There are a few areas of the game where you play multiple cards in the same step and the timing that you move them to their destination would matter. Specifically, there are two times I've already encountered when being able to choose the order that cards are recharged are crucial (since most other situations would be randomized after, the draw deck is the most crucial of these as with recharging).
Valeros: whenever he plays a weapon, he recharges it (to summarize). My favorite tactic with him is to load him up with single hand weapons and daggers. Using a longsword and dagger in the same attack is pretty nice early on. The problem here though is that the game automatically chooses the dagger to recharge first, then the longsword; where, in every case, I'd rather the longsword recharged first so it comes up again sooner. Ultimately this would be a choice between the cards as "better" becomes rather ambiguous later on.
Clock Tower: At the start of your turn, you recharge your hand, and draw a new hand. This is an even greater tactical decision than with the Valeros scenario. It's pretty important that you be able to decide the order the cards are recharged in, as a full hand of 6 cards has a very significant impact in which cards would be redrawn before others. This one has a workaround as the game seems to automatically recharge cards from the right to the left; while you're in the waiting state to click the blue arrow to acknowledge the being turn phase, you can move the cards in your hand around to put the ones you want recharged first on the right of your hand (though, it's darkened out and is suggested by UI behavior that you're not able to interact here).
Question
Deekow
There are a few areas of the game where you play multiple cards in the same step and the timing that you move them to their destination would matter. Specifically, there are two times I've already encountered when being able to choose the order that cards are recharged are crucial (since most other situations would be randomized after, the draw deck is the most crucial of these as with recharging).
Valeros: whenever he plays a weapon, he recharges it (to summarize). My favorite tactic with him is to load him up with single hand weapons and daggers. Using a longsword and dagger in the same attack is pretty nice early on. The problem here though is that the game automatically chooses the dagger to recharge first, then the longsword; where, in every case, I'd rather the longsword recharged first so it comes up again sooner. Ultimately this would be a choice between the cards as "better" becomes rather ambiguous later on.
Clock Tower: At the start of your turn, you recharge your hand, and draw a new hand. This is an even greater tactical decision than with the Valeros scenario. It's pretty important that you be able to decide the order the cards are recharged in, as a full hand of 6 cards has a very significant impact in which cards would be redrawn before others. This one has a workaround as the game seems to automatically recharge cards from the right to the left; while you're in the waiting state to click the blue arrow to acknowledge the being turn phase, you can move the cards in your hand around to put the ones you want recharged first on the right of your hand (though, it's darkened out and is suggested by UI behavior that you're not able to interact here).
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