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Irgy

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About Irgy

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    (3) Conjurer
  1. It's well known that a lot of people experience randomness in games as being rigged against them even when it isn't. There's lots of factors as to why, someone else already went over some. Now, maybe this is the one game where they have somehow managed to rig the dice for no clear reason, and you're the one person to have actually realised it. The trouble is, even if you are, there's no way to distinguish you from all of the other people on every other forum for every other game involving randomness on the internet saying the same thing and being wrong. If you want to be different, gather
  2. Making it party specific isn't an enhancement or balance, it's just flat-out the way it should have always worked in the first place. None of the problems the stash is supposed to be solving require it to be account-global. Making it global introduces a whole lot of issues and abuses while also not enabling anything that people ought to be doing in the first place. Being able to farm AD6 cards for characters in an AD1 party is ridiculous. What's annoying me at the moment though is that I can't keep a separate stash for two different parties even if I want to. I've got one party in the gobl
  3. I was playing a game on legendary difficulty, and it picked the additional challenge where whenever you encounter a normal monster a random player encounters a summoned henchman (in this case a scarecrow golem since it was deck 2). While exploring the Warrens location I discovered this challenge did not interact well with the Warrens location power to put a monster on another deck. It hardly did the same thing twice but it never handled it correctly. I was encountering random cards from other decks with different players, never summoned a scarecrow, one time it finished up with the same monste
  4. It might help you to know though that if you manually click on the yellow trashcan icon at the end of your turn you can choose to throw out cards that you don't want. So it at least doesn't clog up your hand. Most of the time that's just as good as not getting it in the first place.
  5. All of the difficulty reduction cards are very unreliable. My advice in general with them: If you're going to use them, use them first. Don't do anything else first. Of course, I still find it difficult to do this myself (I tend to only realise I want to use them when I've already activated a bunch of other powers), but there you have it. When working as intended, they reset the check, except for anything that involves a dice roll (or Seoni's ability that reveals her top card). I don't really know why that is, but it seems to be deliberate. But cancelling is flaky at the best of times, and
  6. Even on legendary/heroic mode where you face her every single time, banished haunts or not, it's still beatable (and by that I mean fairly consistently). Merisiel evades. Kyra defeats and gets to even examine a location. A couple of other characters have a good enough roll that a blessing will generally cover it, as much as any normal check at least. Anyone with armour buries an armour - if you haven't drawn your armour, well guess what you get to draw a whole new hand size worth of cards to find it for next time . Everyone else just takes a hand-dump, and goes and gets a cure at the firs
  7. I don't quite like Shalelu as a good ally here, I find her prety niche. Very useful for some characters but not an ally I'd consistently have in my character's decks. My points are: - Allies, along with blessings, are the main sources for extra explores for almost all characters. If you're not going to use an ally for the explore itself that ally should have a powerful enough "alternative skill" to be "worth" dropping the explore. - Characters with small hand sizes and ones unable to either quickly cycle or reshuffle their decks will probably not recover Shalelu in time to play her
  8. Randomness, particularly with regards to finding the villain, has a large impact, but it's still possible to win quite consistently in spite of it. You can spend less time by exploring more aggressively. You say you like to keep 1 blessing on hand, but if you explore with your last blessing you still have your friends to back you up, and then if you've emptied your hand well enough you can draw a new blessing instead. Pack enough cures and the aggressive exploring costs you nothing. But time itself might not be the real problem. Time is basically the only way to lose most scenarios (te
  9. The skill feat is the reward for completing the adventure path "Perils of the Lost Coast", which is the entire set of 3 'B' scenarios. You have only earned it when you complete all three. The Black Fang's Dungeon scenario has its own separate reward, which is to choose a type of boon other than loot and draw a card of that type from the box. So if it works correctly Ezren should get to choose a card but should not get a skill feat. If you want to catch him up, just select the first scenario from the map interface and play it through.
  10. Well my revised complaint was that it's not at all clear you need to sell things from unclaimed in the first place, since there's no reason to expect to be forced to use those cards in place of basics from the box. Thus a large proportion of people will get cards shoved down their throat at least once before they realise what they need to do about it. I also find the whole idea that you can get cards from AD6 in your AD1 party distasteful. I'm fairly militantly anti-scrubbishness in general, and even though I believe this to be a different sort of thing I still feel uncomfortable deliberat
  11. The calculator that displays the probability of the roll succeeding doesn't take into account the effect of the Death Zone (specifically that it makes all 1s and 2s into 0s). For example if the check is a 5 and you have d4+4, it will say 100% when it's actually only 50%. It's clearly just a case of no-one really having considered (or *cough* tested) this case, not really a bug as such. And of course I can make my own estimates without it like everyone always used to do anyway, it's not critical. But... * It's annoying seeing the wrong value there. * It's going to stuff someone up at some
  12. FYI there's still some checks that aren't getting 0s, as of the current version (VER-973-20170628). I really wish I could remember exactly what though. They were non-combat checks I'm sure of that, but whether it was closing or recharging or acquiring I've forgotten. Happened more than once though in just a single play-through, so wouldn't be that hard to reproduce.
  13. Ok and apparently you can take cards from your stash from your party that just completed the whole game, and give them to your new characters that are starting out for the next run. In a totally new and separate party. Why on earth do you let people do that? That's ridiculous. And it looks like I'll be stuck with all of it until after the first mission, so again I can get stuck with these cards even if I don't want them. Edit - ok fine I could get rid of them after sorting out the deck...
  14. People keep saying things like "near-vanilla" if you follow all those steps. What are the remaining differences? Just the various bugs? The fact that it's not a physical card game? Also I'm amazed so many people want to replay scenarios. I'd much rather just play through the whole set more times. Though I do get a little sad when I get to the end and my party isn't useful any more. Maybe what they should do is make an extra game mode where rather than progress through a story you just grind through automatically generated scenarios, to suit that style of player. There aren't, but
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