安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Nightmist has some powerful damage effects, but also hits herself a lot, and the randomness of her effects can make her spells both risky and near useless.
Both of them also suffer from low hp and can both be devestated with little way to build back up to something that wipes out their equipments and ongoings.
All in all, they're fairly balanced and neither should be underestimated, however they do both rank up at complexity 3 along with Absolute Zero.
EDIT: I should mention that Argent Adept and Mr. Fixer both run support in different ways, Argent Adept is focused on buffing the team, giving extra draws, powers and plays and reducing damage taken or increasing damage dealt.
Mr. Fixer on the other hand is focused almost purely on debuffing the enemy, removing damage reduction, reducing damage dealt and redirecting damage rather than helping the team directly.
Both do step outside their comfort zone with some cards (salvage yard and grease gun for Mr. Fixer, Scheldro of Frost and Flame and Cedistic Destruction for Argent Adept) but both mainly stick to their domains.
Would I take Mr. Fixer over Argent Adept or Nightmist? It depends entirely on the villain in question, against Iron Legacy or Progeny Nightmist's self damage can be a liability, La Capitan and Miss Information make it difficult for Argent Adept to keep his songs and instruments down for his chains, but Mr. Fixer normal damage just won't cut it against Kaagra Warfang or Infinitor.
Adept. Can tutor any instrument and peek the five cards of his decks and play and draw one. In addition his variants speeds his setup. More to help, some of his buff allows adittional plays or additional draws.
Nightmist. With his drawpower looking for the cards of the setup seems trivial (like I said i haven´t test them just what I think looking his cards). And with master of magic and the restorative artifact hp healing should be abundant.
Seems like the problem is not to get the cards for the setup, the problem is they are not blasted by general Ongoing or equipment destruction.
Thanks to your post I have realize how random can be Nightmist effects. But with a full hand your can make a strong effect redirect the damage of the drawback.
Like Absolute Zero all complexity three heroes seems to be the more powerfull at the right circunstances and with proper built that why I have high hopes in both of them.
This combined with the increased difficulty of the villains and the Rook City environment does make both Expat and Fixer seem meh, but they aren't all bland and do require some love and attention to detail to make them truely kick butt.
For example, did you know that if you have an additional power use Expat can fire Prejudice, Pride, Prejudice in a single round, and don't discount her ammo cards that aren't Hollow points, they all have their uses. For DW EXpat use her base power the turn before you unload, and if you have both Pride and Prejudice out use it again for her first power for +2 extra to all damage.
As for Mr. Fixer, Pipe Wrench might not give the 2 targets bonus Dual Crowbars gives, but that -1 to damage combined with Driving Mantis is enough to redirect 90% of villain damage. Also for DW Mr. Fixer Bloody Knuckles gives you +2 to damage and then you can destroy it after hitting to stop taking that extra +2 damage and not have to destroy anyone elses ongoings and equipment.
I have heard that the heroes that are coming are far stronger than them. Thats why I make this post to check the opinions about the next two incoming heroes.
Hit stuff as soon as it enters, prevent infinte damage.
Something that, I feel at least, future heroes do better is allow you more freedom to combine your cards and powers in crazy and fun ways, which feel, to me, more fufilling than "this style on this tool" or "this ammo on this gun." I like and appreciate Fixer and Expat a lot more than I used to, because of the app,(Dual Crowbars and Greased Money? Hello, AZ.) but alot of the upcoming heroes, specifically the next two heroes, abandon all notion of being played 'normally' or feeling at all similar to other heroes.
(***Everything below is a spoiler for mechanics and cards of Argent Adept and Nightmist, idk how to do the spoiler bars. This is bascially a general overview of what these two can do, not a comprehensive deck look at all.)
Argent, as people probably know, totally is a crazy support that chains together benificial effects for his allies using songs. One of his cards lets him take 5 cards off of his deck and put 1 each into play, hand, top and bottom of deck, and trash. This, combinded with your other abilities, lets you stack the top of your deck. Then you might let yourself draw the card and play it, which could lead to even more effects being chained. His varient encourages deck manipulation even further, making you think about the bottom of your deck. And of course, deciding what abilities you even want to activate, and in what specific order, makes him very interesting and rewarding.
Basically, the trick is that his instruments(equipment) have each have a power to activate two certain effects of different songs(his ongoings). So for example, an instrument may referance the Perform text of a Harmony card, or the Accompany text of a Rhythm Card. Also, even though you can only use each power once per turn, the effects of the ongoings can be used repeatedly as long as you can activate them. So, one song has an effect that says "On hero may use a power now." (Which is the Perform Text of his Harmony card, Inspiring Supertonic) Well, during your power phase, you can use the power of your Lyre, which lets you activate the Perform of a Harmony, to give out a power to a hero. Which you can totally give to yourself to use the power of your Harp... which actives the Perform of a Harmony, again, to give a power! At this point, you can give the power to yourself to do even more stuff, or give the power away to another hero. That hero does their thing, or you do your thing, and then you continue to resolve. Because each instrument lets you activate two things, you now continue by resolving Harp to do a thing(Accompany of a Harmony). Then, you go aaalll the way back to Lyre to do another thing(erm.. Accompany of a Rhythm? maybe?). This guy is basically as complicated a hero as this game gets, but if you can push him to the limits, you can do beyond crazy things. Then your turn ends, and Grandpa Legacy gives Argent a power and everything goes straight to hell!
NightMist (aka best hero in game) is nuts, if you are able to control her. We played the core game for a couple weeks, and while I liked it, it wasn't my favorite thing ever. Then, I read up on NightMist and made our group buy the expansion, and have never looked back since. NightMist is incredibly risk/reward, and you have to manage all of your resources very carefully: HP, cards in hand, the rune numbers of cards in hand, hand size, specific cards left in her deck. She deals herself a lot of damage, and discards a whole bunch of cards, to do a lot of very powerful effects. However, the damage you deal yourself, and the relative strength of the effects are based on other cards you discard or reveal from your deck. In some cases, you play a card deal yourself 1 infernal and allow 1 hero draw 1 card (...yay?) In other cases, you deal 4 damage to every target in the game, then 4 damage to every non-hero target. Some of her combos with other heroes are absolutly unfair (specifically Twist the Ether, it breaks NM even if she's still just setting up) NightMist also does a crazy amount of healing and redirecting. And she still has a very solid amont of utility in the form of deck management or ongoing/environment control. Even better, her varient basically makes her a totally different hero. Instead of simply healing and redirecting everything, you play a much more calculated, slower paced game, since you are now able to precisely control the top of your deck, making your spells do exactly what you want.
She can also shut the villain deck down, get the cards she needs, redirect damage, remove ongoings/environment, become immune to damage, and quickly heal. But she is finicky and won't always work out the way you hope, and she suffers badly for a lack of card play early on.
Argent Adept is the ultimate support, and the reason I haven't played him much is because a player of our group was so in love with him that he played him exclusively. For 100 matches or so. That speaks for itself.
With proper build Adep can make in his turn another hero play two cards, and with Granpa you do that twice each round. Unless somethings break that combo or you set it nearly death dont image how you could loss with that boost.
I have mostly stopped using NightMist as a focused damage dealer and simply used her crazy draw power to set up her field and find useful control oneshots. Unless the team needs damage. Then yeah, NightMist can kill a dude. Heedless Lash is best card in game.
Argent, outside of his plays and powers, does fun things like letting other heroes reveal the top cards of their deck, which NightMist absolutly loves, as well as put things in trash on top of hero decks. AA and NM are so good together, but basically every hero in the game is better with Argent on their team.
As for Adept and Grandpa Legacy, the insanity is amplified when you realize just what exactly Argent can do. Outside of plays and powers, he can destroy literally any non-indestructable non-character card in the game, he can give heals, he can pop ongoings and environments, and he can give out a couple +1 dealt and -1 taken tokens. Grandpa just says, "If you can't do everything you want on your turn, I can help. Also I'm gonna redirect all of Chairman's damage to me and be immune to it, hahahaha..." Another fun interaction, really quick. Unity can't play bots during her play phase. She can totally play a couple on Argent's power phase.
I do feel, honestly though, that with more heroes coming out in the future, the 'simpler' heroes will be a bit more appreciated. I can play Argent decently, but I have a feeling after his turn on the app, I will be very happy to take a brain breather and shoot the crap out of something with Expat. One of my favorite heroes from the begining is Ra, where the most complicated thing I ever have to do is count my +1s. Game is still really fun.
Also, in terms of raw damage numbers, I would actually say Tachy is the strongest hero in the game, for her triple lightspeed nuke-a-boss combo. But Expat is more consistent damage-wise; pumping out 4 damage a turn is actually really strong in this game. And Expat is also one of the heroes best able to utalize and work around + and -1s. She doesn't have any inherent extra powers or +s like Wraith does, because she would be completely broken. The one thing I wish they'd fix is that Arsenal Access just feels bad to play, compared to basically every other tutor. Yay, I have a hand of ammo. I Arsenal. Yay, I revealed more Ammo. Or a submachine gun when Adv. Voss gives a -1. Not helpful, app.
I was thinking that one of the minions was immune to melee damage but I guess it's just the flagships. I guess Haka could get messed up in the rare case that you have two guards in play + a wounded minion or environment target.
@Natediggitydoggity How much damage was that, 4 to everything? Or does it apply the nemesis damage to everything? Fixer's weapons can still surprise me.