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schmoo34 said:
Also, the act 2 monsters…the spiders turned out to be favorites for me. The minions attacked with a blue and two yellows and most other minions didn't get to roll three dice. At 5 spiders total, and a reinforce card, I was able to devastate the heroes with multiple multiple attacks from the spiders. Something two ettins or shadow dragons could not do. Granted, one "blast" from the runemaster ended my spider rise to infamy but they usually did more damage than the larger creatures.
I'm really loving Hellhounds from CK currently, especially being in Act 2. Pierce 3 (4 on master who rolls BRY) just carves through most defense rolls, though granted, heroes haven't gotten a single armour draw from the Act 2 Item deck, so going against white + brown mostly. Pierce is nicer that +dmg surges as I can add those from OL cards but Pierce is harder to come by. Fire Breath and 5 movement is just icing on the HHs (err, fire I guess
).
A dirty mind is its own reward.
Dam said:
Eugee said:
We did the ruins today and despite having a 4 space head start with the Lt, they still caught him (despite killing two heroes in a single turn once) 4 spaces from the exit.
Ritual of Shadows? My play went very differently, vs Knight, Disciple and Runemaster. Lt. got five spaces from Encounter 1, that put him just past the first door. Since heroes skip the first turn, Lt. was off and running, using Dash, I used the first action to close the door (adding another action for the heroes to do and blocking LOS), then double moved, ending right next to the second door, with a Demon Lord in the Hallway blocking a direct path to him as well. Any 2x2 or 2x3 monster works, sometimes you can have two of them back to back for a real meatwall. Since Farrow has the Staff of Shadows, you get to reroll once per turn, thus the doors opened easily and another Dash saw him exit on turn four, without the heroes ever getting even sight of him after setup, they failed to kill the Demon Lord which was backing away from them slowly all the while.[/quote]
I took two sets of large monsters. Never failed a single door, even closed one of them. The runemaster gets a free surge, usually rolls one, plus can get another surge by exhausting an item, and when regaining a fatigue from an attack gets 2 instead of 1. The berzerker uses their heroic ability to cross the map. It's not like they have to do this every turn; after wiping out all my monsters in the first or second turn, I'm just getting a trickle of reinforcements now (if that). The disciple removes effects without using an action, so I can't hamper them. They just fly across the map and kill everything, there's pretty much no way to stop it. :D
"We all take risks, down here in the dungeon." -- Bargle, Magic-User
Only just finished our first campaign, but it was balanced on a knife edge.
Many times it came down to the heroes having to make a successful dice role, or the next turn the overlord would win… and it was about 50/50.
I think some may appear to favour the OL, but it all depends on the tactics used by the players/overlord and the outcomes of the dice rolls… which is exactly the way it should be.
From this experience alone, I would say that their telemetry was spot on - and neither side has a real advantage.
It's worth remembering that most outcomes in this game are decided by dice rolls - which are random…. and humans are good at finding patterns in randomness. (eg; that cloud looks like a goldfish); Also, random numbers are not spread evenly and often appear in clumps.
So people may look at their game log history and conclude that the game is weighted one way or the other - but it may just be a run of bad luck for one side or the other.
Mr. T is to be awarded a Nobel Peace Prize for all of his good charity work pitying fools.
Unfortunately half my play group and a little bit of myself included is becoming pessimistic that the game is overpowered in the Overlord's favor. Though I am hoping a friend will want to play Overlord so I can challenge that theory, I have yet to see anything past Act I, and I want to do that before I put my full review in. I can already acknowledge though with the game continually buffing the winner with experience and relics that the campaign seems to always weigh in favor of the victor. Likewise, a campaign that does this gradual slide over several sessions seems pointless to my gaming group. Additionally the conversion kit offers players starting variety but the Overlord always gains his open group options throughout the game, modifying to his needs while the heroes are on a linear track with their initial choices (mind you, I have only won with 2nd ed monsters and haven't even had a chance to try conversion characters).
I could not tell you at the moment what would rebalance the game, if anything needs to in fact be rebalanced. However, it seems heroes are lacking an extra umph to be victorious, whether it be better starting equipment or extra gold or what I have no idea. Clearly though my most committed players and I are tired of seeing me crush the heroes without breaking a sweat while abiding by all rules to the best of my knowledge. I believe the competition between players over a large span of time seems way too taxing and my players have plead for restart several times, from group to group. Despite excellent reviews and an otherwise great product in its quick set-up and play time (in theory), 2nd ed has so many flaws that my own review I foresee is unfortunately not looking too bright as much as I hate to admit.
"Some said the thunder called the lurking fear out of its habitation, while others said the thunder was its voice."
H.P. Lovecraft, The Lurking Fear
Eugee said:
I'm actually pretty bored with the campaign at this point, their disciple has Dawnblade and a nice shield, plus leather armor & plate mail (he switches when he needs more movement), he can cleanse effects with his heal, heals 2 heroes at a time, and can move 2 squares while gaining two fatigue to fuel his healing. The Runemaster has the relic rune, two or three ways to regain fatigue, can spend fatigue to bump range & damage like crazy, rerolls a die every attack, and typically gains back 2-3 fatigue when she attacks. The berzerker has a stupid crazy act 2 axe, a free surge with every swing, adds 5 damage with 2 surges, and 5 movement + 4 fatigue. He drops soul-crushing bombs on my Lieutenants. Then the rogue can double move with tumble to typically search every treasure on the board with his first action, re-drawing each search if he doesn't like it, and still drop a missile of death with his A2 bow.
Fatigue is still too strong in this edition; it should only be usable to extend a move action--not usable without declaring a move action. Fatiguing 5 squares, dropping double ranged bombs, and ending up with 5 fatigue again is just retarded.
How are your heroes able to regain 5 fatigue in a turn? Im not that experienced in all the strategies involved in the game yet but I can not fathom how to regain 5 fatigue for my heroes each turn.
I can see using the Knight with Stalwart(3xp) heroes adjacent at start (or end) of turn gain 2 fatigue. 1 fatigue from surge. Spiritwalker has 3xp skill that also adds on another 1 surge for 1 fatigue. But thats still only 4 fatigue and you need be at least up to the last Act 1 quest.
The only hero class I can see to regain a heap of fatigue a turn is the Disciple. Using skill Time of Need, but it sacrifices an action for 2 fatigue and 2 MP. If the Knight has Stalwart then it can be a quick easy 4 fatigue gain.
Am I missing something here???
Without Signature
Would using a rest action solve the problem of regaining one's full stamina?
“It does not do to leave a live dragon out of your calculations, if you live near him.”
J. R. R. Tolkien
Robin said:
Would using a rest action solve the problem of regaining one's full stamina?
He was referring to the fact that previous poster had mentioned they were fatigue moving 5 spaces (5 stam), and then performing double attacks, which leaves you no actions left for resting. He was questioning how ti was possible for the heroes to recover 5 fatigue every turn without the use of rest.
foo82 said:
Robin said:
Would using a rest action solve the problem of regaining one's full stamina?
He was referring to the fact that previous poster had mentioned they were fatigue moving 5 spaces (5 stam), and then performing double attacks, which leaves you no actions left for resting. He was questioning how ti was possible for the heroes to recover 5 fatigue every turn without the use of rest.
Yes thats what I was asking. Was writing that response at work and ended up having to rush the last part of it.
Maybe my reading of the previous post was not right but I got the impression that the heroes were fatigue moving, attacking twice and regaining all fatigue back, each turn. How is that possible?
Without Signature
Obi Wann82 said:
foo82 said:
Robin said:
Would using a rest action solve the problem of regaining one's full stamina?
He was referring to the fact that previous poster had mentioned they were fatigue moving 5 spaces (5 stam), and then performing double attacks, which leaves you no actions left for resting. He was questioning how ti was possible for the heroes to recover 5 fatigue every turn without the use of rest.
Yes thats what I was asking. Was writing that response at work and ended up having to rush the last part of it.
Maybe my reading of the previous post was not right but I got the impression that the heroes were fatigue moving, attacking twice and regaining all fatigue back, each turn. How is that possible?
misinterpretation of the rules, most likely. Perhaps they did it every other turn, with rests in-between.
Hello all,
My friends and I picked up this game recently and are loving this game. We've argued it both ways but we haven't finished a campaign yet so I can only comment on things that are currently happening.
First, We felt these types of games could easily become a 1v1 situation even with multiple players. Meaning one person may think theyir strategic thinking is better and would therefore overpower others decisions. So to combat this we made a rule that the heroes can't discuss strategy between turns. It's also allows the OL to play against 1 mind at a time, rather than 2 or 4.
Secondly we made random hero selections. Otherwise people tend to pick favorites and changes the way people are used to playing.
With this set up so far, I have only lost the introduction.
In my other game (1v1) 2 heroes. I'm playing against a preselected hero comp or the girl who stuns and the knight with movement.
I lost fat goblin, where I probably should have won. I played an elemental (illegal) that opened the door and died. So I should've lost but Splig was 2 squares from reaching the exit. He lost Theodir on Masquerade Ball and it wasn't even close. Shadow dragon and 2 Barghest's as meatshields.
I was also very close to winning Death on a wing. I couldn't manage to keep him trapped and his warrior just kept breaking stones, but at one point I only had 3 stones to go. Eventually I had my entire deck which I think is the best case scenario. I was 3 health from killing the last two guards and instead of making belthir run I just went for it and lost. My mistake.
So far here's my assumption: The game is quite balanced. But the OL's job requires much more attention. I really don't care much for knocking down heroes, my goal is the quest, so I use minions as meatshields and inhibitors for movement mostly, unless they are overwhelmed. The key is patience. I've noticed my turn as OL takes twice as long as the heroes because I have to carefully plan out every aspect, even decided which group to move first is crucial. I lost Death on a Wing because of 1 mistake. Everything takes a long time, and patience is your worst enemy here. I played the first episode of Death on a Wing for 2 hours with a pair that had a potential of 19 movement spaces.
I would love to hear some advice from heroes.
Well,
I've just played the Dawnblade Act2 quest as both Overlord and Hero ;
And I have to say - this quest seems extremely unbalanced in the overlords favour.
It was so unbalanced that even as the overlord - I was trying to help the heros make the most efficient use of their actions as possible - and still, they didn't stand a chance.
Is this quest deliberately skewed in favour of the Overlord because the heroes need to win the Act1 quest to play it?
It certainly seems that way.
Even if the heroes start encounter 2 with the dawnblade - there's 2 ways for the overlord to win.
It wasn't a fun quest at all, because it was so one-sided.
Mr. T is to be awarded a Nobel Peace Prize for all of his good charity work pitying fools.
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