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dwarf74 posted:It's highly dependent on your deck size. For Scoundrel and Mindthief it's really great. For something like Brute or Cragheart, less so. Exactly this. I enhanced the bottom of Empathetic Assault with a bless on the self heal and spammed stamina potions early in each scenario to cram as many blessings as possible into my deck and then enemies into salsa. It's glorious.
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# ? Dec 7, 2019 21:22 |
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# ? Jun 9, 2024 10:36 |
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NRVNQSR posted:Sounds like it'll be much less important which characters loot, and it's a relief to hear that they're revamping personal quests; both of those feel very welcome. That complexity creep is scary, though. even a delayed 10 direct damage is really powerful. The fact of the matter is that executes were often simply too good.
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# ? Dec 7, 2019 21:38 |
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Overall, FH sounds great! They are shoring up the much more weaker elements of GH and leaving the stunningly beautiful combat system in place. Bravo. I l definitely like Bane better than Execute and would welcome revised cards for the original GH classes. Execute was such unfun cheese. When the expansion introduced Teleport, they did the same and I would appreciate the update to a more elegant unified wording and mechanic. Brittle also sounds cool. A nice setup for potential team work. Not as effective in the monster hands, but eh. I would suspect there will be an opposite of Brittle which would be much more useful for monsters than players.
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# ? Dec 7, 2019 22:00 |
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Cocks Cable posted:Brittle also sounds cool. A nice setup for potential team work. Not as effective in the monster hands, but eh. I dunno, it is obviously hard for a monster to coordinate but it is an effective "back off" tactic, like an early initiative retaliate. If your melee guy gets tagged with brittle, they will want to back off and find some way to deal with it. It sounds like it was just "next time you take damage", so I wonder if you can heal it off or it would be a matter of trying to strategically get hit with something else (or if you're a class that can do any kind of self damage that would help)
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# ? Dec 7, 2019 22:42 |
I'm glad FH let's us start over with a new independent box. Our old playgroup broke up at like 95% complete, so if we're gonna play we need a fresh start.
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# ? Dec 8, 2019 00:49 |
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I never thought I would be THIS excited about a loving board game
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# ? Dec 8, 2019 01:07 |
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dwarf74 posted:It's highly dependent on your deck size. For Scoundrel and Mindthief it's really great. For something like Brute or Cragheart, less so. Also depends on your average attack size, number of attacks per turn, and how often you have advantage. It's certainly not bad for the Mindthief but some of the above can reduce the effectiveness. The best examples of Bless are for some locked classes.
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# ? Dec 8, 2019 01:48 |
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FH will be kickstarter, right? Place your bets on the final total. I think it will break 3 million.
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# ? Dec 8, 2019 03:31 |
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Cocks Cable posted:FH will be kickstarter, right? Place your bets on the final total. I think it will break 3 million. Yup! Supposedly the kickstarter will be early next year
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# ? Dec 8, 2019 06:20 |
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The biggest thing working against it is how much content there was in the base game and whether people want more.
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# ? Dec 8, 2019 06:30 |
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Cocks Cable posted:FH will be kickstarter, right? Place your bets on the final total. I think it will break 3 million. Considering that the reprint of the first one ended over $4 million, I'm going to guess that this will be pretty close. $3.5, minimum.
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# ? Dec 8, 2019 06:54 |
That Italian Guy posted:Come to the LP thread https://forums.somethingawful.com/showthread.php?noseen=0&threadid=3877469&perpage=40&pagenumber=97#post500593341 and help us pick the replacement for our retired Cragheart! SPOILER NOTE: the link contains spoilers for Scenario 81 and Two-Minis and spoiled text for the last unlocked class Angry Face. In the end we went with a Spellweaver, so feel free to come over and help us pick her name, her level up Perks and Cards, her Personal Quest and her Equipment!
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# ? Dec 8, 2019 11:53 |
Doctor Spaceman posted:The biggest thing working against it is how much content there was in the base game and whether people want more. People want more. It takes about a year of consistent play to get through the base game and it's been out for several years now so lots of people are finishing up and want new GH to play with their friends. I'll take six million for the new FH kickstarter. Audience has grown.
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# ? Dec 8, 2019 18:00 |
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FH looks great, too. UX issues aside (which plague every Childres game) the theme of the new classes seems to be "has a resource to manage" which is nice if you've pretty much solved the hand management puzzle of the first game.
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# ? Dec 8, 2019 20:11 |
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Hieronymous Alloy posted:I'll take six million for the new FH kickstarter. Audience has grown. I agree with this.
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# ? Dec 8, 2019 20:49 |
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So I ran Saw's solo scenario last night. 1. Way easier than the Cragheart's, holy poo poo. I won on first attempt, with time to spare. The Jump on Hamstring, plus my Item 73, were key. The superhero card was the bottom of Amputate, which combined with a good top, let me heal 10-11 damage per round. Honorable mentions were Hand of the Surgeon and the move + heal bottom of... gently caress, whatever it is called. 2. The item was the fastest 25 gp turnaround to Gloomingdales of all time.
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# ? Dec 9, 2019 00:33 |
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Hounds are NOT very good boys
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# ? Dec 9, 2019 10:43 |
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Unlocked Triforce and decided I'd try them despite being both overwhelmed by card text and underwhelmed by the actual effects on a read through of their opening cards. But the class art is fun, I haven't really gotten the chance to be a more range focused character, and I've wanted a class to really engage with the elemental gimmicks since we started, so decided I'll give them a shot. Gonna be level 4 and have 2 retirement lineage perks to play with, and I know traditional knowledge is to thin -1's as fast as possible, but will I completely snooker myself if I focus my modifier deck on element generation? I have visions of empowering enemy creeps on the regular but the cards seem so poo poo without infusions. We had another retirement at the same time who elected to start a Cragheart if that informs anything, and our third is Sun.
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# ? Dec 9, 2019 13:18 |
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Triforce perk discussion: Add lots of elements before removing the few -1s. Thinning your deck isn't bad but it's inefficient at making you more likely to draw the element cards you need to function. This BGG post has some maths on the specifics.
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# ? Dec 9, 2019 13:47 |
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Doctor Spaceman posted:Triforce perk discussion: Seconding this. This is pretty important.
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# ? Dec 9, 2019 14:29 |
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Schizophonic posted:Unlocked Triforce and decided I'd try them I do not think I would enjoy playing them, but a dude at my table did, and he both loved it and did an amazing job with it. It was consistently an MVP in our scenarios until it retired.
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# ? Dec 9, 2019 15:31 |
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Triforce I played it for a very long time and in my experience it is dependent on group composition. The best thing you can do is to build your hand around what elements your team produces and if possible completely eliminate certain elements from your mix and deck. When I was high level I was almost entirely functioning off of frost, light, air, and darkness. The MVP cards are formless power and chain lightning. Also abuse the poo poo out of stamina potions so you can grab the card that will be maximized next turn.
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# ? Dec 9, 2019 16:44 |
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dwarf74 posted:While the Reddit guides get a lot of heat sometimes, this one for Triforce is really great and gives meaningful advice about playing the class. Yeah I also had (am having, when we can get the physical game to the table, we've been playing a lot online lately) a blast with Triforce, and that guide helped a lot to contextualize things since it can have a steeper learning curve. CommonShore posted:Triforce In addition it's dependent on what items you have that can generate/manipulate elements. Grab up any of those you can, and keep your eye out for more and see how it will fit into your deck. Honestly there are options within the class to set you up enough that it's not totally reliant on your group, although having other element generators is certainly helpful. Even tho they will mostly want to use their own elements, you can always "trade" the same element, generating it on the same turn you use it and vice versa so you don't have to delay a turn to set things up. I went from having pretty consistent earth generation from a Cragheart pal to having no friendly earth generation whatsover and it really didn't hurt my effectiveness as much as I thought it would.
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# ? Dec 9, 2019 17:10 |
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Thanks for the advice guys, will have a read through!
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# ? Dec 9, 2019 18:26 |
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Triforce is the class I'm going to wind up being after I retire my Three Spears, and I've spent a good deal of time spoiling myself on what they do. It sounds really cool. Obviously not game-breakingly cool, but cool in the same sense as (Three Spears spoiler) "let me pull this portable ballista out of my magic hat". I'm looking forward to it My plan for Triforce perks is to get some of the element generators, then remove -1s, then get the rest of the element generators. And I'll probably start with the elements that I don't plan to generate often. Basically, maximize the chances of drawing those generators by first adding them to your deck and then thinning it. Unfortunately, only one perk thins; the others either Add or Replace QuarkJets fucked around with this message at 21:44 on Dec 9, 2019 |
# ? Dec 9, 2019 21:37 |
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My only real complaint about the Triangles' perk list is how it makes Advantage much less useful than it is for other classes. Due to the rules on ambiguity, you're much less likely to get a result better than a +0 on your attacks. For example, if you draw two cards and the first is a +0 (Fire) and the second is a 2x, you must go with the first card (since the element adds a positive but undefined value). On the flip side, your deck will be so thick that you're less likely to miss, so I guess that's something.
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# ? Dec 9, 2019 22:25 |
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Phelddagrif posted:My only real complaint about the Triangles' perk list is how it makes Advantage much less useful than it is for other classes. Due to the rules on ambiguity, you're much less likely to get a result better than a +0 on your attacks. For example, if you draw two cards and the first is a +0 (Fire) and the second is a 2x, you must go with the first card (since the element adds a positive but undefined value). The Triforce perks stink because while the idea is interesting (fill your deck with a bunch of elements) in practice it means your average attack doesn't really go up (unlike with other classes that get better numbers) and a lot of times you're making redundant elements, since you can't plan for them. Adding in some +1 or +2 elements, some "generate any element" or "generate 2 elements" or even a rolling element generator would go a long way to making it better. As it stands it's the only thing I don't really like about the class.
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# ? Dec 9, 2019 22:35 |
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I keep looking at the FH Classes and I think I want to start with either Drifter or Germinate. Drifter in particular looks super fun.
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# ? Dec 9, 2019 22:40 |
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SalTheBard posted:I keep looking at the FH Classes and I think I want to start with either Drifter or Germinate. Drifter in particular looks super fun. That's funny because I had the exact opposite reaction. The Drifter looks really generic and the least interesting new class. What attracts you to it? Also the Geminate came across as overly complicated and tedious. Plus its the one class designed by Marcel and I'm not too fond of his work. Everything else looks awesome, the Blinkblade especially. I hope they fix the layout of its cards so initiative and ability are consistently on the same side.
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# ? Dec 9, 2019 22:57 |
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I think if I could redo triangles perk deck that I'd build it around rolling modifiers on the elements
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# ? Dec 9, 2019 22:57 |
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I don't think starting classes need to be spoiled. Have we confirmed that all 6 of those are starters, though? There's a couple that are vastly more complex than any of the Gloomhaven starters.
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# ? Dec 9, 2019 22:58 |
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CommonShore posted:I think if I could redo triangles perk deck that I'd build it around rolling modifiers on the elements Yea the Triangles perk deck is honestly one of the worst parts of the class. It feels bad to generate elements to buff up your cards but you generate them with +0's so it practically counteracts a lot of the damage you'd gain from using that element
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# ? Dec 9, 2019 23:00 |
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Zurai posted:I don't think starting classes need to be spoiled. Have we confirmed that all 6 of those are starters, though? There's a couple that are vastly more complex than any of the Gloomhaven starters. Ok. I wanted to err on caution. Drifter - I think the idea of balancing active effects is a pretty fun in concept Germinate - The following between Ranged and Melee is fun sounding. Blinkblade also looks fun with the balancing act between Fast and Slow actions. My only gripe with Blinkblade is their cards are overly complex.
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# ? Dec 9, 2019 23:03 |
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From what I've read the 6 released Frosthaven classes are starter classes. Not impossible for that to change but it's the intention at this point.
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# ? Dec 9, 2019 23:06 |
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The Q&A posted after the panel said they were the 6 starters. And I really want to see more of the Necromancer. Non-loss summons are great, and the fact that they have multiple cards with explicitly the same effect opens up some cool design space
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# ? Dec 9, 2019 23:09 |
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Cinara posted:Yea the Triangles perk deck is honestly one of the worst parts of the class. It feels bad to generate elements to buff up your cards but you generate them with +0's so it practically counteracts a lot of the damage you'd gain from using that element It'd be much cooler to do heavy rolling mods with no way to thin the deck! The elements would be the consolation prize for getting a -2 or a nul. Though then you'd have problems of a 4-target attack generating 4 elements quite frequently...
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# ? Dec 9, 2019 23:26 |
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The Drifter looks very interesting, that's probably the one I'm most interested in, biased by how I love a good time manipulation gimmick. I'm sure they'll get a Bane or two at higher level, too. Some of those level 1 abilities look promising
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# ? Dec 9, 2019 23:37 |
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The Drifter is specifically interesting because of its ability to adapt not only scenario to scenario but even potentially within a scenario depending on which of its active abilities it plays but also chooses to persist. So if you open a room and there's heavy retaliators, hey you're favoring ranged attacks now and let your melee boost lapse. I does seem like it will rely on its higher level cards to develop more of a flavor tho. You can kind of see where the other classes will go (Necromancer will get stronger undead and maybe the ability to summon skeletons from their discard/loss pile, Deathwalker will get more cool stuff to do with the shadows, etc) but it's hard at the moment to actually guess what the Drifter will get beyond "numerically better persistent cards and more ways to rewind them".
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# ? Dec 9, 2019 23:50 |
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SalTheBard posted:I keep looking at the FH Classes and I think I want to start with either Drifter or Germinate. Drifter in particular looks super fun.
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# ? Dec 9, 2019 23:51 |
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# ? Jun 9, 2024 10:36 |
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Germinate seems like it'll have the hardest time with a rather crazy mix of positioning requirements and hand management to avoid wasting attacks or being unable to rest. I love it though. I'm also stoked about the crafting system, just because I love the idea of stamina potions / equivalents being less of a crutch to making the classes so capable.
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# ? Dec 9, 2019 23:57 |