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Lupin89

What You hope most from Descent 2E?

49 posts in this topic

I Whould like that game is easy to play and balance between heroes and OL is 50/50. Even in end game its shouldn't be that heroes gets uber items and faceroll monsters down.

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Descent 1e is pretty balanced (disregarding problems with the AC).
More experienced Overlords will win against Heroes.
More experienced Heroes will win against Overlords.
A game that is always 50/50 would need to remove all skill from the equation.

I'd personally like the game to not take up as much time to set up and play.

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I agree that Descent 1e is relatively balanced in terms of win ratios, assuming everyone knows what they're doing and play by the book without house rules. 

That said, I also understand what the OP is getting at.  It is a fact that once the heroes get gold treasures they're basically unstoppable.  If the OL wants to win, he generally needs to do it early in the quest, and that's a flaw in the game mechanic.  It encourages the game to either end quickly in the OL's favour or drag out long past the point where it has become obvious the heroes are going to win.  The ratio is still balanced, but the play-out is swingy.

I do hope that 2e addresses this and changes the game into something that remains competitive throughout - where OL and heroes both have a reasonable chance at victory throughout, rather than the heroes struggling early on and then steamrolling the monsters at the end (if they make it.)  I'm also hoping that 2e will be more logically consistent.  I like games that have good mechanics AND good theme.

 

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HighHanded said:

Was always my opinion that if I don't murder them fast enough they deserve to steamroll the rest of the quest.

Why do they deserve that?

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I hope that the game try balance the number of players and the challenge of the game.

The game need have the same challenge that he has with 2 players and with more than 2 players. without need that a player control more than one hero. In other words need balance the quest to play good independently of the number of the players.

in the old version with many players the overlord can't play monsters near the player because the line of sight with many players is more than with 2 players. this turn it many easy some time when the heros know where look.

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 Setup needs to be faster, and less pieces would be nice too.

I didn't like all the small board pieces from 1e; I don't care if the master hallway has a breakfast nook tyvm.

Also, the large number of tokens were cumbersome. My friends and I just ended up using paper or dice to keep track of health, stamina, stun, poison, etc.

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my hope is a that a french edition will come quickly...

please FFG ! i hope Edge will have the right to publish the french edition quickly ! :(

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For me it is all about the bad guys.  As a hero I want to fight the biggest and baddest creatures in the land.  My group had to make the monsters a little harder for us to play against to keep the balance with the OL.  Otherwise, it is never fun shooting fish in a barrel.  I just hope that they give the monsters some new tricks.  If they just copy and pasted the skills from the first game that will be a huge let down.  The wolf looking unit better be different from the Hell Hound, and we are wondering if the two headed giant has anything special since he has two heads.  Also, the goblin archers should have some posionous effect.  They are goblins after all.  Plus, it would be nice to see a uniform combat force with the goblins.  We never understood why in the first game why all of these random monsters would be working together.  I'm not saying that they should all be goblins, but just a few of them to work better as a team just like the heroes with their different roles.  Most important of all my group is hoping that FF gets started right away with an expansion.  If it took them this long to put out the bloody game together they should start soon.  Just saying, since most of the work is already done with the core rules.  gui%C3%B1o.gif

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IronRavenstorm said:

For me it is all about the bad guys.  As a hero I want to fight the biggest and baddest creatures in the land.  My group had to make the monsters a little harder for us to play against to keep the balance with the OL.  Otherwise, it is never fun shooting fish in a barrel.  I just hope that they give the monsters some new tricks.  If they just copy and pasted the skills from the first game that will be a huge let down.  The wolf looking unit better be different from the Hell Hound, and we are wondering if the two headed giant has anything special since he has two heads.  Also, the goblin archers should have some posionous effect.  They are goblins after all.  Plus, it would be nice to see a uniform combat force with the goblins.  We never understood why in the first game why all of these random monsters would be working together.  I'm not saying that they should all be goblins, but just a few of them to work better as a team just like the heroes with their different roles.  Most important of all my group is hoping that FF gets started right away with an expansion.  If it took them this long to put out the bloody game together they should start soon.  Just saying, since most of the work is already done with the core rules.  gui%C3%B1o.gif

It's been (pretty much) revealed that the OL now spends surges to activate monster abilities in the same way heroes do.

It's also been hinted that the monsters will be more thematically linked to each other.

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Bleached Lizard said:

It's also been hinted that the monsters will be more thematically linked to each other.

 

yeah ! no more nagas+undead+some giants wandering all together in a room without reasons :D

 

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Steve-O said:

I agree that Descent 1e is relatively balanced in terms of win ratios, assuming everyone knows what they're doing and play by the book without house rules. 

That said, I also understand what the OP is getting at.  It is a fact that once the heroes get gold treasures they're basically unstoppable.  If the OL wants to win, he generally needs to do it early in the quest, and that's a flaw in the game mechanic.  It encourages the game to either end quickly in the OL's favour or drag out long past the point where it has become obvious the heroes are going to win.  The ratio is still balanced, but the play-out is swingy.

I do hope that 2e addresses this and changes the game into something that remains competitive throughout - where OL and heroes both have a reasonable chance at victory throughout, rather than the heroes struggling early on and then steamrolling the monsters at the end (if they make it.)  I'm also hoping that 2e will be more logically consistent.  I like games that have good mechanics AND good theme.

 

Ditto.

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Bleached Lizard said:

HighHanded said:

 

Was always my opinion that if I don't murder them fast enough they deserve to steamroll the rest of the quest.

 

 

Why do they deserve that?

"Part of the satisfaction of victory in this game."

Ditto as well. demonio.gif

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Tromdial said:

Bleached Lizard said:

 

HighHanded said:

 

Was always my opinion that if I don't murder them fast enough they deserve to steamroll the rest of the quest.

 

 

Why do they deserve that?

 

 

"Part of the satisfaction of victory in this game."

Ditto as well. demonio.gif

Winning without resistance for 70% of the game doesn't sound very satisfying.

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Another thing that I find myself thinking about is the enemy units. I know that they are cutting back on the amount of pieces, because of the bad economy, but I want to know how they plan to fill the shoes of the first edition enemies? We have already seen a few of them which we can all tell who they are meant to replace, and we can probably be safe to say there is going to be a dragon.  I think that the two headed giant will take the place of the giant and ogre, wolf replaces hell hound, goblin archer replaces skeleton archer, (Possible dragon??? replaces dragon and demon), and goblin sorcerer replaces sorcerer,  That leaves the spider, manticore, naga, beastman, and razorwing left to replace. 

For certain some are not going to show up again since we have only 38 enemies instead of the original 60. What type of enemies are still left for them unveil? Really, I am wondering who will replace the beastmen as the ultimate kick butt melee unit? I think that the spider enemy type will disappear, but the manticore/naga needs a replacement. There needs to be a large range/magic enemy unit, but what would work with goblins?  Also, it would be sad to see the razorwings go since they are such a wonderful pain in the butt.  Any thoughts?

 

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I, for one, would hope the revision / getting ridden of the 2 ugly mechanics of knocking-out/teleporting-to-and-from-city and monster-spawning.

for the second they have already somewhat told something about. for the first not yet…

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gbnogkfs said:

I, for one, would hope the revision / getting ridden of the 2 ugly mechanics of knocking-out/teleporting-to-and-from-city and monster-spawning.

for the second they have already somewhat told something about. for the first not yet…

The previews have already revealed that heroes do not respawn by teleporting back to town - they are just "knocked out" and need to be revived by a teammate.

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While writing about the enemy breakdown of units I had a thought pop into my head about new possible hero skills.  I was writing about water spaces on the board pieces and I thought about the Druid class of heroes.  Wouldn't it be cool if you had a Druid type character who could do different magic attacks based on the type of terrain they are on like a Geomancer.  It brought me back to the days of playing Final Fantasy Tactics.  Examples:  You or your enemy is on a water square and you cast your water spell to make the freeze in place or something.  Or if you are on a dungeon/cave square you could have the ground fall underneath the enemy or make the ceiling fall down.  Not all of them would have to cause physical damage, but instead cause other effects on them to weaken them in some way or another.  Just a thought…

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IronRavenstorm said:

While writing about the enemy breakdown of units I had a thought pop into my head about new possible hero skills.  I was writing about water spaces on the board pieces and I thought about the Druid class of heroes.  Wouldn't it be cool if you had a Druid type character who could do different magic attacks based on the type of terrain they are on like a Geomancer.  It brought me back to the days of playing Final Fantasy Tactics.  Examples:  You or your enemy is on a water square and you cast your water spell to make the freeze in place or something.  Or if you are on a dungeon/cave square you could have the ground fall underneath the enemy or make the ceiling fall down.  Not all of them would have to cause physical damage, but instead cause other effects on them to weaken them in some way or another.  Just a thought…

It's a cool idea, but such skill cards would also need to have some other useful secondary ability to make them appealing to buy, as the abilities you describe are just way too situational (you would have a skill card that was completely useless 95% of the time).

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Speaking of useless skills in 1E there was a lot of useless skills depending on some combination of characters and skills.

For example, when we started our last campaing One Fist recieved as one of the starting skills Ambidextrous.

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Well, I think that I would have the skill card read Geomancer then have below the different types of terrain and the effects.  Example: Water+Freeze(Stun type, and if the heroes cause at least one damage on them they break), Cave=Pitfall(Stun + fall damage), Wilderness=Entangled (like the spider web), and etc…  It would be just one skill card with the multiple uses.  Again, this is just a fun little idea that popped up into my head.  I love it when games add the environment as a factor.  It makes everyone have to stay on their toes and watch their footing.  I know that in the first edition that our OL would forget all of the time about us closing doors on his forces.  Especially if the door had a seal on it which only named monsters could open.  We screwed him over a couple of times with that old trick.

Just imagine doing a lightning/shock magic attack to someone on a water space.  It could be + <3 for every square they are in the water.  Single space units take one while large based units take four damage if they are all within the water.  Sure it makes the game more complicated, but I enjoy the little things like that. 

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ZXTR said:

Speaking of useless skills in 1E there was a lot of useless skills depending on some combination of characters and skills.

For example, when we started our last campaing One Fist recieved as one of the starting skills Ambidextrous.

LOL!  aplauso.gif

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