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Everything posted by Longshot11
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I'm just going to leave here what I wrote on the Paizo forums a couple of months ago, when I first saw "Night Approaches': "I may be wrong in trying to anticipate its effect, but Night Approaches looks a bit absurd, to the point of making a game un-fun really quick. When you think about it, this makes encountering a BOON much more dangerous than a BANE, which just ain't right in my book. Oh, well, I guess, we'll be able to restart scenario until we roll decent wild cards at least..."
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This happened to me in Shrine to Lamashtu, but Guard Tower and other similar locations ("banish X to draw Y") can also possibly be affected. - I cornered and defeated Black Fang. - the location was closed and Shrine to Lamashtu's power became active - I triggered the power and selected and confirmed a Blessing to Banish - the ending cut scene with Black Fang started; on top of the cutsene, I got the "card drawn from Vault" animation, with the white card outline incorporating, then the card disappeard - after the cutscene, on Deck Rebuild screen, I was missing the Blessing I banished, but I did not have any new Blessing drawn
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Now, if only we could do that in this game... Ew! NO! That will lead to farming and idiots paying real money for Legendary cards on eBay. I don't really see a problem with people 'farming' as long as it's not me, and could care less how other people spend their money. The way I see it, Chests are supposed to provide an incentive for replaying, but if I have to play a 100 games to *maybe* get a single Legendary, and I'm getting duplicate trash all the rest of the time - yeah, screw that. (I'm saying that as a person that paid for the Daily Gold subscription, and it was trilling while I was opening my first couple of dozens of Chests, but now I'm only getting duplicates and *maybe* a single new card every 5 chests or so; good look convincing me to renew that subscription)
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Now, if only we could do that in this game... OP: Im around 60 chests and I have the *exact* same missing Commons (with the exception of Lucern Hammer, of which I've had like 6) - to the point it makes me believe these cards don't drop at all, either having not been coded yet, or being excluded from the drop tables by a bug or omission. And yeah, 1% Legendary drop chance sucks heavily. I still haven't got any , and while on *average* I should get at least 1 in 100 chests - if the odds are against me, I may never even see one. Even if I was *guaranteed* 1 Legendary for every 100 chests - the amount of chests I'll have to open to complete the list is insane, and I'll probably have every single other card in the Gallery before I even get 5 Legendaries (from which point on, opening a chest really turns from exciting experience to a disappointing one).
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I completely agree. In fact, I would say than any character, in any party composition, with any build should be ABLE to complete the Adventure Path (sure, some will be harder than others). Unfortunately, I'm not convinced this is the case, and I think the game is heavily stacked against solo casters (I still have to reach the choke points and see if they're indeed impossible). This is even more exacerbated by the fact that after a scenario - even an unsuccessful one- you're not allowed to rebuild your deck with cards that you think will give you a better shot at it. Bottom line, I'm convinced that currently there are solo character builds and decks that will cause players to get 'stuck' once they reach some specific hurdles (and while this may be *somewhat* alleviated by grinding scenarios until you get the *proper* cards - btw, not condoned by the original game rules- I don't think that should be the case in the first place, and some players may be left discouraged). Here's hoping I'm proved wrong.
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How do you keep track of the exact number? Do you write them down or is there some way to check in the game? I must be well above 50 chests by now, and not a single Legendary. This may be "true random" , but it stinks. Also, I have multiple copies of some Rares and then a bunch of Commons I have never seen yet. And, checking by AD - while I have Rares all over the decks, and almost all AD 0-2 Commons, I have almost NONE of the Commons AD3 and up - which leads me to believe the cards are not only weighted by rarity, but by deck number also.
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In addition to what the other people said, if this is your experience - this is a bug. So with Sajan and Soldier, you only have 3 options: - use power and roll your d10 Dex skill - use your d6 Str skill (which does not have the Melee trait and it shouldn't be possible to play Soldier) - use your untrained Melee skill for d4 and throw in a Soldier for another d4 If you are able to roll you Strength AND add a Soldier for d6 + d4 - this is a bug.
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So far, the adventures don't present anything too un-overcome-able, even for solo characters. Biggest hurdles I can see: Poison Pill: blessings and Dex-bonus allies should get you through this, even if you don't have Thieves Tools at hand. 2-1 and 2-5: the presence of the Attack-immune Scarecrow Golem is a b**ch for Seoni and Ezren. Anyway you slice it, it will probably come down to you chasing the Villain into the Golem's deck, and hoping/Augury-ing it on top of the Golem. Some alternative strategies: - Seoni: pick up a Ranged weapon in one of the locations, and throw a blessing on the combat check to wipe out the Golem - Ezren: have a Melee weapon, discard it and cast a Strength (if you have it) -both: Sabretooth Tiger, Mercenary and Squire in your hand won't hurt Foul Misgivings: unavoidable Iesha really sucks for Sajan; make sure you have a Cape of Escape or Charisma-boosting allies blessings - Fouls Misgiving, 2-4, Approach to Thissletop can really suck for casters, with their difficulty-boosting Villains (the Skinsaw Man in particular, having TWO checks, and you probably being saddled with 2 Haunts at this point) - have you best spells ready, combat allies, blessings that give you twice your combat dice. If you're Ezren - prey to all the Gods, whose blessings you foolishly eschew, to support your dice I have completed AD 0, 1 and 2 with solo Merisiel, Seoni and Ezren.
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From you comment, I get the impression you think you need to max Lem's Performance, before you get Solo Performance, which is not the case. So, rejoice. Otherwise, your analysis lacks the perspective of what's to come in future Adventure Decks, and also doesn't take into account party composition. In most cases this might not matter, but for a blessing-less solo Ezren, the Big Boss encounters of Adventures 5 and 6 basically require you to have a pretty much endless hand-size, for all the support you can throw on a check by yourself (and even then, Adventure 5's boss may prove impossible, depending on your deck composition). So, yeah, as cool as the Mental role might look, Hand Size +1 will tip the scales every time. Cheers for the great work, this project is awesome!
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It can be helpfull if you encounter a week monster (Goblin Warrior let's say), and you don't think it's worthy to discard a card to morph your Strength die into a d10. Then, your roll would look like this: Melee (d4) + reveal Ally (d4 + X) + discard-but-actually-recharge-Weasel (d6) This can still be a bit risky without upgrades (an avg. of 8.5), but once you get some +1's into Animal Trick, it will save you from being essentially 'damaged' for 1 card by crappy monsters.
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1.0.3 patch notes are out!
Longshot11 replied to Aarik D's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
Delete you party from the Story menu; create new Party; on character selection screen tap the "Experienced" tab and make a new party with your old and upgraded heroes. -
Chime of Unlocking
Longshot11 replied to PinkRose's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
Actually, Obsidian updated the text of Masterwork Tools and Holy Water's second power to prevent exactly this particular misunderstanding, so obviously they're Okay with the concept of rewording for clarity. Maybe the chime of unlocking just slipped through the cracks? With Holy Water's first power and similar cards - I guess you just have to draw the line somewhere. I think a player that's investing in this game can be expected to know that only the active character can evade his encounter, and so, only they can play cards that say "Do X to evade". -
Patch 1.0.3 Notes!
Longshot11 replied to Mikey Dowling's topic in Pathfinder Adventures: Announcements & News
You, guys, are awesome. -
From what I read, it appears the Potion by default gave its evade+ explore to Kyra, which seems right. So, the 'initial' encounter is Kyra vs Barrier. At this stage, Kyra can evade (imagine she had a Cape of Escape, or that it was Merisiel instead), and no-one else would encounter copies of the Falling Bell. So, contextually, when you 'say' to the Potion "I want to banish you for a barrier to be evaded" , the potion would check that the only one who encounters a barrier is Kyra, so it doesn't need to ask "Who do you want to use me on?". So, you didn't evade Valeros' copy of the barrier, you evaded by default the original barrier. (At least that's what I can make of your post, I didn't understand you had to roll against the barrier with Kyra, before you used the potion with Valeros?)
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Those are two separate bugs, actually. 1) It seems the game counts acquiring a Haunt as 'defeating a monster' (I discovered it with the Haunts activating the Retaliation wild card) 2) Bug 1) activates the power of Desecrated Vault which in turn, on a roll of 1. resets the Haunt status to 'undefeated', while they probably made Ieasha to trigger on "when Haunt is defeated'. If so, the easiest fix for 2) should be to just remove the 'Undead' trait from Haunts as nothing in the game cares about it, as far as I can tell.