One Deck Dungeon
Warrior is the best of the original 5 classes -- Prove me wrong
The Warrior has, by far, the best skills. They get healed a total of 6 throughout the dungeon, and can get a dice each time they receive 1 damage. This can be anywhere from 18 to 25 or more per dungeon. This is an INSANE amount compared to other classes. Their abilities also have synergy because you feel more OK with getting hurt for a dice (though still try to avoid), knowing you'll heal when you descend. And furthermore, if you're not already hurt before you descend, you can stay around the floor another room or two to farm. This is big. Getting to level 4 and having 7 items and 5 skills is hard to do, and the Warrior is encouraged to do her best to try.


The Paladin only gets a dice, from, on average, 6 out of 22 cards per floor, but since you'll only counter an average of, say, 8 cards per floor, your chances of them actually giving you dice is maybe, MAYBE 7 times per dungeon. And that's on average WAY lower than warriors. Their healing is probably approximately equal if I had to guess, but Warriors' encourages you to keep exploring once you reveal the staircase, while the Paladin does not, so that makes Warriors' slightly better.

For the Mage, let's say you explore twice and flee once per floor. That's 9 dice per dungeon. Still better than Paladin, but much worse than Warrior. Then let's talk her healing ability...You can only use it on traps, which are usually easier than monster encounters, and it's only usable if you're going to get hurt. A mage could go an entire run never using it once, but let's say on average you might use it 3-4 times? Certainly less healing than either class above.

Then there's the Archer. The Archer's ability to produce black dice is actually counter-productive, because you lose time for it and can't farm like you need to. It should be used only in EXTREME circumstances, or perhaps even never, making it horrible. If you wanted even as much dice as the Paladin's average -- 7 -- that'd require 14 time! That's probably usually 4-5 explorations that you MISS OUT on that Paladin gets. That's a whole level, or 4-5 items/skills (or at least a couple potions). Horrible. The ability to heal using time is also counter-productive. The best part of the Archer is that she can heal in boss fights, but this will never amount to the amount that the Warrior or Paladin can heal. Warriors and Paladins will go into the boss fight on lower health, having healed throughout the dungeon and obtained more items (and/or potions), while the Archer is likely to go into the final battle hurt. Not to mention, those items the Paladin/Warrior have will also help them to win the fight.

The Rogue is bad too. Adding a door when you flee isn't that great because you usually won't flee often enough for it to matter much. But worse yet, she loses 1 health and 3 time, 1/3 of the time when she rolls a dice. So if you want as many dice as the mage gets on average -- 9 -- lose an average of 9 time and 3 health. What did the Mage lose? Nothing. In fact, the Mage may have healed a couple times against obstacles, while all you managed to do was hurt yourself. The Rogue gets even worse if it rolls more dice. Want to try to match the lower end of the Warrior's 18+? That's 18 time and 6 health (while the Warrior HEALED 6 health and lost NO time).

I don't see how any of the other classes come even CLOSE to the Warrior. Am I missing something? This game seems extremely imbalanced....
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Palarran Aug 12, 2018 @ 12:17am 
While Warrior is my favorite of the original 5 classes, I think you're overstating just how much damage will be taken on a typical run. And the extra black dice from heroic feats matter far more early on--being able to add black dice on demand at level 1, even at a cost, is quite helpful, while it should be almost entirely unnecessary for the second half of a run.

In my experience farming while on stairs is generally worthwhile regardless of character, as it helps keep me ahead of the encounter power curve, preventing a lot of damage later on.

Archer is my least favorite, but for different reasons: balanced stats put me at a disadvantage on early game Perils, and my preferred base deck strategy is to exclusively add yellow and blue dice. (With Rogue I can at least choose magenta perils early on while I build up another color.)
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