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My friend is consistently winning cata10 runs. I myself have done up to cata9 and I feel like the game is challenging, but once you know the mechanics well enough hard difficulty is pretty punishing, but I can't imagine losing on hard difficulty now (I'm specifically talking about hard difficulty, not cata difficulties).
I agree that ToF AI is pretty smart - but there was quite a lot of improvements done in EA which made it easier to cope with strong AI - namely being able to see the deck of each opponent creature/boss. Most of the groups in the game have dedicated damage dealers and supporting enemies which aren't as big of a threat.
Bosses in ToF are also really deadly - especially optional ones. Once you get comfortable you have an idea of what optional bosses you can beat and which will easily beat you. You can also skip them willingly and you will know which one you're about to face - so it's really a lot of adapting to the given situation, which for certain setups are easier, or harder.
Gaining wound is not as big of a deal as you make it out to be - especially since recovery mechanic has been introduced - all of your heroes get one wound cured once you defeat each main boss, which you can turn into a huge advantage if you play it out correctly - I usually reach first boss with 1-2 wounds just to clean them.
In theory some changes could be made for hard difficulty - enemies using weaker deck than the cata difficulty ones, but that sounds like a lot of work.
Perhaps ToF requires more game experience than other titles and after ~20-30ish hours it becomes easier once you understand much more how the game works?
The "problem" with this game is that it requires a lot of decision-making.
The "power up" phase is pretty sandbox-y
"Equipment deckbuilding" is often a noob trap
and the Combat requires both "cards" and "tactical" insight
On top of that, Bosses plays quite differently from normal fights... and it can be very offputting.
Obviously, it`s not perfect and some tweeks might be in order (*cough*Charred Mistics*cough*) but, after few hours, even Cata10 feels balanced enough.
Something i`d personally like to see is the option to have enemy card draws revealed.
It would make "learning" the encounters much faster
I still remember my first fight with the Goddess
I was all like: she`s a Deity, right? Better charge her before she smites us with her Phenomenal Cosmic Powers... right?
Nope! she just bonks you really hard
Deckbuilding is not a simple part of this game. As a beginner, I used to just equip whatever gear had the best defense and 'powerful' cards. Seriously, how many Battle Stance cards does your party really need? Now I'm more selective and often 'hone' certain cards off my legendary items before equipping them. Sometimes I keep items in my inventory just so I can copy certain cards into my deck without ever actually equipping the item, especially if it's a low defense item or my item slots are already filled.
Knowing which cards to upgrade is another critical factor of deckbuilding. For example, imho, upgrading the starting 'willpower' bonus Power cards when making melee attacks, combo attacks, and casting spell attacks, is a HUGE deal especially when paired with 1 WP cost cards. Card upgrades which merely increase damage are ok in the early stages of a run, but card upgrades which totally bend the combat rules are much more valuable.
Some cards have surprising upgrade features, like Goad, for example. Normal it gives you a +1 attack bonus for each adjacent enemy. That's nice and all, but Goad+ makes you IMMUNE TO COMBO ATTACKS. The majority of my party wipes are not from bosses, but from getting combo ganked. Likewise, Stalk+ allows you to make combo attacks even when there's an adjacent enemy. Those are super powerful benefits.
Learning how certain effects impact gameplay is crucial! For example, combining Chilled and Weakness is a strong defensive duo, making regular mobs almost worthless, and significantly mitigating Boss damage. For offense, combining Inspired with Exposed makes a measly Swipe deal double its normal damage.
Character movement and placement are also things I've had to learn the hard way. You need to know when to charge and when to turtle at chokepoints. Movement cards like Run and Sprint (or any 3+ movement cards) are SOOOO good instead of chucking your valuable attack or power cards just for one or two more hexes of movement. Wind Stride and Fly are just great.
Stealth, for example, is ok for a damage bonus, but stacking stealth allows you so much FREE movement! The Assassin action card which gives your entire party Stealth is AWESOME if played early in combat, especially vs ranged attackers which like to hang back and shoot bows or sling non-aoe spells at you. Not only are they unable to strike from long range, but you get free movement to quickly close the gap and make your attacks.
Anyway, these are just some of the things I've learned which catapulted me from normal and hard difficulty into cataclysm difficulty.
Yeah, I'm pretty salty. My party had just beaten the Great Worm fairly handily, only a handful of stops before final boss of map. I then run into 3 charred mystics/skirmishers in a rando materials encounter, which melt my Warrior by turn 2 and thus my campaign.
It hurts