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Descent: Journeys in the Dark Second Edition
Stand together against an ancient evil
Moderator: FFGAnton Topics: 753 | Posts: 6002
What You hope most from Descent 2E?
by Lupin89
Published on 04 April 2012 - 22:05:10
Page 2 of 4 (48 messages) « First page... 1 2 3 4 ...Last page »
Reply #16 | Published on 21 April 2012 - 19:36:34

Another thing that I find myself thinking about is the enemy units. I know that they are cutting back on the amount of pieces, because of the bad economy, but I want to know how they plan to fill the shoes of the first edition enemies? We have already seen a few of them which we can all tell who they are meant to replace, and we can probably be safe to say there is going to be a dragon.  I think that the two headed giant will take the place of the giant and ogre, wolf replaces hell hound, goblin archer replaces skeleton archer, (Possible dragon??? replaces dragon and demon), and goblin sorcerer replaces sorcerer,  That leaves the spider, manticore, naga, beastman, and razorwing left to replace. 

For certain some are not going to show up again since we have only 38 enemies instead of the original 60. What type of enemies are still left for them unveil? Really, I am wondering who will replace the beastmen as the ultimate kick butt melee unit? I think that the spider enemy type will disappear, but the manticore/naga needs a replacement. There needs to be a large range/magic enemy unit, but what would work with goblins?  Also, it would be sad to see the razorwings go since they are such a wonderful pain in the butt.  Any thoughts?

 

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Reply #17 | Published on 29 April 2012 - 05:46:02
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I, for one, would hope the revision / getting ridden of the 2 ugly mechanics of knocking-out/teleporting-to-and-from-city and monster-spawning.

for the second they have already somewhat told something about. for the first not yet…

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Reply #18 | Published on 29 April 2012 - 06:31:05

gbnogkfs said:

I, for one, would hope the revision / getting ridden of the 2 ugly mechanics of knocking-out/teleporting-to-and-from-city and monster-spawning.

for the second they have already somewhat told something about. for the first not yet…

The previews have already revealed that heroes do not respawn by teleporting back to town - they are just "knocked out" and need to be revived by a teammate.

Want to use more expansion monsters in a RtL campaign?  Download my dungeon level loadout sheet.  Want more varied and interesting abilities for the heroes?  Have a look at my Craft cards!  After a more thematic Android experience?  Check out Android: The Directors Cut.  Tired of the same old plots?  Try The Directors Cut - Alternate Plots.  Want a different way to play BSG: Pegasus?  Look at Pegasus: Razor Cut.

Reply #19 | Published on 29 April 2012 - 09:19:36

 I hope for a lot of expansions :) like the first edition

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Reply #20 | Published on 29 April 2012 - 14:56:38

While writing about the enemy breakdown of units I had a thought pop into my head about new possible hero skills.  I was writing about water spaces on the board pieces and I thought about the Druid class of heroes.  Wouldn't it be cool if you had a Druid type character who could do different magic attacks based on the type of terrain they are on like a Geomancer.  It brought me back to the days of playing Final Fantasy Tactics.  Examples:  You or your enemy is on a water square and you cast your water spell to make the freeze in place or something.  Or if you are on a dungeon/cave square you could have the ground fall underneath the enemy or make the ceiling fall down.  Not all of them would have to cause physical damage, but instead cause other effects on them to weaken them in some way or another.  Just a thought…

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Reply #21 | Published on 29 April 2012 - 15:59:33

IronRavenstorm said:

While writing about the enemy breakdown of units I had a thought pop into my head about new possible hero skills.  I was writing about water spaces on the board pieces and I thought about the Druid class of heroes.  Wouldn't it be cool if you had a Druid type character who could do different magic attacks based on the type of terrain they are on like a Geomancer.  It brought me back to the days of playing Final Fantasy Tactics.  Examples:  You or your enemy is on a water square and you cast your water spell to make the freeze in place or something.  Or if you are on a dungeon/cave square you could have the ground fall underneath the enemy or make the ceiling fall down.  Not all of them would have to cause physical damage, but instead cause other effects on them to weaken them in some way or another.  Just a thought…

It's a cool idea, but such skill cards would also need to have some other useful secondary ability to make them appealing to buy, as the abilities you describe are just way too situational (you would have a skill card that was completely useless 95% of the time).

Want to use more expansion monsters in a RtL campaign?  Download my dungeon level loadout sheet.  Want more varied and interesting abilities for the heroes?  Have a look at my Craft cards!  After a more thematic Android experience?  Check out Android: The Directors Cut.  Tired of the same old plots?  Try The Directors Cut - Alternate Plots.  Want a different way to play BSG: Pegasus?  Look at Pegasus: Razor Cut.

Reply #22 | Published on 29 April 2012 - 16:21:17

Speaking of useless skills in 1E there was a lot of useless skills depending on some combination of characters and skills.

For example, when we started our last campaing One Fist recieved as one of the starting skills Ambidextrous.

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Reply #23 | Published on 29 April 2012 - 16:34:28

Well, I think that I would have the skill card read Geomancer then have below the different types of terrain and the effects.  Example: Water+Freeze(Stun type, and if the heroes cause at least one damage on them they break), Cave=Pitfall(Stun + fall damage), Wilderness=Entangled (like the spider web), and etc…  It would be just one skill card with the multiple uses.  Again, this is just a fun little idea that popped up into my head.  I love it when games add the environment as a factor.  It makes everyone have to stay on their toes and watch their footing.  I know that in the first edition that our OL would forget all of the time about us closing doors on his forces.  Especially if the door had a seal on it which only named monsters could open.  We screwed him over a couple of times with that old trick.

Just imagine doing a lightning/shock magic attack to someone on a water space.  It could be + <3 for every square they are in the water.  Single space units take one while large based units take four damage if they are all within the water.  Sure it makes the game more complicated, but I enjoy the little things like that. 

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Reply #24 | Published on 29 April 2012 - 16:40:51

ZXTR said:

Speaking of useless skills in 1E there was a lot of useless skills depending on some combination of characters and skills.

For example, when we started our last campaing One Fist recieved as one of the starting skills Ambidextrous.

LOL!  

Want to use more expansion monsters in a RtL campaign?  Download my dungeon level loadout sheet.  Want more varied and interesting abilities for the heroes?  Have a look at my Craft cards!  After a more thematic Android experience?  Check out Android: The Directors Cut.  Tired of the same old plots?  Try The Directors Cut - Alternate Plots.  Want a different way to play BSG: Pegasus?  Look at Pegasus: Razor Cut.

Reply #25 | Published on 29 April 2012 - 17:32:01
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Bleached Lizard said:

 

The previews have already revealed that heroes do not respawn by teleporting back to town - they are just "knocked out" and need to be revived by a teammate.

if I'm not mistaken (and I can definetly be), they only showed that a possible action for a character is "revive another hero". I try not to over-expect about what that exactely means…

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Reply #26 | Published on 01 May 2012 - 09:18:26

I hope for the game to be released tomorrow.

The pain of waiting and the major excitement are unbearable. Descent is my favorite FF game. Where do they get the illustrators for that new edition? they are amazing.

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Reply #27 | Published on 01 May 2012 - 10:37:46

We hear you all too well.  To bad that it still has to be shipped out and that could take awhile.  I'm thinking that it should start to be shipped out either this week or the next to meet the deadline for the Realms of Realms of Terrinoth event at the end of June. 

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Reply #28 | Published on 02 May 2012 - 13:13:50

When i get that game, i will play test it like never before =)

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Reply #29 | Published on 03 May 2012 - 09:31:02
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IronRavenstorm said:

Well, I think that I would have the skill card read Geomancer then have below the different types of terrain and the effects.  Example: Water+Freeze(Stun type, and if the heroes cause at least one damage on them they break), Cave=Pitfall(Stun + fall damage), Wilderness=Entangled (like the spider web), and etc…  It would be just one skill card with the multiple uses.  Again, this is just a fun little idea that popped up into my head.  I love it when games add the environment as a factor.  It makes everyone have to stay on their toes and watch their footing.  I know that in the first edition that our OL would forget all of the time about us closing doors on his forces.  Especially if the door had a seal on it which only named monsters could open.  We screwed him over a couple of times with that old trick.

Just imagine doing a lightning/shock magic attack to someone on a water space.  It could be + <3 for every square they are in the water.  Single space units take one while large based units take four damage if they are all within the water.  Sure it makes the game more complicated, but I enjoy the little things like that. 

Thinking about this and your earlier posts, I have an answer.
For the long rang/magic enemy that work with goblins: ork shamans!!!
Ork shamans that had geomancer magic: freeze/entanglement/collapse.
Now that’s a monster I as an overlord would love to play!
 

Quit fooling around and just remake Warhammer Quest already!

Reply #30 | Published on 04 May 2012 - 11:52:52

From Beren Eoath's post on the release date info he mentioned that in the Tom Vassal review of "Commander and Chief" you can see the Descent 2nd Edition box behind his head.  On the box Beren Eoath mentions that you can see a "Fishman/Sharkman" creature.  My first questions is what does everyone else think about that?  Personally, I see something closer to the "Sharkman", but it looks like it has tentacles or something coming off of it.  Any other thoughts on the subject???

ilikegames, I think you bring up a point.  Maybe the geomancer should be more a OL creature then a hero. 

Also, I have been looking at some of the old Runebound cards and I was wondering if anyone thinks that they will ever use some of those enemies ever again, or are they just going to expand on the universe with all new creatures?  Personally I think it would be pretty cool to see the Blackwood Beast, Night Berzerkers, Shadow Fey, Feathered Wyrm, and much more again.  But I also understand if they want to go in a new direction. 

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