|
Sounds perfect, thanks guys. EDIT oh my god what an awful page snipe. I'll improve it (marginally) by saying that I recently took a closer look at the components and decided I needed a better solution for storing the monster decks, standins, and cards. Onto amazon I go, and fast-forward two days and my wife calls me at work to ask if I'm opening a DVD bootlegging business or something. Hopefully these little envelopes do the job well . SnowDog fucked around with this message at 21:28 on Feb 27, 2018 |
# ? Feb 27, 2018 21:25 |
|
|
# ? Jun 9, 2024 12:46 |
|
The monster decks are easily stored by just using the GloomyCompanion page found here: https://johreh.github.io/gloomycompanion/
|
# ? Feb 27, 2018 21:42 |
|
malkav11 posted:Or maybe the class has more build options than people would like to pretend? Just a thought. It doesn't. I hope any potential new mindthief players out there reading this aren't tricked into playing badly.
|
# ? Feb 27, 2018 22:07 |
|
tekz posted:It doesn't. I hope any potential new mindthief players out there reading this aren't tricked into playing badly. Sometimes I will discard it when I rest so that I get an extra card out of it. And sometimes when I do that, I'll play another augment first if I want a heal or something. But there is never any reason to go more than a round or two without it up. The mindthief is cool but the fact that the other augments are not worth it and the summons are also not worth it results in having very little real choice in building. Making enemies run into traps never gets old, though, and having lots of stuns and dealing consistent good damage is always valuable to any team.
|
# ? Feb 27, 2018 22:40 |
|
Is there ever a scenario where you fight multiple bosses? I made special standees that fit 4 dice instead of 2 for bosses because they generally don't need the debuff rail anyway, just not sure if I need to print more than one.
|
# ? Feb 27, 2018 23:11 |
|
Jimbozig posted:The mindthief is cool but the fact that the other augments are not worth it and the summons are also not worth it results in having very little real choice in building. The summons are tough to use effectively and involve an element of risk, but can definitely be worthwhile on maps where a big fracas develops. If you can manage to squeeze even two attacks out of the rat swarm before it dies, you've done 4 damage, two applications of poison, and soaked at least 6 incoming damage, which is pretty reasonable for a level one loss card; it's nearly a straight upgrade over the tinkerer's decoy summon, and those numbers compare favorably with the top half of brain leech at level3. If anything, I think it's questionable that rat swarm is marked as a "1" and not an "X" card, I imagine many mindthief players drop their summon in the first room of black barrow, watch it nibble on a bandit then immediately either die or get left behind, and then write it off as a worthless card forevermore. Nephzinho posted:Is there ever a scenario where you fight multiple bosses? I made special standees that fit 4 dice instead of 2 for bosses because they generally don't need the debuff rail anyway, just not sure if I need to print more than one. _____Yes, #8 has a double-boss_____ King of Bleh fucked around with this message at 23:24 on Feb 27, 2018 |
# ? Feb 27, 2018 23:19 |
|
Jimbozig posted:Sometimes I will discard it when I rest so that I get an extra card out of it. And sometimes when I do that, I'll play another augment first if I want a heal or something. But there is never any reason to go more than a round or two without it up. Wait, what? Summons are Bad? Huh? 3/4 of our party members have summons and we love them.
|
# ? Feb 27, 2018 23:21 |
|
I've had okay luck with summons that don't come from a loss action. At this point, though, if I have to blow a card to use the summon, I'm probably never going to do it. That's also the consensus on the internet so far as I can tell.
|
# ? Feb 27, 2018 23:28 |
|
Did a scenario with musical note (me) and concentric circles (some idiot) yesterday and it was kinda funny. kind of a hosed up combination if you ask me. I'm not sure whether i want to stick with the music note class or rush retirement to unlock bart simpson's skull (or i guess people call it "angry face"?!)
|
# ? Feb 27, 2018 23:44 |
|
Elephant Ambush posted:Wait, what? Summons are Bad? Huh? My group is on the side of the summons being fairly useless outside of a couple niche circumstances. At first, though, we thought they owned, because we were treating them like player-controlled characters. Once you start properly making them follow the monster movement rules, they almost never go where you need them to go and usually just end up getting in the way, especially if you're in anything other than a tight hallway.
|
# ? Feb 27, 2018 23:46 |
|
Elephant Ambush posted:Wait, what? Summons are Bad? Huh? With very few exception, yes. Summons have weak and limited hit points, and often weak attacks, and their AI is monster AI so they're basically suicidal. There are SOME good ones (particularly, the Spellweaver's ranged ones, especially the later one that makes Fire every time it attacks) but mostly they're at best. The unlock classes that rely on them do have some better options though.
|
# ? Feb 27, 2018 23:47 |
|
Aerox posted:Once you start properly making them follow the monster movement rules, they almost never go where you need them to go and usually just end up getting in the way, especially if you're in anything other than a tight hallway. Yeah, I feel like the majority of players have done the same thing. I don't think that summons are nearly as bad as people think, the problem is that even after learning the proper rules, most players continue to try to use summons with the same mindset they had before they learned that they can't control them. Our mindthief has a bad habit of summoning his rat swarm when there's nothing else he can do i.e. if we are moving through a hallway without any mobs in it to get to the next room. That's the most ineffectual use of a slow moving mob you can't control. You can't play a summon with the intention of trying to direct it to any individual mob and you usually shouldn't use one late into a fight. They are still great for blocking doors, acting as a decoy when you summon one next to a melee monster who hasn't had their turn yet, or just to add to the fray in a big room where your party is outnumbered. Mikey Purp fucked around with this message at 23:57 on Feb 27, 2018 |
# ? Feb 27, 2018 23:55 |
|
The mindthief level 1 rat summon is pretty good. By which I mean "a Move 4 is really good at the early levels, and then you can get some mileage out of dropping the summon in the last room".
|
# ? Feb 28, 2018 00:00 |
|
thespaceinvader posted:
Please spoiler stuff like this.
|
# ? Feb 28, 2018 00:02 |
whalestory posted:Did a scenario with musical note (me) and concentric circles (some idiot) yesterday and it was kinda funny. kind of a hosed up combination if you ask me. Angry gritty helmet is hysterically good, if that helps.
|
|
# ? Feb 28, 2018 00:02 |
|
Summons are good at soaking a few hits and distracting an enemy for a few turns given the way their initiative works.
|
# ? Feb 28, 2018 00:06 |
|
thespaceinvader posted:With very few exception, yes. Summons have weak and limited hit points, and often weak attacks, and their AI is monster AI so they're basically suicidal. Basically ranged ones are good (particularly if you can enhance their range or movement so they get left behind less) but melee ones are almost always trash, particularly at higher level where they just creamed in one turn, probably without attacking
|
# ? Feb 28, 2018 00:07 |
|
Jabor posted:The mindthief level 1 rat summon is pretty good. This is exactly what I did in the last room of scenario 1. I intentionally saved the rat swarm so that I could move 4 through the door and drop the swarm right in front of the archers. It wasn't a perfect plan but it helped soak some damage. 1 or more of us may have died if I hadn't. Apparently our group is wrong about summons because we're still new and learning but we're all still at level 1, we have neither of the 10 hp classes, and we're really happy to have the damage sponges, especially if they can occasionally do some damage and mess with enemy movement. At least for now.
|
# ? Feb 28, 2018 00:09 |
|
Two mini class: the bear really drives home the problems of summons. Its stats are great, you have limited control over it, it gets extra attacks, and yet I still feel like I'm playing The Last Guardian over here. Go over there, Daisy. No, there, you dumb goddamned animal. Daisy I swear to god.silvergoose posted:Angry gritty helmet is hysterically good, if that helps. I just unlocked this and I'm so pumped to retire someone for it.
|
# ? Feb 28, 2018 01:06 |
|
Elephant Ambush posted:This is exactly what I did in the last room of scenario 1. I intentionally saved the rat swarm so that I could move 4 through the door and drop the swarm right in front of the archers. It wasn't a perfect plan but it helped soak some damage. 1 or more of us may have died if I hadn't. A big issue you'll run into in later scenarios is how often you're expected to just constantly be moving forward, and summons are just usually very bad at this. They tend to fall behind and never really catch up. Ranged summons are better about this but by no means immune. That all said, my group's tinkerer has been using both of her summons and one of them is Bad and the other is Uh, Fine I Guess, and we've still been doing fine on Normal difficulty. If you aren't pushing the difficulty up and everyone else is playing pretty well it's not really like 1-2 mediocre cards are going to be the reason for failure.
|
# ? Feb 28, 2018 01:26 |
|
the decoy has a lot of hp for taking hits with two players its quite helpful if you're getting swamped
|
# ? Feb 28, 2018 03:25 |
|
I started with the mindtheif's summon and thought it was great, until I found out that it followed the monster ai rules. The thing that really kills it is the fact that it won't move at all if it doesn't have a valid target, so if you are spending a turn or two opening the next door your summon is literally doing nothing and will likely never meaningfully catch up.
|
# ? Feb 28, 2018 03:58 |
|
Well I'm considering removing the rat swarm from my starting hand for Scenario 2 but the bottom half is a move 4 and that seems really good especially since the boss teleports around so I might keep that specific card for the speed. There's also the fact that if I summon the rat swarm in the main large room it might be able to help screw with the living corpses and keep them off us while we bum rush the boss. I'm not really concerned about it killing anything but since this scenario seems like it's kind of a speedrun bum rush on the boss it feels like a good thing to do to handle the living corpses. The summons just seem really good in that scenario for that specific purpose but I guess I'll find out if I'm wrong this Saturday night!
|
# ? Feb 28, 2018 04:51 |
|
whalestory posted:Did a scenario with musical note (me) and concentric circles (some idiot) yesterday and it was kinda funny. kind of a hosed up combination if you ask me. Those circles aren't concentric and you will unlock the Pumas UNAM class. I'm the only person in the world who calls it that, but I'm definitely correct in doing so.
|
# ? Feb 28, 2018 05:06 |
|
In general, your best cards are going to be ones where at least one half is a good repeatable ability. It almost doesn't matter what the other side is if you're basically always playing the good half. When putting together your hand, you're also going to want to look at how many "good top halves" and "good bottom halves" you have, to make sure that you don't end up stuck with a bunch of great top halves in hand but you have to use a crappy bottom half of one of them (or vice versa). At low levels, you're going to be playing at least a few cards where one half is pretty bad (or at least, pretty conditional), because the other half is a really good repeatable card that you need to balance out your hand. For scenario 2 specifically, summons are probably better than normal because of the way the mission is set up. But even when that's not the case, you'll be taking the rat a lot anyway and just playing the bottom half over and over.
|
# ? Feb 28, 2018 05:07 |
|
My group had a question about how Add Target works. I'm playing a Cragheart and I usually have Backup Ammunition activated (ranged attacks gain Add Target). I know it simply adds one more target to AoE ranged attacks like Dirt Tornado (as opposed to doublecasting), but for splash damage attacks (Massive Boulder) does the second attack splash?
|
# ? Feb 28, 2018 05:28 |
|
CaptainRightful posted:Those circles aren't concentric and you will unlock the Pumas UNAM class. I'm the only person in the world who calls it that, but I'm definitely correct in doing so. It’s the Ubisoft class.
|
# ? Feb 28, 2018 05:34 |
|
Cliff posted:My group had a question about how Add Target works. I'm playing a Cragheart and I usually have Backup Ammunition activated (ranged attacks gain Add Target). I know it simply adds one more target to AoE ranged attacks like Dirt Tornado (as opposed to doublecasting), but for splash damage attacks (Massive Boulder) does the second attack splash? Massive Boulder will splash damage twice with Backup Ammo, yes.
|
# ? Feb 28, 2018 05:44 |
|
Wow #81 is incredibly nasty, my group just got dumpstered by it after cake-walking through #5 and #8. We reached The Colorless piecemeal and in pretty rough shape from the preceding hallway, and he proceeded to drown us in elite demons every single turn while remaining basically untouchable via heals and invisibility. I'm guessing the trick is mainly just to bum-rush him asap? It definitely did not help that our scoundrel opened the first door way early for a battle goal and immediately ate 20 damage from stone golems and artillery, losing 3 cards in a single round.
|
# ? Feb 28, 2018 09:50 |
|
I always know a scenario is going to take a few tries when there's only in one room.King of Bleh posted:Wow #81 is incredibly nasty, my group just got dumpstered by it after cake-walking through #5 and #8. What got me through this one was ignoring the enemies that can't chase, yeah. Taking advantage of the free elements is nice too if you can manage it. Ragnar34 fucked around with this message at 10:47 on Feb 28, 2018 |
# ? Feb 28, 2018 10:07 |
|
We unlocked #81 and #82 about the same time and from everything I've read I'm glad we put #81 on the backburner.
|
# ? Feb 28, 2018 11:01 |
|
Ragnar34 posted:[/spoiler]Taking advantage of the free elements is nice too if you can manage it.[/spoiler] Yup, Triforce is good here, Sun and Moon will help too.
|
# ? Feb 28, 2018 11:16 |
|
Does anyone have scans of the contents of Envelope X? My party member that started the game with that goal card seems to have lost the envelope. 😑
|
# ? Feb 28, 2018 21:58 |
|
#81 is pretty rear end if only because it completely shuts down anyone who relies on elements. That guest designer seems to love designing scenarios that null part of the Gloomhaven experience and they invariably suffer for it. He's the same guy that came up with #52 where everyone is split into separate lanes and have to fight their way to a chest, sometimes through oozes or very strong spitters. What do you mean you're a support class? Oh well, lol!
|
# ? Feb 28, 2018 22:58 |
|
If I keep losing to #48, I'm going to drop it down to base difficulty just so I don't have to look at it anymore Or I'll bench two-mini for now. Maybe the issue here is that I'm terrible with this one. Does Spiky Face combo with Two-mini? I was planning on mixing Spiky Face with (spoilers for multiple characters) someone meatier, maybe Three Spears, or even using Triforce just because it's starting to look like a lot of fun, but getting rid of one or both of my current team would be nice regardless. I don't like leaving someone unfinished, but I'm not loving either of them right now.
|
# ? Mar 1, 2018 00:13 |
|
Ragnar34 posted:If I keep losing to #48, I'm going to drop it down to base difficulty just so I don't have to look at it anymore e: oh right now I remember what happened, I played a sensible turn in the first round while my two 'teammates' made a beeline for the chest. Thanks, guys. Other class spoilers: I feel like triforce and spiky face would be awful. Triforce is the class that most needs a tank to stand in front of them, imo. misguided rage fucked around with this message at 00:30 on Mar 1, 2018 |
# ? Mar 1, 2018 00:25 |
|
I've played it enough that I think I've gotten tyrant placement down; the damage mostly piles onto other targets instead. The trick seems to be living long enough for the horsefucker to hold still for a sec, two or three times. God drat do I wish this dude would just stay on the board, maybe even start the first round sitting around instead of nonexistent. Or let me disarm/stun/immobilize the loving thing. Or how rad would it be if I could spirit swap the horse with the Elite? Maybe that's allowed. There's no rule saying a dog can't play basketball. e: Two damage short of a win. The salt rises. Ragnar34 fucked around with this message at 01:16 on Mar 1, 2018 |
# ? Mar 1, 2018 00:44 |
|
My mindthief has had the summons in their deck for precisely one mission. And it was really useful for trying to hold a horde of demons back for ten turns and I'd put it in if my Mindthief wasn't consistently one of the faster members of the party (no Scoundrel but no Cragheart either). But for a move action card until the final room it lacks panache. My first two bottom move cards are a move four jump and a move two heal two bless - and I've just got a move five that kicks gnawing horde right out. Also an ice generating ranged stun and an attack 1 melee that strengthens me ready for bigger attacks. And I'm another one who thinks poison+muddle in no way matches +2 damage. That said, poison dagger would be my third choice of 20GP items behind Boots of Striding and Invisibility Cloak. Not that it's bad - just that the other two are better (and the cloak pretty much lets you drop Into The Night entirely).
|
# ? Mar 1, 2018 01:53 |
|
neonchameleon posted:And I'm another one who thinks poison+muddle in no way matches +2 damage. That said, poison dagger would be my third choice of 20GP items behind Boots of Striding and Invisibility Cloak. Not that it's bad - just that the other two are better (and the cloak pretty much lets you drop Into The Night entirely). Oh, the poison+muddle one is definitely nowhere near as good as +2 damage. There are those couple of attacks that give bonus damage based on the number of negative statuses on the target but that takes a lot of setup and it usually wasn't worth it in my opinion. Maybe against bosses, but the problem is they're all immune to a bunch of statuses. :/
|
# ? Mar 1, 2018 05:14 |
|
|
# ? Jun 9, 2024 12:46 |
|
I've been playing a campaign at a friend's place but I was jonesing for some Gloomhaven and played on TTS. I got the pdf for Into the Unknown but it's unclear how to make choices for road events. The campaign seem like it meant to be played on Rails. Am I missing something?
|
# ? Mar 1, 2018 06:06 |