't generate the damage the other classes did an placing traps near to the enemies is often fiddly.

 

We take a break now from Descent, but we will come back to it with different Heroes and different clases and see, how things have changed.    

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