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Thank you for your detailed report. I've forwarded it to the team in charge, so they can investigate. :)
Cheers,
Yuna
In all cases, a page the How To Play section should be dedicated to the augment…
Play a move 2 / heal self 1. Only move 1 to nearby enemy.
*Confirm End of Move (annoy +1/2)
*Confirm Heal (annoy +2)
Play The Minds Weakness
*Confirm Augment (annoy +2)
Choose Target, only 1 in range (annoy +1)
*Confirm Target (annoy +1)
Do you want to take Retaliate damage on your HP, lose a card or just die? (annoy +1)
*Confirm End of Turn (annoy +1/2)
Repeat 3 more times for the other characters.
End of TURN 1!
There has GOT to be a better way.
Being forced to replace The Mind's Weakness makes the attack with additional experience on other augments unusable and forces the player to use regular attack instead.
This way we lose much free experience over the course of the campaign and advance slower than in tabletop.
It's even worse when you get the Silent Scream at level 3 which basically forces you to forfeit an exp point when you don't want to switch augments as it has Attack 2, 1 XP on the top.