Jump to content

Longshot11

Members
  • Posts

    815
  • Joined

  • Last visited

Everything posted by Longshot11

  1. More precisely, you shouldn't be *able* to play that card that adds the forbidden trait, so you can't screw your own check, just because you weren't paying attention. In Rhygar's example - no, you won't be able to play Frost Ray at all in the first place, let alone augmenting it with fire.
  2. Or he can just wait for the new patch this week where they fixed the unlocking bug. Hopefully, it will be retroactive.
  3. Yeah, especially since currently Loot is bugged and doesn't show in you respective card type filters in Deck Rebuild. Starting with AD4, if one of your characters find themselves short on weapons (you didn't pick up new weapons and a character banished a weapon/gained weapon card feat), you *should* be able to pick up the Impaler right from the box (the 'Vault'). Let's hope this is not something they overlooked in coding, the way they did with the Rebuild Deck filters.
  4. Not necessarily. They changed a lot of vards for the digital version, and the Snake would much more useful (i.e. of *any* use at all) if LIni could add her to her Beast Form combat. So it might be a purposeful update.
  5. This is observed in the Guard Tower, but possibly reproducible at other locations with 'start of turn' powers. Also, the bug could possibly affect Lem's post-role 'end of turn' upgrade (Encore Performance) in conjunction with 'end of turn' location powers. - at start of turn, both Lem's 'Versatile Performance' and the location's power buttons are active - activate Lem's power to exchange a card from your hand for a card in the discard - activate the location power to summon and fight Bandit henchman - after the encounter, Lem's power button is again active and usable
  6. To be fair, he's a slow starter (not to mention a bit boring as a one-trick pony). Without a weapon and no hard bonuses to combat, he basically HAS to recharge at least two blessings to reliably kill anything. And with a starting hand of 4, this doesn't leave you much else to work with. Also, healing is not everyone's speed - certainly not mine. I now do it extensively on my solo-caster runs, out of necessity, but on my first-ever playthrough of RotR with 6 chars, I've maybe used healing once or twice in the whole game, just because I got a random Cure or something (and Kyra's 'healing' power was a huge waste of a power feat - you just can't afford to lose explores with 6 players). Basically, I prefer my characters self-sufficient and not *needing* healing in the first place, so I'd rather reserve my card slots for broader utility. (That being said, I do now have a party of 6 in Pathfinder Adventures, with Sajan within, and with couple of feats under his belt he's a perfect support - he's an opportunist that worships more than half a dozen deities, and so he always has just the *right* blessing for someone's check; and yes, he opened my eyes to the benefits of a Cure or two)
  7. They ARE subject to restriction. They should be within 1 location from you, if you're not moving yourself, but I'm not 100% about the other cases. I think, your first move and then you can move to your new location characters that are 1 location away from it. Even then, this allowed me to save characters from certain death. Someone got hand-wiped off turn and were going to die on hand reset, and they were too far away from my only healer. Thankfully, Amiri was between them and saved the day once more, by pulling them close enough.
  8. I played a Merchant with my solo Lem with the intention to explore. For my surprise, a dialogue appeared with 2 options "Explore / Give Card?". This already smelled like a bug so I decided to test it; sure enough, when I selected "Give Card" a small window appeared, where usually the portraits of eligible target characters for a power's effect are - and it was empty. - I had the two Cancel / Confirm buttons at the opposite side of the screen - I pressed Cancel - the Merchant was in my discard pile , instead of returning to my hand
  9. Believe me, when I first played Amiri, I was also 'meh, I can move at end of turn, so big deal', but I took it because it seemed to offer was *some* tactical advantage, as oppose to unnecessary +1 to an old power. And then, this power *changed my life!* Dramatics aside, you need to take it to start realizing all the possibilities it grants you. Only a few examples: - you move out of a nasty 'start of turn' location (Mountain Peak), and you just get back there on your next move - you move other heroes out of nasty locations (I used it to pull my assigned hero from Habe's Sanatorium to evade the nasty Wisdom check at start of turn) - you rearrange heroes so they can use their 'Give Card' phase efficiently - you move characters to closed locations off-turn to minimize "horde" barriers impact - you optimize party positioning for scouted Villains with "if you're the only character/if there are multiple characters at this location" powers; the same goes for support like Valeros/Lem/Harsk - after you close location, go to another open location that is not being covered for temp close (and/or pull another character who is skilled in temp closing it) - position tactically heroes with "start of turn" abilities (Seelah; also Lem - his SoT power is not location dependent, but might be important in concert with his Give Card phase) - you go to Shadow Clock to prevent the scenario's power - you move to benefitial 'start of turn' locations (Throne Room, Swallowtail Festival) ... There's probably many more, but generally, Amiri turns from a 'Hulk Smash' barbarian into the best tactician your party'll ever have, always making sure you got the right heroes at the right places, or pulling them out from harm's way. I've played dozens of games with all characters, and for me, Amiri's move power is the single most versatile power in RotR that let's you pull cool combos and feel like the best arm-chair general ever. Oh, and I'm guessing you're not playing Legendary difficulty, 'cause otherwise you wouldn't even be asking the question.
  10. I was mistaken in one of my post above. I thought that (similar To Soldier) the Snake only adds to Melee, while it says that it adds to Strength or Melee. So, you should be able legally to: Morph your Strength to d10 + reveal Snake (Lini power) for d4+X + discard (but actually recharge) Snake for another d4 If that is true, it is a change from the physical game. Snake was Stealth or Melee in the physical form. I'm pretty sure I'd seen it that way in the app too. Hah, you're right, and I feel better about making the mistake earlier: the physical card does indeed only add to Melee, while the the app card says "Strength or Melee".
  11. Start her off with Miri and pass her an extra Crossbow. Starting off Dex is her best offensive trait. This is problematic, considering Merisiel is not guaranteed to start with even with a weapon of her own. My recommendations: get Lini the Deathbane Crossbow +1, put her two first Skills into Dexterity. This will make her a reliable fighter and will free up spell slots for support. Also, get her an Armor slot and give her the Snakeskin Tunic (Loot in AD 2-5) - in a bigger group, she's unlikely to need to take more than 1 mass damage, and all the while she'll be getting +1 to all her Dexterity checks (ranged combat), while you'll be able able to exchange the Amulets for more useful items. The above build is quite different from what I'd recommend if you were playing her solo, but in bigger groups you can pick your fights (not going into the Monster x 6 Catacombs of Wrath when you don't have weapon/ combat spells for example), while making sure you can boost anyone's rolls, anywhere, at any time, becomes a much bigger priority.
  12. I was mistaken in one of my post above. I thought that (similar To Soldier) the Snake only adds to Melee, while it says that it adds to Strength or Melee. So, you should be able legally to: Morph your Strength to d10 + reveal Snake (Lini power) for d4+X + discard (but actually recharge) Snake for another d4
  13. This not only seems to be the only way with solo caster, it's also where they excel at (I could've swap-healed with one of my support spells to safeguard against this, but I forgot the location power and I couldn't be bothered to spend a bunch of turns 'end-of-turn discarding' to return to my Alpha-strike hand of Villain Ass-kicking +3)
  14. I've opened more chests and I haven't got a single Gold card, so consider yourself lucky. (Black-lined cards don't drop from chests; they have some mysterious conditions to be unlocked)
  15. So, I was at Glassworks, encountering the villain Eryllium. I was with 0 cards in my deck, and I failed the pre-combat Wisdom check of the summoned Sinspawn. At this point in time the Glassworks power ("If you fail a check, discard the top card of your deck") should have activated and killed me. - the Glasswork seem to work fine when I have cards in my deck - I have previously specifically failed a SInspawn pre-combat Wisdom check at the Glassworks, so the issue shouldn't be SInspawn-related - I can only assume that the "discard from the top of your deck" power is not currently rigged to kill characters (this can potentially be a bug with other cards with such powers, such as some Barrier Traps)
  16. Wow, that's a cool and dated reference Yaemon, quite possibly the most badass and iconic kungfu monk all these years in DnD. Huh? I didn't actually know he has his origins in DnD. You learn something new every day, I guess.
  17. Wow, that's a cool and dated reference
  18. Sooo, by this, did you mean the "GHOUL Scarecrow'? Because the Scarecrow GOLEM is totally not supposed to be immune to Poison , he's only immune to Attack and Mental.
  19. Well, I expect you'll be fully able to take them for a test drive in replaying the scenarios.
  20. Not quite. Rather (as also previously stated), declining to acquire counts as "failing to acquire", not as "failing a check to acquire" (i.e. you would be safe at Glassworks). Also, the benefits of declining to acquire don't need to be further established, but your example is not very good - in those scenarios, you can always elect to just bury the spell you just acquired, so you win nothing, you lose nothing. Indeed, not cluttering your deck with garbage (for healing purposes) and the wildcard Night Approaches are probably the most obvious arguments for having the option to decline. However, starting with the next Adventure, another reason will become much more important: your ability to rebuild your deck not only with Basics, but with any cards whose AD# is your current AD# - 2. So, for example, until now (AD3) the precious Augury has alluded my Ezren, but I get a location that closes by "Banish a card". Normally, I'll banish a spell to close, then I'll take extra great care not to pick up any other spells until end of scenario (I just decline them), and at the end - I just pick up the Augury when rebuilding my deck. However, as it is now - I suddenly stumble across a Detect Magic, or even worse - Sleep. Even when I switch my check from Arcane to Intelligence, I still have a d12 to roll and the chance to fail is negligible, thus saddling me with atrocious spell, instead of a game-changing one. Another point to consider: the "scroll-user" characters - Sajan, Merisiel, Harsk. They can pick up a spell card feat, but without the appropriate Arcane/Divine skill they will always banish it. This means, they'll usually pick-up a Cure (you can never have too much of those), then take care not to pick up other spells, and at Rebuild Deck they just pick up a new Cure. Also, post-AD2, they can pick Augury (again, tremendously useful) and do the same trick, or, if paired with casters, they can use their Spell slot to "shop" upgrades for the caster. (Ezren is still flinging Acid Arrows; however his partner Harsk banishes his Cure and at deck rebuild selects Scorching Ray; then, before the next scenario, you exchange the Ray for Ezren's Acid Arrow, and then, during the scenario, Harsk banishes it in battle - you'll probably lose the battle, but Harsk has an armor to soak it up; rinse-repeat until your caster's spell-book is up to date). Both of the above strategies get hamstrung by the inability to decline acquiring.
  21. This has happened to a few users and happened to me personally. I solved it by randomly tapping around the screen, so it's not a complete lock-up, but perhaps it requires you to have some very specific hero/card type/filter selection to activate the arrow.
  22. I've previously reported the issue here: https://forums.obsidian.net/topic/86299-gameplay-bug-collection/?hl=collection and the devs responded to it, so they're presumably aware. Still, better to have a dedicated thread.
  23. The cards you get from the Chest are "drawn", not "acquired". It's easy mistake to make, as they end up in your hand all the same, but in game terminology - it does matter. To 'acquire' a card - it means to beat its check to acquire, not if it comes into your hand/deck by any other means.
  24. Rose, respectfully, try that one with a solo caster and tell us how it works out for you. As for your proposed 5-player party to test deck 'bloating' impact - I suspect you won't feel it at all. First, the more heroes you have, the more exponential is your power to compensate any one single character's flawed hand (so it won't burden you much if you pull out a crappy card once or twice). Second, you'll only have 6 turns per hero - this makes it unlikely you'll go through your whole decks even once, which lessens the impact even further - contrast that with a solo caster, who's likely to see his deck (diminishing as it may be with each turn) 2-3 times in a game. These are pretty much two opposite ends of slider, and in between them 'bloating' impact varies from 'negligible' to 'you have only yourself to blame'.
  25. DEATHBANE CROSSBOW +1 !! \threadclosed
×
×
  • Create New...