Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Saving Oblivion to erase troublesome tiles does wonders, aye!
Yeah, that too! 😄
Villages and fields felt balanced in the demo. Extra health, sure. Extra loot, sure. Extra challenge, woof. A bad quest-reward enemy selection was devastating, you could easily take several times as much damage as normal encounters and waste a lot of potions.
Bandit camps are pure downside, which drastically nerfs the presence of villages in your deck. Using Oblivion on them is viable, but I'd rather save that card for more pressing issues.
I honestly just don't use villages any more, for any character. This game is unforgiving when your power level takes a sharp dive, and that's a risk that's always present when bandits are on the board.
The odds of bandits successfully getting your equipped items are very low, but I think the rationale is that any level of risk of that sort of effect is intolerable. It's just too hard to recover from.
There is no reason to ever use them, just oblivion them - what a waste of idea.
Same. Though I generally only use Vamps + Village combo, but even then sometimes the camp spawns in a way that lets them move to occupy another tile.
IMO, other enemies/combos at least offer a decent/great reward for the risk. E.g. Blood Golems, Gargoyles, Worms, etc. Each are dangerous but are enemies that often drop loot ~1-4 levels higher than the current loop. (Tho gargs are meh and treasuries are meh but can be helpful early)
Whereas Bandits are dangerous + low chance of being devastating(for necro in particular)... all for seemingly on level loot. Just isn't really worth dealing with.
They don't stop me from using Villages, like some people feel/suggest, as they are fairly easy to mitigate. (Vamps, filling nearby tiles ahead of time, Oblivion) But they do make me question why they are even "a thing". Even Slimes can be useful despite being the worst thing to get tiles/loot from.
That's why if you have a deck with cards that spawn high defense monsters you invest in magic damage stat for your gear
------------------------
A secondary issue is that 5% sounds really low. Except that it's for every bandit for every attack. A fully stacked bandit camp has a 20% chance of destroying an item.
-"5% chance to destroy hero's item when attacking"
NOTE: the game describes "when attacking" not "on hit", this makes it unclear if evasion would even decrease the odds. I can't find a source that on the topic, let alone one that is conclusive.
-----------------------
All of the above just causes anyone facing bandits to either take Oblivion in their cards. Or mitigate bandits with Vampire Mansions. The Bandit - as a mob - is relegated to a nuisance with no player opting to actually fight them.
I feel like bandits deserve to be in the game in a manner where the players will actually interact with the mob itself in a positive way, instead of the solely negative atmosphere they currently have.
Because planning ahead and blocking the spawn point or keeping an Oblivion in hand is obviously just too much to ask.
Also please finally put away your sticks, you can barely tell this pulp mass you're still beating on is a dead horse by now.