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Sojiro

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About Sojiro

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    Sojiro888
  1. Agreed. Seoni can automatically recharge without a roll, but so can many other casters if they bother to boost their skills (especially Ezren with his special recharging power). Having to roll to recharge every single time gets old fast. Especially when you're playing Ezren and easily casting over half a dozen spells per round.
  2. That's a problem I've been having as well. Given that you can't cancel a decision once it's been confirmed and you can't reload a save or anything, having the "Confirm" button right next to the "NO I DO NOT WANT TO DO THAT" button is stressful, at the very least.
  3. That happens for all horde traps. I couldn't find a way to read them, so I had to go into the vault to check how it worked.
  4. Yes please. I need that link very often, and having to re-load the map screen to make the switch every time is annoying. Especially since there's already a Party button in the deck management screen, which you'd think would let you go back to party management.
  5. As long as your Inspired Grace doesn't send your one Cure to the discard, Seelah can abuse it all game long on all her rolls. So the upgrade to keep your spells is important. Also, remember that recharging means putting the card on the bottom of the deck, so if you see your Cure going down there, you know exactly how many cards you need to go through before drawing it. If you keep count, you can know when it's back on top and avoid using Inspired Grace until you've drawn it. Her Inspired Grace is amazingly powerful, adding a large bonus to everything. The only drawback is that it might discard a card from your deck, but that's very rarely an issue. As long as you don't get damaged to death, having fewer cards in the deck is not a bad thing. As soon as you have a weapon in hand (and possibly a good armor), you won't care if you send your equipment to the discard. In fact it's a good thing because you'd rather draw a card that gives you bonus explorations (or a spell) rather than a weapon or armor you don't need. Losing allies isn't a good thing since drawing them is never bad, but it's not much of an issue either, it just means you'll draw a Blessing instead. The only real risk is to waste a good spell, but that's why you take the upgrade to save those. Having a larger hand size is an important bonus to take because 4 cards is really not a lot, and more cards in hand helps a lot to cycle your deck in order to find that first weapon she's going to need. And then it helps casting those sweet Divine spells more often. I'm not entirely sure if it's better to increase the hand size or the bonus to Inspired Grace first. If you find Seelah has trouble getting her first weapon (because until you do, abusing Inspired Grace makes it likely you'll end up discarding all your weapon which would be very bad) and her spells don't cycle enough back to her hand, a bigger hand size is the solution. And there's her third power, the Ceaseless Crusade. At first I thought that Crusade was bad, or at least very limited. You want to encounter boons rather than banes! But in practice, it's amazingly useful. Once you have a good deck, there are very few boons that you really need to acquire. Sending all the others to the bottom of the pile to get to the boss faster saves you a ton of time, which is extremely important for large groups. If it is one of these rare boons you have to get, just decide not to close the Location and keep working through the deck (or bring in Meri to Evade something to shuffle the deck), you have effectively scouted a good boon so you can focus your effort on working through the deck with the right character and right gear to grab it without fail. And if Crusade doesn't hide a boon, that means it has successfully scouted a bane. Knowing what you're going to face in advance is extremely useful, making sure you can bring the right person for the job (like calling in Meri if you've found a Barrier that really requires some Disable) but even more importantly spotting the Villain. Once you know where he is and that you can encounter him immediately, you only need to send one character in each other open location to be ready to close them, you don't even have to try to explore them. It means you're ready to win the scenario as soon as you've closed 2 locations. And Ceaseless Crusade gives you twice the exploration and boon skipping/scouting. Then with the upgraded Precise Crusade, you don't even have to scour the entire location deck for that occasional important boon, you can put it under the top card and ready to be grabbed by the right adventurer. So... all of Seelah's powers are very good. Which ones you should get depend mostly on your playstyle. As for Skill and Card feats, that's also very variable. Many Divine spells don't require much to be recharged and Seelah can use Inspired Grace to boost her recharge to Kyra's level, so you don't need to boost Wisdom, even if it's a good choice (especially if you get as many spell slots as you can and grab high level spells). For cards, I would advise getting as many spells as you can, because the more spells & blessing in your deck the more Inspired Grace is used for free and Divine spells are awesome (and 1 base spell is really low), but blessings are similarly awesome. And since Allies tend to be discarded before you get to draw them, more slot for them might be good if you want to rely on them. So yeah. In the end, I very strongly recommend getting the spell recharge power and a spell card slot first, and putting your first skill points either in Strength or Wisdom. After that, it's much more open. Personally, I'd improve Inspired Grace and the hand size (order depending one what limiting her in my experience), while piling on yet more spell card slots.
  6. They give you 2 dice, just like they're supposed to, and then the power lets you Recharge it. Unless you encounter the bug that makes this power Banish blessings instead of Recharging them.
  7. I don't know if it's how the rules work, if it's a bug, or just me not using the interface right so I'm asking this here: Ezren's Expanded Spellbook lets him try to draw a spell each time he uses an Arcane spell. But when he uses a spell that's displayed for the turn (like stat boosts or mirror image), it doesn't really work. I think that I sometimes get to use that power when the spell is recharged at the end of his turn (never at the end of someone else's turn). Shouldn't Ezren get to use the Expanded Spellbook when he casts the spell, rather than when it ends? Similarly, if I use an attack spell, I don't get to draw until after the fight is finished and I'm doing the recharging roll, which is a problem when the upcoming card was an Armor spell that I'd have needed.
  8. He's done that already. As for the suggestion, I agree that an Arcane character is most likely the best choice. Not only is it important to close a lot of stuff, that lets you use the Arcane spells that would be wasted otherwise.
  9. This has been a major issue for me. I really do not like spending resources to buy something (be it money or time to grind gold) without being able to tell what it is. There's really no reason the game couldn't show us the cards that aren't unlocked yet. It would also motivate us to make more of the material available.
  10. if you create a new Ezren and use the deck management screen to move the spells you don't want to see appear in scenarios into his inventory, that's 8 spells out of the pool of cards for location decks. And you have 24 character slots, which can be filled with many Ezren holding many spells...
  11. There has been so many bugs since the new update. I tried to use the Spyglass with Ezren while his deck was popping up for his power to draw a card, so I cancelled the action to sort this out. The spyglass disappeared. It was not used, not in the discard, not in the deck, nowhere. Didn't come back after the adventure either. While I was cornering the Villain in 1-3, I had Kyra in another open location that requires beating a Devilspawn to close. So I get her to fight one to temporarily close the location, burning her resources as I do it since it's going to be the last turn. Except that after I kill it, I get asked if I want to close the Location (again). I say yes, just barely manage to defeat this one without a weapon, and then we're back to the closing screen to pick another location to close. Except that Kyra's location was not temporarily closed but permanently closed. Apparently the summoned Henchman she had to beat in order to close the location counted as a real one, triggering a chance to permanently close it. In the same scenario, Ezren used Invisibility to evade a summoned Devilspawn and the game still rolled the dice to burn a card from the Blessing deck (later Meri evaded one without issue...). The illustration for Blessing of the Gods occasionally disappear, leaving an empty area where you can glimpse the graphic for the back of the cards. After using Orik's special effect to pick a boon to draw from the location deck, the line of cards just sort of stayed there. The location was closed and the deck indicated as empty, but the cards that used to be inside were still displayed across the screen. When it got too annoying I quit the game back to the main menu and it was gone when I resumed the scenario. While I was using Seelah's power, the card wouldn't be discarded. The card would be moved there on the screen, but nothing happened. I tried to press Cancel, but nothing happened (the button still reacted, showing it knew when I was pressing it). I tried to quit the game, so I opened the menu, that worked fine. However, when I pressed Quit Game the button would move but nothing would happen. I waited a couple minutes, pressed it a dozen more times, then gave up and decided to close the menu. Except it wouldn't let me, the cross in the upper right corner would react to being pressed, but it did nothing. Same with all other buttons. I had to crash the game to get out. When using Seelah's Inspired Grace, it's easy to lose the card picked from the deck and start moving around another one (like the object that's currently revealed in the middle of the screen). That's just an issue of the ergonomic being badly designed (or designed to be more time-consuming than needed), but the card being moved around could end up staying there when the turn ended, sitting on the side of the board while the other characters take their turn (it usually goes away after a couple turns). And many many others. Like when Augury cast during the fighter's turn ended up rearranging the location deck of the active character, rather than the caster. Or like when... well, you get the idea.
  12. Lini and Seelah are very good characters that can shine at pretty much everything, so they can help any party. Lini is harder to play (having significant difficulty handling combat if not handled right) and really needs to level up some to really shine, so I'd advise Seelah. But given your current party, you should seriously consider Valeros or Harsk. You don't have anyone that handles weapons well and can reliably clean house through the game (Seoni is close, but might have to burn cards to do that). Valeros is extremely good at beating things to death (high Melee and can recharge his many weapons to get plenty of dice) and jumping headlong into danger (can kill all the monsters and can bury armors in case a trap gets him), additionally he can give a strong bonus to combat to anyone at the same location, for free (and that applies regardless of how they fight, Seoni's fireball get the same support as Meri's daggers). Harsk is a decent killer with a ranged weapon and he never has to jump headlong into danger thanks to his scouting power (it's not just to avoid nasties, you can spot the villain for a coordinated takedown or get a friend to grab an awesome boon that would have been a shame to miss). But where he really shines is support, he can give the same combat bonus as Valeros but to characters in other Locations (at the cost of recharging) and he has quite a few Blessings. Your current team should be plenty good enough to close everything as it is, so using your fourth slot for a combat specialist who can use the card types you're neglecting is not a bad idea.
  13. When I started Quest Mode, I got my assed handed out to me 3 times in a row (mostly by the same boss as you, actually). But each time I was defeated, I ended up with better cards for my adventurers. Now I've played a bunch more quests and haven't lost once in Normal or Heroic (not that it's easy either, I won too many scenarios on the very last turn to feel ****y). Also, getting a third character helps a lot. An Arcane caster like Ezren or Seoni is a very good match for the starting characters and only costs 1500 golds. Wow, I didn't know about that. How do you see that gold bonus?
  14. Your characters are stuck at low level in story mode as long as you don't get new adventures. However playing with the same team over and over again can get tiresome. If you love the dynamic of your current party and don't really want to try something new, save for the next adventure. Otherwise, pick a character you think you'll like since that costs half of the adventure (or less). There are a few. You can start the story mode again with a new party and earn gold rewards again for beating the normal difficulty. You could play normal missions to improve your character's decks and practice your skill until you can beat Legendary. Or you could go for Quest Mode. In there you can play an infinite number of Normal scenarios and get full gold reward for them each time. In addition, the level of your characters isn't limited based on the adventures you've purchased in that mode. If you do go for the Quest Mode, you should probably get a new character or two, though, because Gold rewards there grow with the size of your party.
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