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Blave

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Everything posted by Blave

  1. I actually think those cards show up when you fill up your decks after a scenario and haven't foud enough cards of the respective type. At least I'm pretty sure I've seen the Dillettante there.
  2. Ok, this is WAY faster than I expected! :D Some questions on Cloud saves: Is there a limited to how many parties you can have in story mode? I have like 6 or 7 across 3 devices. Will they all fit into the Cloud saves? And how does the cloud save work with offline play? I assume it will sync the newest version of each group once the device I last played on goes online again?
  3. Update: For what it's worth, the locked characters have vanished. I returned to quest mode on my tablet after playing only story mode (and quest mode on another device) and now Amiri and Ezren are gone completely. I've since come to prefer other group combinations so it's not that big of a deal but I hope you can find out what was happening and fix the bug to avoid future loss of characters for everyone
  4. There's a new blog post on quest mode over at paizo's blog. Best news of the post: "One of the first new things coming to Quest Mode will be hand-crafted scenarios that deliver new scenarios, villains, and henchmen that players haven't seen before, and special combinations that raise the challenge level higher than we've seen before—with commensurate rewards, of course!"
  5. Looks good! MIrrors my own thoughts in most cases (personally, I don't like Kyra's heal skill so I'd pobably go exorcist). There's a few minor mistakes in Harsk's entry. His Verdict has text on Lem's roles and his Giant Lore is not +1/+2 vs. giants, but +1d8/+1d8+1 vs giants, making it still situational, but way stronger when it applies. EDIT: You also forgot Kyra's power Dawnflower's Favorite, which besides having the same name, has a different effect for both roles. I actually think the Healer's version is better (shuffle the blessing into your deck) beacuse it allows you to get to your recharged spells and other cards faster.
  6. As far as I know: If you use a melee weapon or no weapon at all, you use your strength skill. That counts as a melee check for card effects evenif you don't have the melee skill.
  7. Here are my save files. Sorry for the delay. I had some Visitors the last couple of days and little time to spend on my computer. I hope you can find out what's wrong and fix it at some point. It's really annoying, especially sine I can't even select the lcked characters to delete them. Locked Chars in Quest Mode.zip
  8. As far as I know (and judging from my experience) the patch changed it so you only get gold for the first completion of a story scenario on each difficulty. The next group doesn't get the 100 gold reward for finishing it (you still get the small amounts for defeating babes and such). As far as I've read, you always get full gold rewards on legendary difficulty but I haven't started that yet. You also get full gold rewards for each scenario in quest mode which I'd like to use for gold gains, but it's currently bugged for me. I hope they can fix it.
  9. As I said, the abilities don't need to be automatic. Just maybe a bit more present. I can (and probably will) get used to it either way but my first experiences with Lini were way worse than they needed to be. It probably doesn't help that I'm often playing on my phone with even smaller buttons because my tablet has no mobile connection and prevents all Gold gain when I'm on the train. Can't wait for the Smartphone version. I know Gold gain is complicated and hard to balance. I honestly think you did a great job with the way it works. It's just that my bugged quest mode doesn't allow me to farm Gold either (at least not without starting new characters every few scenarios) which is frustrating to say the least. Any word on parties for Quest mode?
  10. You can also try to temp close the same location once per character! At least im pretty sure to have done this before.
  11. I agree on your thoughts tomy suggestions (with them being intentional and so on). Just to clarify: Autocast might be a bit much, but I think showing available abilites more prominently than with a dark blue glow in the bottom right corner of the screen should be possible. Going directly from party- to deck-building could be an advanced option that only unlocks on completion of Perils or something like that. The thing with gold is: I already bought the Runelords-Pack. The game is fun, so I gladly spend money on it. Buying it once for such a huge amount of content is awesome and way better than the "buy a miniscule amount of premium currency for 100 bucks" that other f2p games use. I play some f2p games and have spend money on them but paying real money for random stuff like booster packs (or treasure chests in Pathfinder Adventures) that might as well be completely useless, just feels wrong. I would just like to have a decent way to farm treasure chests without spending money. Just to have a goal beyond completing the campaign.
  12. For the legendary rewards like orik'S , you can press the "Card Reward" button in the lower left corner of the scenario selection screen. I don't think there's a wiki with all cards yet, but many are direct copies from the physical card game so you might have some luck with google picture search. You can salvage cards from the treasure chests by going to the vault, selecting (enlarging) them. A salvage button wll appear (note that this button appears ONLY for cards you can actually salvage). Salvaging is currently BUGGED however and doesn't give you any gold for the destroyed card. Wait for a patch.
  13. I've deletetd a few characters since the bug. I've got about a dozen in quest mode now. I don't know if it happens every time. I don't really feel like investing any more time into quest mode before I know I can actually keep playing with my party, so I didn't try again. It might have been due to the 20 character limit, but even if that is the case, the game SERIOUSLY needs some kind of hint or warning if you are in danger of going over the limit. I'm lucky that I had only played one scenario with that group. If I had played for hours before realising I can't save them, I'd be seriously mad.
  14. After playing WAY too much over the last week, I've come across a few things that would be really nice UI additions for the playability of the game. 1. Make Lini's Animal Trick autocast or at least make all active abilities that can be used in any situation more present and easier to spot. I can't count how often I've simply forgotten to use Animal Trick. Maybe show the ability icons directly above the cards when they can be activated or something like that (similar to passive abilities). 2. After creating a new party, immediately go to the deck building screen. I've created at least a dozen parties that I never played because I started the first scenario while forgetting to adjust their cards. 3. Add fixed groups to quest mode (like in story mode). Assembling the party again every time you play is needlessly complicated and gets worse every time you add more characters to the list by starting a different group, especially if you use same characters. If someone wants to mix and match his characters, he can still delete the groups and assemble the characters in a new party. Now for my request: Make gold farmable without legendary dfficulty or quest mode again. I'm new to the PF card game and still trying out different parties and decks so I've not played any party long enough to farm legendary. At the very least, let us get gold for the first completetion of a scenario per party. With quest mode not allowing me to keep playing a party for more than a few scenarios, I'm basically without an income (not counting the small amonts of gold you get for defeating banes and such).
  15. I know. But there are no groups in quest mode, so there's no other group for them to be in.
  16. I've created a complete new party for quest mode and played a few scenarions with it. After a break, I went back to re-build the party from experienced characters, but two of them are locked as if they are in another party, which obviously is impossible in quest mode. I'm playing on a Nexus 9 tablet with android 6.0.1 Here's a screenshot. As you can see, I can't chose Ezren or Amiri. No character died during the scenarios and permadeath is disabled. As I reported here, I had another issue with the character selection in quest mode on my phone (HTC One M8 with Andriod 6.0). I know phones are not supported but maybe you want to take a look at that one as well. After finishing a quest mode scenario with a fresh 6 character party, only 3 of the 6 characters showed up in among the experienced characters. The list got a bit long with multiple parties I tried earlier and the issue of not being able to delete them properly, so at first I thought I'm just overlooking the missing characters. But I had never finished a quest mode scenario on my phone before, so none of the older characters had any experience, making them easy to distinguish. After looking at every single character multiple times, I can confirm that half of my party was completely missing. Maybe there's an issue with the list of characters getting too long or something.
  17. It's a bit hard to make a screenshot of characters that aren't there ^^ Also, this happened on my phone and I know those are not officially supported (though I don't know how missing character could be an issue with the device). I have run into the similar, yet different issue of experienced characters being locked for party creation, though. That's easier to screenshot and happened on my tablet, so I'll post that one in the technical forum.
  18. Quest and story are completely separate. You can't bring characters from one to the other. In story, you can't have a character in more than one party at a time. If you want to use your experienced character in a new party, you must first delete his current party. He won't get the rewards he already collected, but he keeps his powers, skills and deck.
  19. After finishing quest mode with a complete new party, only 3 of the 6 characters showed up among the experienced characters. Something is definitely not right.
  20. I've tried Sajan multiple times. I've never gone beyond perils because all parties I tried him in never completed perils before I lost my patience. My first Party was Valeros, Kyra, Lem, Harsk, Seoni and Merisiel. My first try with Sajan was the "Let's try the other characters" party. Having Lini and Sajan might have been a bit too many late bloomers for the same Party. I also have yet to be really successful with Seelah, but I can easily see how her powers make up for her weak-ish Skills. Thanks for the link to the blog, by the way. I read the paizo Blog often for News on the RPG but I've skipped the card game News so far because i've never had a chance to play it before. I'll take a closer look at them, starting with Sajan. Edit: Hawkmoon, since I'm still pretty new to the game, could you give me some guidelines on how to use Sajan effectively early on? Stuff like cards to use or search for and maybe a good way to spend his feats would be really interesting, Just in case im doing something horribly wrong.
  21. How about adding the remaining 5 characters to the first post? I'll give it a try, though my experience with a few of those have been short-ish and quite bad. I've never played the card game so my thoughts are based solely on the app. Also, I play 6 character parties exclusively. I'll add some thoughts on future developement with class roles as far as I can judge them from their ingame description. The result is WAY bigger and more in-depth than I originally intended but right now I can't streamline it further. I might do so at a later time (and/or add my thoughts on the other 6 characters) *Casts Wall of Text* Amiri: Skills: Very high Strength (up to d12+4) and good Constitution (up to d8+4). Melee (Str d12) +2 and Survival (Wis d6) +3. Both very useful, though her survival is held back by her low Wisdom and probably not all that usable in the later parts of the adventure. Thoughts: Great beatstick. Not much else to say, to be honest. Rage will allow you to push some important rolls into almost guaranteed range, but I personally dislike the bury cost which can really exhaust her if you overuse it. Also makes you think twice about burying cards for their effects (like armor negating all damage) because it will cause your deck to go down fast. Her Move Fast is mostly useful to get to an open location after a successful close. Likewise, Move Another can get another character away from a closed location before their turn begins. That's really nice synergy with "Start of Turn" abilities like Seelah's Crusade. Both abilities are probably WAY better with the limited movement on legendary difficulty but I'm still fooling around with the game to know it better and haven't tackled legendary yet. Development: Probably needs hand Size 5 asap. I find 4 cards in hand run out way too fast when you are holding at least one weapon and start discarding blessings/allies for exploration. Leaves little room for Rage burying. Her roles seem fine but they don't bring anything new to the table. You are either a bit more resilient as a Juggernaut or a bit stronger on the offense as a Berserker. I'd probably go with Berserker but I don't think one role is significantly better than the other. Our Lord in Iron's favor doesn't really do much because your most important checks (usually strength because SMASH!) use a d12 anyway. It could occasional help on some survival checks or similar to close a location. Valeros: Skills: High Strength (up to d10+4), good Constitution (up to d8+4), decent Dexterity (up to d8+2). Melee (Str d10) +3, Diplomacy (Cha d6) +2. Diplomacy isn't reliable enough for closing locations, but there are a few decent allies that you can aquire with a 4 or 5 diplomacy check. Thoughts: Another great beatstick. Don't let his lower strength fool you, he's as good at melee as Amiri most of the time (d12+2 and d10+3 both average at 8,5). For REALLY hard checks, he falls behind because he lacks rage and blessings only add a d10 instead of a d12 to his melee checks. That being said, You shouldn't need to go all-in with your melee that often and I've never run into any trouble with Valeros as my beatstick. I prefer to spread out my party, so I don't use his Teamwork very often but it is still useful if you pair him with combat weaker characters (like Lem or Lini). Weapon Mastery is pretty good. You'll often have more weapons than you need and being able to recharge them instead of discarding them for their additional effecs is a powerful ability. Development: Again, I think hand size 5 is a must. Being limited to 4 cards just takes way to much flexibility out of your character. Guardian grants Armor Mastery which recharges armors instead of discarding them. To be honest, I rarely discard armors. Some very powerful ones work of revealing and if you take high damage at once, burying an armor is usually the best choice. Shield Another adds a defense component to Teamwork - nice if you put multiple characters in the same location, useless otherwise. Miraculous Constitution turns a d8 into a d12 when using a blessing. Nice to have but not too exciting. Weapon Master improves the bonus from Teamwork up to d4+5 which is a pretty hefty bonus for a passive ability. But again, it's useless unless you cluster your characters. Weapon Supremacy makes recharging weapons for their effects even more of a no-brainer because you (probably) don't need to go through your whole deck to draw the weapon again. Close Quarters greatly improves your flexibility on weapon choices by adding every single ranged weapon. Ranged weapons are usually weaker than melee weapons but they can offer specific effects (Deathbane Crossbow) or have other uses on discard like helpng a character at another location. Miraculous Strength turns a d10 into a d12. Not useful at all. Personally I'd go with the Weapon Master role. Shuffling weapons instead of discarding them is awesome and being able to use ranged weapons with the Melee skill is just too good to pass up. Beatstick showdown!!! So, who's the better beatstick? Personally, I prefer Valeros. He lacks the giant perfomance spikes of the barbarian but he's still VERY good and consistent at melee. And he doesn't need to burn through his whole deck to get extra dice on melee checks. That being said, objectively I think Amiri is better. She does have more utility with her movement powers and rage can help her on out of combat Str/Con checks as well. She can run out of steam rather quickly of you aren't careful, though. Sajan: Skills: High Dexterity (up to d10+4), decent Wisdom (up to d8+3). Acrobatics (Dex d10) +2 and Fortitude (Con d6) +2. Acrobatics is occasionally useful. Having your best skill being "occasionally useful" is not a good sign for a character. Fortitude is also occasionally useful but because of his low constitution, Sajan will probably fail horribly at Foritude Checks more often than you'd like. Thoughts: I heard that many players think he's a powerhouse but the best thing I can say about Sajan is that he reminds me of the Monk class in the Pathfinder tabletop RPG. Unfortunately, the RPG-Monk is a pretty bad class. Lots of great abilities and lots of potential but in actual play, it quickly falls apart. First of all, he doesn't have any skill bonus that helps him to beat monsters (those are usually the skills melee, ranged, divine and arcane). He's a good acrobat but Acrobatics checks are rare and seldom crucial. He doesn't have any weapons unless you invest card feats first. He can use weapons he finds during exploration but he's not proficient so he'll suffer a -4 penalty with quite a few of them. His low Strength also limits him to ranged weapons if he ever wants to fight anything remotely challenging. He can use his Dex skill for unarmed combat. Sounds good (a d10 is way better than a d6) but that's still only a result of 5,5 on average. For comparison: Kyra does the same with her melee d6+2 AND can carry weapons AND cast spells if things get rough. I don't think there's a monster out there that requires less than a 8 to beat, so 5,5 doesn't cut it. If you add 1d4 via the Amulet of Mighty fist, you reach 8 on average which is BARELY enough to beat the weakest monsters in the game. Items are his favorite card type and he does carry four of them right from the start but if you need one or better two amulets in your deck to beat any monster, the remaining two items don't add much utility either. His only (slight) salvation is his Inspiration ability, allowing him to use multiple blessings on a combat check and recharge them instead of discarding them. So if you have lots of blessings and empty your hand, you can get like 5d10 for your combat check, which STILL has an (admittedly small) chance of failing against the difficulty 8 monster! Using multiple blessings is also not too exciting if you play with a full party since usually another character can help you out if you need more dice. On a side note, Kyra can later learn to recharge blessings of Sarenrae on ANY check and can even learn to shuffle the blessing into her deck or put it on top instead of recharging it. Development: Get his Hand Size up to 5 asap. After that, there's not a whole lot to do. Adding the magic or fire trait to his weak-ish fist attack is occasionally useful (there it is again), though magic can also be added with the Amulet. For card feats, you can (and probably should) get him some weapons, though he still won't be proficient until you unlock his role (and invest a power feat). Drunken Master is all about using liquids. You can stumble out of the way of non-combat damage, reducing it by a few points. For liquids management, it adds 6 to any check to acquire a liquid and allows you to recharge any liquid with a Fortitude 6 check. That’s not too bad as liquids are usually banished on use. Liquids still have the problem of being only useful for very specific checks and having the right drink at the right time is not guaranteed. The Liquid Courage power forces you to draw a card at the start of your turn. That’s usually a good thing but in some (rare) situations it can force you to discard more cards when you recharge your hand or outright kill you. You can also (finally) become proficient with weapons. The problem is, spending card feats on weapons means less card feats for items like Liquids. On the other hand, if you go for more items instead, you probably want an amulet or two which results in roughly the same amount of utility items. Both reduce your chance to draw your blessings, which also sucks. I’d probably still go for weapons on a Drunken Master. The Zen Archer role turns you into (surprise!) an archer. You can gain proficiency with weapons, reduce non-combat damage or gain a bonus to acquire bows. You can also recharge a bow instead of discarding it for its ability. With a maximum of 3 carried weapons, even recharging is likely to leave you without any weapon at all but it’s still better than discarding. Survivalist lets you draw a card at the beginning of your turn if you start with an empty hand. You usually don’t take massive damage or use all your cards up to help other characters on their turns, so it’s rather rare to start your turn without anything in hand. If I have to chose, I’d probably go with Zen Archer because Sajan’s high Dex synergizes well with bows. I’m not a big fan of clogging my hand with situational consumables, so Drunken Master seems to be the worse choice. Both roles are better than the base class, but with the monk being as weak as it is, “better” is still not good enough. Lini: Skills: High Wisdom (up to d10+4), decent Charisma (up to d8+3) and Constitution (up to d8+2). Knowledge (Int d6) +3, Divine (Wis d10) +1 and Survival (Wis d10) +2. Knowledge is nice and the low die doesn’t hurt Lini as much as other characters. She’s the best character at Survival and a pretty good Divine Caster. Thoughts: Lini has the potential to be quite powerful. “Potential” is the important word here and when you first use her, it’s hard to see. She starts out weak, very weak. It’s hard for her to beat monsters without using spells, but there are rather few offensive divine spells. On the plus side, she does start out with 6 spells, more than any other divine caster. She doesn’t carry a weapon, so without spells you are stuck with her strength check, which is a d4. Her Beast Shape ability allows her to discard a card to increase her strength or dexterity die to d10. So for the steep price of one discard you can have the same useless offense as Sajan for one single check. Yay? Her potential comes from her Animal Trick ability. It allows her to reveal any animal type ally to get +1d4 to ANY check. While that doesn’t seem to great, it can potentially go up to 1d4+4. With that kind of bonus, you will succeed at many checks very easily. Allies being her favorite card type also mean that animals are readily available from the beginning of each scenario (just don’t put any non-animal allies in her deck!) This is also why her d6+3 knowledge is actually useful because you can later go up to d6+d4+7 which is pretty good. You need one animal in hand at all times, but if you draw more than one, Lini can actually recharge animals instead of discarding them, giving her – in theory – infinite free explorations, which is awesome. Development: Get Animal Trick to +2 asap. It adds to your combat checks, spell checks, recharge checks, closing checks and everything else. Stay clear of anything weapon or armor related. It’s too much of an investment for too little gain. For card feats, I’d probably alternate between getting more (animal) allies and more spells. Her Shapeshifter role improves her Beast Form. Frankly, by the time you get to chose a role, you should have more than enough spells so you never need Beast Form for combat and for non-combat checks the base ability should be good enough. You can also get up to +4 to acquire animals, but usually that requires a survival roll which is her best skill anyway, and you got Animal Trick to improve it. Miraculous Wisdom turns a d10 into a d12 and is not worth a power feat. Wild Warden is the role that gets Animal Trick up to d4+4. That alone is reason enough to pick this role but you get a +4 for spell recharging checks and an extra d8 when fighting animals on top. I definitely recommend Wild Warden as Lini’s role. Lem Skills: High Charisma (up to d10+4), Decent Dexterity (up to d8+3). Knowledge (Int d6) +3. Diplomacy (Cha d10) +2, Arcane (Cha d10) +1, Divine (Cha d10) +1. Arcane and Divine are obviously great. He’s also very good at diplomacy (second only to Seoni). He also gets a +3 in Knowledge which isn’t too great with his low Int but it helps early on and can later be improved when you get the Virtuoso role. Thoughts: Lem is a great character. He’s not the most powerful by any means but he is just so versatile. First of all, you get to chose his favorite class type at the beginning of every scenario. Having only one weapon doesn’t matter if you are guaranteed to have it in your opening hand. Second, he’s the only character that can cast both arcane and divine spells. If you don’t count animal trick, he’s as good at divine spells as Lini! He is the weakest of the arcane casters, but a d10+1 even at the very beginning of his career is still pretty good. Third, Versatile performance. At the start of your, you can exchange any card on your hand with a card of the same type in your discard pile. Didn’t succeed at the recharge check for cure? Just switch it with another spell and use cure to get the other spell back into your deck! Fourth, Bardic performance. Recharge a card to give another character at your location up to d4+3 to any check. Like Valeros’ teamwork, it’s only useful if you don’t spread your characters but it’s still very nice to have. Development: Max out Bardic Performance. Beyond that, it doesn’t really matter what you do. For card feats, stay clear of weapons and armors. I’d increase spells to 6 first to make better use of his arcane and divine skills. After that, more blessings and/or allies are probably a good idea. Both his roles allow Blessings of Shelyn to add d12 instead of the usual die, so load up on those blessings. The power description doesn’t specify that it works only for your own checks, so it might also work when you support another character with a blessing. His charlatan role can add 2 to checks to acquire allies and beat henchmen and the villain. It’s nice but nothing too exciting. Quick Wit will allows him to automatically recharge mental spells. Mental spells are rare and usually only delay a problem instead of being a solution. Without it you’d often succeed at recharging anyway, so it’s not all that useful. Lem’s second role is the Virtuoso. This role allows you to apply Bardic Performance to your own checks. Recharge a card to gain d4+3 to ANY check. It’s a more costly than Lini’s Animal trick (and slightly weaker) but it completely blows the situational +2 of the Charlatan role away. On top of that Virtuoso Lem can get +2 to recharge and acquire spells, adding more spell uses to his versatility. In my opinion, Virtuoso is way better than Charlatan.
  22. You are guaranteed to have one card of your favorite type in your opening hand. I usually choose weapon.
  23. The card discriptors could also use some explanation. Like: - How is an elite card different from a non-elite? - What exactly does Veteran mean? (I've figured that one out by now, but "Adventure Deck Number" is not a very intuitive description) - Can I use Dex for a finesse weapon like in the taletop RPG? (The answer is "no" from my testing.) Stuff like that should appear somewhere in the rules for easy reference.
  24. The App-page in the play store itself doesn't Show an update Button. But I could installl the update with the update all Button in my App overview just fine.
  25. Are there any plans (and if yes, an ETA) on locaization? More specifically, into German? My girlfriend would love to try the game but her English is not good enough to understand the cards.
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