Gloomhaven

Gloomhaven

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Deleveling (rule or bug)
So I just died for the first time in this game and my cragheart no longer has the level 2 card he was using IN THE FIGHT I JUST DIED IN. Do you lose xp when dying or is that just some ♥♥♥♥♥♥ bug
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Showing 1-15 of 18 comments
Zoid Jul 20, 2019 @ 11:54am 
Classic rules from the board game have no penalty for failure. In fact in the board game when you fail a scenario you keep experience, gold, and items earned during that scenario.

In the video game it seems that it resets your progress to what it was before starting the scenario which can set you a ways back as some paths have 3 scenarios to complete before rewards are earned.
Terrkas Jul 20, 2019 @ 12:01pm 
In adventure mode it will revert you back to the last village. At least in the current build. I saw a developer worrying the game might be to punishing currently in lower difficulties. I think it was about losing all the progress. So maybe it gets changed in the future.
SillyNoob Jul 20, 2019 @ 12:27pm 
I think it can currently reset you too far back (i.e. not to last village but to the one before that).
SandlewoodGames Jul 21, 2019 @ 8:14am 

Originally posted by The Moist Whisperer:
Classic rules from the board game have no penalty for failure. In fact in the board game when you fail a scenario you keep experience, gold, and items earned during that scenario.
ya I was confused because I have played the board game and expected it to be those rules for failing.
x_equals_speed Jul 21, 2019 @ 11:33am 
I thought this was a good rule in the board game, time never felt wasted. If you lost the money and xp wasn't much compared to the bonuses for winning the level, but you'd got something. It also made for tough choices when defeat seemed likely and you'd choose between trying the thing and hoping for a crit against going and grabbing some extra coins before you died.

Losing the gold and xp gained so far in a level on a loss kinda sucks.

Losing the gold, xp and progress for the last two levels feels like playing is a waste of time.

Losing the gold, xp and progress for the last two levels and some items and some xp on top of that feels like the game's deliberately wasting my time.
Disasterrific Jul 22, 2019 @ 7:43am 
I'm getting reset a journey and a half in terms of items and XP, but only getting put back half a journey in terms of locations, so I'm at the new place, but minus all the cool stuff I picked up getting there - got to be a bug!
Faranim Jul 22, 2019 @ 11:33am 
Seems like a bug or undocumented change from the board game. Losing or Abandoning a mission seems to send my party backwards 1 town on the map, but my XP and Items go backwards by 2 towns. I found that items I recently lost were back in my inventory with 1 Durability, and in many cases I had to re-level up my characters (I guess some of the XP earned is carried over, but not all of it?)
lambchopofhorror Jul 25, 2019 @ 1:10pm 
Just had the same thing happen, felt like I lost way too much after failing an adventure.
SunriseEagle Jul 25, 2019 @ 6:58pm 
Originally posted by lambchopofhorror:
Just had the same thing happen, felt like I lost way too much after failing an adventure.
That would be weird as the patch for this is already live. The only things you should have lost is what you gained during the scenarios on the route that you failed.
SandlewoodGames Jul 25, 2019 @ 7:48pm 
Originally posted by Shide no Tori 死出の鳥:
Originally posted by lambchopofhorror:
Just had the same thing happen, felt like I lost way too much after failing an adventure.
That would be weird as the patch for this is already live. The only things you should have lost is what you gained during the scenarios on the route that you failed.
it's working for me but honestly it's still way too punishing for me I don't wanna lose any xp at all for losing an encounter. I just lost an easy fight on easy mode cause I kept drawing negatives and misses, and the fact that I ended up worse then when i turned on the game makes me want to unistall
SunriseEagle Jul 26, 2019 @ 1:20pm 
I guess this is where the opinions differ. I don't mind losing the exp/equipment I gained during the route I screwed up, in fact I like it. If I lose it was probably because I didn't plan carefully enough so I should get punished in some way aside from having restart the route.
I also don't like the idea of being able to just go in a scenario, play a bunch of cards with a good amount of xp and abandoning it afterwards to farm levels.
Another issue would be that you could just give up on the scenario thinking you won't make it anyway and start farming xp/gold. The player should be pushing forward trying to reach the goal no matter what and not be enouraged to just bail out and do whatever.
One example for this from the boardgame (in which you keep xp/gold/items gained during the scenario): We were in a dire situation, we had to destroy one object in the dungeon but it was in the next room ahead and we were already getting overwhelmed by enemies with no hope in sight. We decided to give up and just gain as much as we could so I split from the party to open a chest at the end of the room, close to the door to the next room. I used my best movement cards to get while making use of my jump shoes to get over the enemy and my invisibility cloak to make sure they don't chase me. After reaching the chest I had nothing to do so I just decided to check out the room with the objective. For the fun of it I even started attacking it.
I played my 2 strongest attacks on the next 2 turns (after which I got exhausted) and drew the x2 modifier both times. The objective got destroyed and we won.
We would have lost the scenario if I had stuck with the plan and looted another coin.

But I have to say that I expected a much harsher punishment for losing than this, considering they are calling the adventure-mode roguelike (which is false advertisement imo, it's not a roguelike just because it is randomized). So I went into the game thinking you'd get reset to the beginning if you lose. I wasn't 100% sure it would be that way as it seemed way too punishing for a game that can take quite a few hours but that's what I expected.
So I'm looking at it from a different angle.

The last thing I have to say is that you shouldn't be too focused on levelups right now. With perks and card enhancing missing the game just continues to become harder as you levelup because your character won't be able to keep up with the changes as he's missing those options.
Last edited by SunriseEagle; Jul 26, 2019 @ 1:24pm
Perkus Jul 26, 2019 @ 2:45pm 
Everything you've said is true, but the board game has already establishes the precedent that technically lets you farm a scenario repeatedly for gold or XP rather than actually attempting to win it. You only lose out on the completion XP bonus. You could also play a particularly easy to farm scenario repeatedly, or choose to play at a difficulty level far below your skill level in order to be able to play extremely quickly with minimal thought and thus gain a higher XP/gold rate / time invested. Since it's a co-op game, not PvP, this is not a flaw if the players enjoy it.

If the author was ok with allowing this in the board game, I don't understand why Asmodee thinks they're somehow wiser and keep trying to "improve" on such an established and popular design. "Let's punish players for not succeeding, even if they spent hours making an effort and maybe just got unlucky or didn't expect a certain boss mechanic", "Let's make items cheap, plentiful, potentially overpowered, but wear out quickly, rather than relative expensive, buyable at any time, but doled out at a controlled power rate". "Let's reward players with an XP bonus only after completing a chain of 2-3 scenarios rather than after each scenario." "Let's give players access to X cards only at level-up" (I've become aware they don't have some X cards coded, but they could just give out what they have ready). Most of these changes are completely unnecessary. There's is no good reason the adventure mode has to be so substantially different from the campaign rules! They could have just ported the random dungeons as designed to allow for basic testing & moved on to other issues. They keep trying to make the game their own, and therefore they're gonna spend precious time tweaking all their changes, when they have plenty on their plate already to simply simulate the game as closely as possible and trust its balance and design. Meanwhile the changes offend the purists which expect to be playing the game they know, not somebody's modded homebrew version, which is what this plays like currently. I bought a "Super Healing potion" (2 tiers above Minor) at level 3 last night, I'm relatively sure you wouldn't normally have access to that in the board game anywhere so early. They're (IMHO) unnecessarily screwing with the balance design all over the place, and it mostly makes the game worse.
SandlewoodGames Jul 26, 2019 @ 9:19pm 
Originally posted by Shide no Tori 死出の鳥:
I guess this is where the opinions differ. I don't mind losing the exp/equipment I gained during the route I screwed up, in fact I like it. If I lose it was probably because I didn't plan carefully enough ....

Naw man I didn't screw up this aint chess or diplomacy or a pure determanistic game you draw misses and minuses and then end up worse off then where you started, after choseing easy mode and the easy adventures. The board game never made me feel like I ended up in worse shape then how I started even if I GOT UNLUCKY. cause that's actually talking about NOT about making mistakes about DRAWING MINUS AND MISSES EVERY TURN, which is totally unavoidable. I get it it's cool to have something at stake but for someone who's already annoyed I can't play with more then two characters untill I beat a boss it's crap to get progress heavily taxed for ♥♥♥♥♥ and giggles
Last edited by SandlewoodGames; Jul 26, 2019 @ 9:19pm
SunriseEagle Jul 27, 2019 @ 6:46am 
Originally posted by crazycody99:
Originally posted by Shide no Tori 死出の鳥:
I guess this is where the opinions differ. I don't mind losing the exp/equipment I gained during the route I screwed up, in fact I like it. If I lose it was probably because I didn't plan carefully enough ....

Naw man I didn't screw up this aint chess or diplomacy or a pure determanistic game you draw misses and minuses and then end up worse off then where you started, after choseing easy mode and the easy adventures. The board game never made me feel like I ended up in worse shape then how I started even if I GOT UNLUCKY. cause that's actually talking about NOT about making mistakes about DRAWING MINUS AND MISSES EVERY TURN, which is totally unavoidable. I get it it's cool to have something at stake but for someone who's already annoyed I can't play with more then two characters untill I beat a boss it's crap to get progress heavily taxed for ♥♥♥♥♥ and giggles

Alright, at this point I have to ask what level is your party currently?

EDIT: What about losing the xp/gold/items from the scenario that you lost while allowing you to keep what you gained on the other scenarios? So if you do a 3-scenarios-route and lose on the 3rd you get to keep what you gained on the 1st and 2nd.
Last edited by SunriseEagle; Jul 27, 2019 @ 6:58am
Shimaaji Aug 3, 2019 @ 10:53am 
Originally posted by Perkus:
(...)I don't understand why Asmodee thinks they're somehow wiser and keep trying to "improve" on such an established and popular design. "Let's punish players for not succeeding, even if they spent hours making an effort and maybe just got unlucky or didn't expect a certain boss mechanic", (...)

Exactly this!

Well, if it were some second rate board game we're talking about, but ... you know: This is about Gloomhaven. The game that has managed to maintain the #1 spot on BGG for ... how long by now?
I'm all for innovation, but if you try to implement THE best board game of the f***ing world ... the one that maintains #1 on a list containing more than one-hundred-and-eight-thousand board games? Maybe just make a "digital packaging" first and then... maybe after digitally implementing all that's already there ... all that's put this masterpiece in that spot ... try to add in other stuff in the shape of optional experiences.

Well, saying that: In understand why they started the beta phase with a scenario mode rather than the full campaign. Telling people to beta-test a full campaign and possibly ruin the story with bugs wouldn't have been a smart move at all. So the basic approach to this beta is fine, but they really should (even in the case of a scenario/adventure mode) start out strictly with the board game ruleset and add other stuff as optional modes from there on.

(Also: The game is still a lot of fun, but the necessity to play overly careful all the time really is quite detrimental to the overall fun in comparison to the cardboard version of this game.)
Last edited by Shimaaji; Aug 3, 2019 @ 10:55am
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Date Posted: Jul 20, 2019 @ 7:10am
Posts: 18