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In later level Ways of the Mahoken can also help you master the randomness.
I hope I have been able to provide you good tips on how to work you way around.
Let us pitch two cards to move one space or something.
"pitch two cards to move one space"!!?? Mate how did you even get past ascension 1 much less 20...do the tutorial again, actually read the text this time.
it is the main concept of the game.
So just restart the tutorial and read the card tooltip too.
I hear you, Chief, but you NEED to add a guaranteed Movement card draw to each randomized pull. If I don't see a Movement in the first, say, 3-5 pulls (6-10 turns) I know it's a loss and I have to restart.
It is a GREAT idea.
Please refine it a bit.
I beat this on my first try and I completely agree with you. The luck of the movement card draw is too much.
It's a great idea for a great spin on the genre! I love it!
Please, let us random pull a movement card.
I don´t understand your point! You indeed even don´t need any movement card to solve the map.......normal movement with energy is sufficient! So I don´t get it......you must have made something wrong.
As for removing timers, up to the Devs, but I would kill achievements and and lock out timed challenges from being paid out if timers can be shut off. Timed missions and challenges are what make the game fun.
No, I beat that map on my first try. However, without movement card pulls in later maps, that timer gets... rough.
My suggestion is just to add a guaranteed movement card pull to each random collection. I love the movement mechanic, but since turn count / timer is absolutely critical, it can absolutely be a loss if you don't grab a dash or something early on.
Again, I love the mechanic. It forces you to build a balanced deck. But if you don't random any movement cards or find any in the stores, you are out of luck.
The starting character has movement synergy and you get 2 movement cards in the tutorial.
It seems to me the map is balanced. In any card game if you draw the wrong cards you are going to lose, especially early on.
All you have to do is get to the last hex. You don't have to arrive there on full health and of explored every hex or completed every side quest.
If someone is genuinely concerned the map is broken maybe record a play through and then we can discuss the luck and decisions involved. As I say, seems fine to me.
Not talking about the early map - totally agree that can be done with the default hand and base move! And it's a great way to introduce the mechanics, IMO.
I'm referring to a later map that's large, where you have to kill 20 mobs in 30 turns. There are two types of mobs on this map: one will run away and bring a friend when damaged, and the other stays at range. The map itself is covered in hills, mountains, and forests - which makes using default movement very, very difficult.
Even taking advantage of the mob AI like in Gloomhaven, where I deliberately leave the first type alive to run away and go wake up a friend, I'm unable to hit that goal without drawing a few early move cards with the Red character. Blue doesn't have this issue because they're already very heavily movement-based.
It wasn't a reply to you because I hadn't done it and was replying to the OP. I did that one first time (as red) just now. Was kind of kicking myself at the start because I could of thought about the Ways of the Mahoken better and had points unspent. I'm will to accept I might of got lucky with card options. I got a few fly cards which help with the terrain. But I did it on the 30th turn out of 35. I had done one side mission before it and was level 4 red. To be honest I think at that point even if it hadn't worked out there are options to play with and I can't imagine one failed run would of been too frustrating.
I read your post in a constructive manner so absolutely not arguing with you. The OP's post is not constructive (no suggestions) and rude to the dev team.