Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It's not an easy one though.
PS: you'll get better with practice. And game turns a bit easier once you got acces to 3 characters party. Like a lot easier (more combos, etc). Playing with 2 characters usually is a big handicap comparing to 3-4.
PS2: also, just as a comment/recommendation, classes like Tinkerer and Scoundrel are really really BAD in 2 characters teams. They get better the more players. I don't recommend using any of those 2 classes unless your party got 3-4 members. They are decent classes then! Irs like action videogames, sometimes support classes (or buffers or other kind of combo oriented classes, dont do well playing as solo or with a limited party, but they excel later).
Some of us can play insane just fine. No, it is not for the faint of heart. You really do have to know what the enemies do, what you can do, and plan accordingly.
I get what you are saying about some classes seeming stronger than the others, particularly with damage dealing capabilities. This sort of thing will always happen when there are differences between classes. Just know what any particular class is good at doing and use them to support the rest of the group with that strength.
Regarding cultists: prioritize them first so they do not raise too many skeletons. The skeletons themselves are pretty weak versus a combination of armor and retaliate or area attacks. Also, since both monsters are melee attackers you can use choke points and traps to prevent them from swarming you. I remember my first game with these guys on the tabletop version too... we almost didn't make it out of that one alive!
Regarding attack modifier deck "luck" issues: consider using abilities and enhancements that give advantage or strengthen. Eagle-eye goggles are amazing with your top nukers like Spellweaver's fire orbs and <Triforce>. Mindthief's brain leech may look like a paltry bottom attack 1, but with the mind's weakness it becomes a nice attack 3 finisher, and then strengthen sets you up for a major killing spree against fresh enemies for three more cards worth of attacks over two turns. Also now that perks are enabled be sure to opt for removing most or all of your negative modifier cards first so this won't happen to you any more.
Regarding this board game not translating well into a video game: I don't think this is the issue here. Perhaps the issue you are having is the early access state of this title. I have been very pleased so far with this iteration of the game capturing a lot of the tabletop feeling. Once you realize you can't just rush the menu option clicks because of risk of user error it feels perfect. Just waiting on multiplayer!
Sure you can, Im not saying its impossible. It's just some classes are better in parties and worse in 2-players.
In the case of the Tinkerer, it's because heals and buffs. Gloomhaven is a game in which doing damage generaly is better than healing, cause if you waste a turn healing, you are just stalling, which is not optimal. In a 4-players game, almost always you can heal one guy efficienly (3 targets plus your tinkerer), while doing damage with the others, etc.
In the case of the Scoundrel, its usually because Scoundrel is a character that excels with a melee character. It also gains great bonuses from some of her attacks when your partner is near an enemy. So, it usually pairs bad with spellweaver (ugly team), and cragheart (unless you use the cragheart as melee). Even then, it's a better class in 3-4 characters party because almost always you can do some combos and nasty damage, because the opportunities for a partner near an enemy is a lot more (there are more enemies also with more players).
And that's it, hope this helps. I'm not saying in any way its an imposible team, just saying is a big handicap compared to other combinations. At the end, if you play well and what some knowledge, you can do almost everything fine. But if you have some problems (which I think the OP had), it's not optimal to use the harder mode and one worse combination of characters, that's all.
However, this is not a game for everyone. I would only buy a shotter myself under extreme circumstances. Some people should do the same when they buy a boardgame or boardgame adaptation. Some guys buy things without having an idea what they are buying or without making a search. It's not the game fault.
On a side note, I agree with the OP in some extent. I also thing the videogame, the roguelike minigame, got many balance issues as it is now. I recommend to wait for the campaign patch (at release), and only play the easiest difficult until then, if you really want. You made some valid points after all, Kaine. Just don't judge the boardgame based on the early access videogame, and the roguelike mode. Wait a bit more.
Spellweaver is at least one tier above Brute and in 4p, its even better. Elementalist is also too strong. You must learn to be more efficient, this game takes a LOT of time to master.
Support classes are much better with more than 2 players.
In the real game Scoundrel is quite good.. Usually what you want to do is play the top move + attack combined with the bottom attack and the move the repositions the enemy to put them into a trap. Something like an attack 3 and attack 2 is much better than an attack 5 once attack deck with perks is considered. Obviously use cloak of invisibility when required and you DON'T play with any of the lost cards unless their other half can be used for the majority of the scenario. The scoundrel is very vanilla but less so than the Brute.
The Cragheart is in my opinion easily the best of the starting classes as he has insane flexibility and can do things no other class in the game can do. He has heals, durability, ranged, melee (the melee gets really strong at higher levels but is not good at level 1-3) and the ability to place or remove obstacles can be insane in a decent amount of scenarios (probably nothing like this exists at the moment with no campaign)
I don't really know where the computer game version is at right now as the last time I played I got annoyed perks weren't in because it really breaks the game after level 3 without perks. With perks a card like
Attack 2
Attack 2
Attack 2
is amazing and without it is weaker than an attack 5 or 6(factoring in shield enemies).. same with AoE attacks.. and ofcourse balance is also disrupted without the element generation from perks... I mean the same can be said about Enhancements but in all honesty for most classes items are a better usage of gold than enhancements (assuming items working the same as physical game)
Overall the balance is good.. there are 3-4 classes that are overall better than the others (especially Eclipse.. even post nerf from version 1) and there are a few classes that kinda suck in 2 player or in the wrong combination. The balance is definitely better in 3 player and even better when you aren't solo.
The scoundrel also has some of the best movement of the starting classes. This should allow you to get to those high priority targets like cultist. Consider picking up early winged boots to really make that movement work for you. Also always pick up the 3 levels of stamina potions as soon as you can. These not only help you play your most powerful cards multiple times in a row, but they also help you last longer with your tiny 9 card hand. Lastly, the scoundrel has some limited access to invisibility. To get the most out of invisibility use an early initiative on the turn you cast it, and use a high initiative the following turn. This can give you 2 whole turns of being untargetable. What even better is you can block choke points while invisible and enemies can neither target you or move through you. Use this to your advantage.
Would be nice to have some of the common house rules that people make as options. Such as..
- How disadvantage/advantage work with rolling mod perk cards
- Summons (I've seen people allowing them to be controlled, or less broken allowing them to move towards you when there are no enemies)
- Gold looting (I've seen everything from dividing remaining gold up, to scenarios not ending immediately after the last enemy dies)
- Invisibility (not allowing blocking of doors)
At the start 10 cards seems ok, but expanding deck with levels would be great.
Gold piles at the floor usually don't worth spending your turns on them, you'll end up swimming in gold anyway just from looting occasional chests and completing journeys.
All in all, the game has somewhat oppressive feel, you are literally running against the clock, but never know how much time left before game is over.