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chaosticket

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  1. I encountered a bug that has some of my characters disappearing from "My characters" if I changed their names and logged in later. So far Ive lost at least 2 Sorcerers(and all the progress with feats) because of that. Im almost to adventure 5 so this is really irritating. Can I get a "rollback" to about a week ago in terms of progress to get my characters all back?
  2. So gold is worthless? Whats the point of having a market you cant buy anything?
  3. I cant find any way to purchase the majority of selections for Gold so my Gold just grows now. All the Goblin Scenarios, Valeros's Tale, most of the alternate character costumes and that one gnome Fighter character are unavailable to me.
  4. 1 As previously put up: The ability to re-choose Feats is very important. I think I may have to remake at least 1 character because I picked something wrong months ago. 2 Treasure really needs less randomness. Ive purchased something around 30 of them in the past few months however I have no control. What I want is a handful of items but many copies to actually equip several of them and to several characters. For example the Shock Glaive is something I would like to replace many of my current weapons, but out of all those chests I have only 1 Shock Glaive. Oh and Ive gotten things all the way into Adventure 6 which I am not even at. It seems like the ratio to actually collect useful items is far lower than junk, so there is a rarity algorithm. And its a complete waste to receive dice skins. Makes me feel like the developers are laughing at me with dud cards and jokes. 3 Price reduction on the alternate costumes. $59.98 or 66,000 gold, seriously? Ive already purchased the characters. I had a smaller problem when I had to purchase the Character Bundle to get C deck after unlocking all the characters. 4 Some kind of locker for cards. I farm a lot because I have to constantly search for and drop cards again and again collecting the same cards constantly. Ive looked for things like a +1 Bastard Sword so many times. Any time a new card feat is unlocked its probably going to be filled with some junk card picked up during the scenario instead of say a +3 Greatclub to collected then dropped 4B. Its also a problem that you cannot directly trade cards between 2 characters of the same class, so there is an unnecessary complication of requiring 3 characters to trade cards.
  5. Ive been playing this game a long time and Ive never encountered a problem this strong. So many details I that I dont think will help. So story mode Adventure 3, scenario 2. I take 4 characters, Fighter, Monk, Bard, and Cleric. At one point I use a Shalelu Andosana card to examine a card, which turns out to be Goblin Commando. Normally I would have the option to "encounter" the card, press a large red X to ignore it and let Shalelu Andosana be recharged, but not now. The "encounter" option isnt up, pressing the Red X does nothing and trying to select the "store" or "options" menu to forfeit or pick the main menu results in nothing but showing that the clicking animation has no effect. Ive tried closing the app=closes but still frozen when I enter story mode. Ive tried uninstalling=still frozen Clear cache=still frozen. Ive also tried to enter story mode and "start new party". The 2nd party is not frozen for now. Its somewhat bugged My cleric, fighter and monk are locked in still. It also set me back, indicating I havent Completed adventure 3(I have) or adventure 2-scenario 3(beat heroic there), but Adventure 4 is still unlocked...What?
  6. Oh yes, Sajan. I dont know why people say he is terrible. In terms of raw combat ability he has the most blessings that he recharges for combat checks. He can beat basically anything. For him weapons are weaker but more only need to be revealed. He has plenty of item slots for things like healing items. He never learns spells and his roles are rather weak so there's that that. I didnt know anyone until this point who actually based anything in the card game about Roleplayng.
  7. If you compare characters I would put Lem higher on the list. Note this isnt basing on later adventures on legendary so experiences may vary. Valeros is a combat specialist. He has miniminal blessings, location closing is pretty much stuck to "fight monster", and his support ability is stuck mostly to whatever allies and items you can get. He is strong at fighting(der) but doesnt even get into any kind of secondary function. Closest you can get it extra items and allies for utility. Lem has strengths in most area Valeros lacks, but can also fight. a D8(+0-3) Dexterity for ranged checks is alot worse than Valeros D10+3(+0-4), so its more of a backup to deal with weak monsters while the big ones get offense spells like Holy light and Lightning Bolt. When Lem gets Solo Performance at tier 4 then he adds more to combat making them closer and making Lem much better at at what Valeros lacks. Its a question of Valeros' specialization versus Lem's versatility. Amiri, well I almost never find a good time to use Barbarian Rage. She is too close to Valeros in terms of functions. I like Valeros recharging weapons A LOT better. I can see her real strength being in Move Fast/Another to "taxi" other characters around, but also in "Our Lord in Iron" making her far more versatile with 6 blessings giving d12s to ANY stat. --------------------- Anything you can do to Valeros after a point is really just there to increase his utility. Thats not bad, but its means Card Feats and new equipment are more important than possible SKill or Power Feats decisions
  8. Ah, yes. Rogue Acrobat has "Delay". I forgot about that. That one ability would be incredibly useful in nearly any situation a Rogue might get into so you can acquire boons or bring in another character able to handle banes like the Villain. Ranger. Well Animal Trick(not to be confused with Druid Animal Trick) gives the power to recharge animals allies. I can see that very powerful in nothing more than free explores. If you had more powerful animals like the Velociraptor it would make some problems a breeze. In the case of Miraculous Dexterity Vs Wisdom that can be a harder choice. The Ranger can become a Divine spellcaster. Having Miraculous Wisdom and spells like Mass Cure could make 2 spell card slots into game changers. This is actually a tough choice. Barbarian, Monk, and Sorcerer have mild differences. Fighter, yeah Weapon Master is better but not by enough to say "wow". Cleric and Paladin have so many quality power feats that their roles are extrasr. Paladin Hospitaller with Healing Hands could be quite useful. Cleric Healer is redundant but the Exorcist can be quite good against Undead or Outsiders if you have enough power feats Wizard, well the Evoker looks pretty bad. 3 feats to give +2 to some attacks spells? Illusionist takes one or two feats to control your deck quite well. Druid Wild Warden and Barb Virtuoso are at least clear picks.
  9. After that things are less clear. What secondary stat should skill points be put into? Which Role Path is better? Where should other card feats be placed? 1 Barbarian. 2nd Skill points into ? , "Our Lord in Iron" feat , More ? cards. Maybe items? Role? 2 Bard. 2nd Skill points into Dexterity?. Virtuoso for "Solo Performance" feat, More weapons or Items. ? Role: Viruoso 3 Cleric. 2nd Skill points into Strength, "Dawnflowers Favor/ite" feat , more Blessings and Weapons. Role? 4 Druid. 2nd Skill points into Strength, Wild Warden for "Ritual raining", more allies. Role: Wild Warden is much better caster. 5 Fighter. 2nd Skill points into ?, More teamwork??, More items? Role? 6 Monk. 2nd Skill points into ?, Zen Archer and Weapon Proficiency?, more blessings or items. Role? Zen archer is a little better 7 Paladin. 2nd Skill points into Wisdom/Charisma , "Inheritor's favor/ite", more Weapons/Blessings/spells(order?) . Role? 8 Ranger. 2nd Skill points into Wisdom , Tracker for "Animal Trick", more allies(animals) . Role? Tracker has recharging Animals. 9 Rogue. 2nd Skill points into ?, "Inspired Dexterity" , more blessings. Role? Thief is a little better 10 Sorcerer. 2nd Skill points into ?, "Our lady of Graves", more Spells. Role? Celestial Sorcerer doesnt banish anything accidently 11 Wizard. 2nd Skill points into ?, even MORE Recharge , More Items? Role? Illusionist may be better. Any class with spells(aside from Rogue) works better with the maximum number of spells. Blessings maxed out is a good idea for everyone. Items and allies can be solid secondary choices. ===================================== The classes differ a lot in quality of choices made. Some classes have no clear choices in terms of skills, feats, cards, or even roles. Others have maybe a single power that screams "Take me" Cleric and Paladin both have some strong feats and want Weapons, Spells, and Blessings. Theyre pretty much fixed already but their roles are open. Bard and Druid have roles to choose that are much more generally useful. Bard becomes a jack-of-all-trades while the Druid has amazing casting. The more physical characters vague. They dont have anything to say "you should play like this". So additional comments and advice you can give? Ive already read up on the Paladin taking a shortcut by going for spells and/or blessings before weapons.
  10. 1 Barbarian. Skill points into Strength, improve hand Size, More Blessings. 2 Bard. Skill points into Charisma , improve Bardic Performance , More Spell . 3 Cleric. Skill points into Wisdom, improve everything but Undead Lore , More Spells . 4 Druid. Skill points into Wisdom , improve Animal trick , More Spells. 5 Fighter. Skill points into Strength, improve Hand Size , Max Blessing . 6 Monk. Skill points into Dexterity , Increase Hand Size and Magic fist, more Weapons. 7 Paladin. Skill points into Strength , Increase everything, more Weapons/Blessings/spells(order?) . 8 Ranger. Skill points into Dexterity , Increase Sniper Shot, max blessings . 9 Rogue. Skill points into Dexterity, Increase , more weapons(personal choice) . 10 Sorcerer. Skill points into Charisma, Increase Arcane Strike, more Spells. 11 Wizard. Skill points into Intelligence, Increase Recharge , More Spells(?).
  11. Missing a few steps there. 1 or 2 Early On getting strong weapons, magic armor(to recharge when not needed), and looking for Blessings of Gorum are my suggestion. Putting Card feats in Weapons and having a Hand Size of 5 makes her alot better both personally and gives her more support from having more options in her hand especially blessings. Thats a solid way to survive early on. 2 or 1 Blessings or Spells are also important, possibly enough to get before weapons. I think Spells should have higher priority mainly as you would have 6 blessings and 1-3 Cure spells to allow you recover your spent blessings often. That is doubly so if you use Inspired Grace often. 3 Later at tier 4+ you can pick one of the most unusual and powerful power feats, Iomedae's Favor. It only works on a Blessings of Iomedae, so less powerful blessings but more versatile as they now recharge. Early on you can focus on weapons, blessings, or spells. Its that you have all three later on which gives the Paladin its strengths. A Fighter only have 4 blessings maximum. a Paladin can have 8 recharging blessings
  12. Now that causes argument. So I dont think she is good solo AT FIRST. She can be great at that but it takes a while. I dont understand why youre downplaying it like she is flawless. For now Ill try 2 paladins. One start with weapons and the other getting spells.
  13. We are not actually arguing. My default objective is to heavily focus on increasing Seelah's combat ability. Max her weapon slots, all skill points to strength, and then go after blessings and spells. The alternative I see is the other way by focusing on Blessing and Spells first off. I dont know if Strength is passed over for Wisdom/Charisma but Ill assume it is. In that case she is poor in combat but great for support. Both paths can meet up eventually. Its a question of whether Inspiring Grace is your main focus on power feats. Until now I would pick just about everything else.
  14. I dont think I would use any ranged weapons on him before he gets to Weapon Master and has the feat that allows him to use his Melee skill. Before that he just has a d8 dexterity die compared to a D10+3+(0-4) melee. Later he could use Ranged weapons equal to melee ones and be able to use their support abilities without discarding. It wouldnt be great but it would at least give him some extra support use.
  15. Hey if you burn through everything but your blessings by using Inspiring Grace that is dangerous. However like I said earlier it could work by focusing on increasing your number of blessings and spells. In that case half your deck get recharged by using it. Just a couple power feats means you dont discard your Cure spells when using it and you can give a D6+1 to everything, including your spell recharge rolls. Its still risky for combats. A melee weapon is stronger and reusable. So again thanks for the build Idea. Going directly for 8 Blessing and 3 spells would give Seelah good closing ability and major at about tier 4 with rechargeable Blessings.
  16. Well OP either neglected to get magic weapons or really meant FIRST game ever using Seelah. I would think after the first encounter with an Incorporeal(invincible against non-magic) you would move or forfeit to try again. However its interesting from what Ive read that other players went in the opposite direction I went. I go for increasing Seelah's practical usage. Inspiring Grace would take a while to minimize the damage from feats so a simple melee weapon like a Great Sword or Bastard Sword +1 are much more practical. That doesnt mean its bad. I can still see that as a viable option to use Inspired Grace from everything between combat, boons, banes, closings, spell recharges. Its not for my first choice because its so risky to burn through your own deck without key feats at least let you keep from discarding your Cure Spells, weapons, and the rest. You would need multiple Cure's and Iomedae's Benediction feat to keep a stable deck size. Thanks for that character build.
  17. I think that's exactly how it would work, should we get a new adventure deck. It would be really hard to rebalance early scenarios if you're showing up to Skull & Shackles with a tooled-up party from RotR. I'm really not sure what the alternative would be. People have considered such ideas in the tabletop version of the Pathfinder ACG, and the consensus is that there's really no way to make it work to carry over leveled characters from one set to the next. Probably the best you could hope for is for Obsidian to create some AD7+ content for RotR. It would and would not be a problem to carryover existing characters. A major benefit to have new Base Sets would be to have more Skill, Power, and Card feat upgrades. That would allow you to get closer to actually reaching a character's limits. That being said people could CHOOSE to make new basic characters. Just dont force people to reset. Its really balancing things for both hardcore and casual players. If you make the game too hard youll drive away people that could be paying.
  18. That being said the Skulls and Shackles adventure set can be quite confusing. Ive been playing it in real life for months now and there are plenty of rules that may be too complicated. The set characters are specialized to deal with the new details of Pirates, Swashbuckling, and Ships which would be useless outside SKulls and Shackles. I like new classes, but there would need to be ways to get all of them cheaply especially if theyre coming all at once. More character slots are necessary to accommodate them. There are 11 characters so far and 24 slots. 8 new classes and 4 new alternate characters would require 16-24 new slots. I have 3 Suggestions: 1 Cheaper characters(or free alternate characters), 2 More Character Slots, and this would be a good time to have 3 some sorting options of characters(by class, name, number of adventure/scenarios completed, manually).
  19. Has nobody asked questions about how new Adventure Paths/Base Sets will work in the phone game? I am concerned that players will have to start over with either 1 a new group of basic characters from the current set, losing progress, 2 required to purchase and use only characters from the new sets. If that is the case then its really a waste to keep playing if every new set means you have to effectively start over to play it. Cross-compatibility allowing existing characters to move between sets would be very important. Also I do want to see want to see the new(ish) characters, but Idont know if I want to see multiple versions of the same character ESPECIALLY if as a player I have to keep gathering Gold or pay cash to unlock them at full price and the individual adventures. It took me months to unlock the characters and adventures to get where I am now and I am still nowhere near unlocking 100% of the current content. A new game expansion would be painful. I think some reforms should be taken to reduce the cost of adventures, characters, and treasures well before any new Adventure Paths/Base sets come out. If there are multiple character versions then please give all versions when purchasing one. You cant use multiple versions of the same character anyways. To the game developers, take this into considering beforehand. I dont want start over, so Mercy Please!
  20. Seelah is terrible solo. In general always have someone else to help like giving her a weapon if she doesnt start with one or healing. Upgrading her to be much more combat capableis necessary. She needs to the best melee weapons you can get. Get more weapon slots. She cant do much without a weapon and unfortunately you DONT have Weapons as your Favored(aka starting) card. That said she does eventually become a Blessing factory at about 4 Power Feats where she can carry 8 Blessings to recharge(Iomedae though) instead of discarding. She also has Crusade which allows you to go through locations quickly and gets significantly better with additional feats. Shes just really hard to grind for a while.
  21. Valeros is a boring but practical character. Weapons are reusable while spells require a successful roll to not discard them and THEN you can recharge them. #1 Stat dice. For Valeros they are mostly physical, which is a problem as most rolls are actually mental stat dice like Wisdom. Strength D10 is good but not great. #2 Cards. He has few blessings and low growth in them. He has many weapons and armor, more than necessary really. Items and allies are decent, can grow and depending on how many and which ones you can deal with things like traps, non-combat damage, and heal yourself. #3 Powers. Err, he only has one strong power and its one he starts with. He can recharge weapons to your their particular powers. That is more and more useful later as enemies get stronger and discard/recharging weapons for additional dice is more necessary. He can unlock Ranged weapons to used like Melee weapons which is unique. In theory you could gte things like Bane ranged weapons to help alot. Teamwork is too inflexible as it only works in the situation where you have multiple characters in one location when youre SUPPOSED to search through and close locations one character per location until the end. #4 Roles, neither one is hugely useful. I favor the Weapon Master a bit more for higher strength dice from blessings and being able to use Ranged Weapons on Valeros. Overall I would have like more blessings and less weapons. Who needs 5-8 weapons when youre revealing or recharging them each turn? One of his powers is great, but the others are meh.
  22. Quest and story mode characters and their equipment are separate from one another. I would suggest you stick to one mode so you do not have twice as much work to made a strong team.
  23. Ive played this game for a while but havent done much with chests as unlocking characters has been my #1 priority and unlocking each adventure path has been #2. Ive gotten a few free chests and opened them. They came with various rewards, even one way into adventure 6. I actually managed to acquire them through the story mode. After some testing I found out that they can only exists one card per your entire party. That is a massive problem with 11 characters. In particular I was really looking forward to a simple Warhammer +2. Now I just need to get around a dozen more for my characters. And there's the problem. Multiple copies of each card are needed to equip every character. I dont want to go and spend 5000+ on treasure chests looking for multiple copies of a few good cards and getting lots of junk. So I am asking people with more experiences with chests, Are Treasure Chests Worth it?
  24. Lini can be quite good but my issue with her is offense power. He Beast form is a worse version of the Monk's unarmed strike and Sorcerer's Arcane Strike. Because her strength and dexterity only get a +2 with upgraded skill feats and weapons are out of the question Beast Form is a pretty much a last resort. If I have to actually use it, its a clear sign I need to start discarding and healing to get back my attack spells. Healing is very good for her as it means she can easily heal herself, other characters and with Animal Trick there's little risk of failing recharge rolls. Holy light is so key to her that I max out spells first of all. I try to collect as many Holy Lights as I can. If she doesnt have one or two in her hand on any turn its a bad turn.
  25. Sajan is pretty strong to me. Early on his main problem was his small hand size so sometimes he would have a hand full of non-blessings meaning he would have a hard time. After more weapon slots and a larger hand size he can easily win multiple combat each turn with multiple blessings of Erastil and a magic crossbow. Pairing him up with a healer works very well as that way if you have you hand full of items and/or allies you can discard them and them heal through a spell. Neither of his Roles is that dynamic, but Zen Archer is slightly better. Ezren started out incredibly handicapped as he had low attack power from 1d6 attack spells and low recharge chance. It didnt take long before several skill and recharge feats that he can easily use more powerful spells and recharge them reliably. His lack of blessings is still the key flaw as it means he can be both a drain on blessings and doesnt help other characters. In theory he could have buffing spells like Strength and Agility to support but those are still nowhere near as useful as any blessing, and by splitting your spell choices you can run out of attack spells. Lem can reach a bottleneck as he cant equip and recharge the most powerful spells as easily as the Druid and Sorcerer. Its common to reach the point where he has no attack spells in his hand and his physical attacks are nothing special by itself. Increasing his fighting power from extra spells, using blessings often, and healing when he uses blessings is key. Its when he gets to being a Virtuoso that things drastically improve. He can use Inspiring Performance often to boost things, use blessings for d12s to rolls, and recharge his spells easily. Being able recharge your hand often is very important so you never have a "dead hand" and healing yourself so risks are more acceptable. ============= SUpport and self-sufficiency is something that is often important with some key feats characters can. You can combine both the Ranger's sniper shot, Bard's Inspiring Performance, and Fighter's Teamwork to improve rolls so initially low power characters can actually do well in combat and in turn support others. So cooperation is becomes more and more important to keep powerful characters at their peak and for low power characters able to actually win. The "weakest" characters are the ones with poor abilities to support others and/or help themselves. I almost never use the Barbarian's rage ability because it buries cards. Wizard is pretty much the worst as its abilities are rarely useful and neither of its Roles has efficient or powerful feats. Its highly dependent on using the rarest and most powerful spells you have access to. 11 spells is ridiculous when you could use half of them as blessings for yourself and other characters. I favor the Sorcerer considerably more. Some characters drastically change as they go up in tiers that the harsh start becomes worth it. Cleric and Paladin are both painful as they lack combat power but end up immensely useful for their Blessings.
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