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My first run (day of release) I took the left path up the mountain to attempt to get a power core for the sentinel. The first harpy fight I encountered I got massively nuked by spark build up. I'm just not seeing sufficient means to purge spark or resist the lightning.
The second run just recently I took the bottom path to attempt to get Cornelius' staff. Same deal, the obscene amount of fire wore us down very quickly fight after fight and we never got an opportunity to get Rain or Healing Rain up to the cult leader. For that fight, we had one Healing Rain, and we never reached turn 3 to draw it.
There's a lot of bugs and a lot of balance issues, but that's the one that made me lose my best game yet and it's just plain stupid. I lost not because of a choice I made and consequences I could have foreseen, but because the devs made my build useless.
And finally, fix the itemization. It's all over the place in terms of actual quality to cost or rarity.
You have the option to fight it madness extreme difficulty or not, so I did and boy it was stupid. The goblins had {Ever time you use an 'attack' card gain 4 stacks of Fury and they are immune to bleed}.
Fury as states ( At the 'end of the turn' suffer X Bleed(X equals your fury charges then remove 1 charge.)).
Fury is removed ever turn yet it keep stacking and does not go away as it states. I understand they are immune to bleeding but it should be removed after a turn or after an attack i got it to 140% damge. So should they suffer no bleed damge and the fury reset to 0??
So from 140% it goes to 137% at the end. It doesn't lose all charges, just one.