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2nd part is a little harder, as he has to be right next to them for that. But when done right, it gets all there discarded cards back. Which saves a long or short that burns a card.
Does his damage get worse as he levels? As I said, I found his damage almost comparable to that of Cragheart - at least from level 1 to 4. (Edit: Well, he retired when he hit level 4, so I guess just level 1 to 3 really.)
He is not that bad to have around in a party of four, as he can help others to stay alive longer, can make them recover cards, has a lot of flexibility... and once you (minor spoilers about items) unlock items that convert single ranged attacks into AoE attacks, some of his cards become incredibly better (end of spoilers)
However, in groups of 2 or 3 characters you will miss raw damage, which is one of the staples of Gloomhaven: the best healing is the one you don't need to apply because the enemy is dead.
And what you read about not scaling at higher levels is true... some of the cards he gets are "fun" but no really that powerful. Other classes can start to do really stupidly powerful things around level 5-6 but the tinkerer takes forever to feel powerful enough.
He is not plain bad - he is just the worst overall class - someone had to be.
However, as you said in the OP message, his level ups are just lackluster comparatively to other classes. At the risk of getting too spoiler-y, just take a look yourself at all of his level 2-9 cards and compare them to someone like cragheart. Tinkerer's most "optimal" build is one that emphasizes recovering cards for his teammates, and a lot of his cards don't scale well throughout the course of the campaign when compared to someone like Crag.
Hmm, it could be that I am playing Cragheart inefficiently...
Tinkerer has some really mediocre level up choices on average. I think it's a decent class at earlier levels, but it has a much harder time keeping up with other characters later in the game.
I literally just ran a mission like this, as I was angling to get my Tink to retire so replayed an earlier mission that was going to get the last bit done, and just played him as pure nova build. Still up at the end of the mission (just; about 3 cards left after only 12-13 rounds of play) and was max damage scorer on the scenario by a wide margin (78 damage delivered I think). Nice swan song for him anyway.
You must be playing Cragheart wrong. I could burn tinker Aoes all day, run through the entire deck, and not match a single well placed unstable upheaval. My Max scenario damage in Crag is 160, I pretty much always hit triple digits. No way tinker outputs that kind of damage.
At levels 1-3? I can't imagine doing that much damage at low levels with any character.
There's no way he'll ever match a Cragheart in damage though.
One of the things I would say is that playing a team where Tinkerer is one character you control is *very* different from playing one character and not knowing what your allies are going to do. So many of his cards only work if allies place themselves to *your* convenience, which they won't do if they don't know what actions you're going to take.
This is made worse, if he's your only character, by his poor xp generation which will make you feel like you're not progressing and falling behind, even though it's a net boon for the team by lowering enemy difficulty to compensate.
Then there's the fact you can only replace a maximum of two thirds of your deck by level 9, where some classes can replace every card but one, so again you feel like you're (and in fact are) progressing slower.
This is the result of my last mission, which coincidentally features both:
https://steamcommunity.com/sharedfiles/filedetails/?id=2639536701
To be fair to Tink and Spellweaver they are slightly lower level than the Cragheart and Summoner. Plus all the characters had *huge* amounts of gas left in the tank:
https://steamcommunity.com/sharedfiles/filedetails/?id=2639536968
A fair amount of that is Tinkerer related.
In most cases the amount of damage you do is the amount of health the enemies have (plus a modicum of overkill). So at level 2, on +2, you're looking at the cumulative health of placed enemies of level 4, and then sharing it based on how rapidly characters deal damage, which is affected by things like the proportion of turns they spend CCing, healing or using support abilities.
To be fair the raw numbers are singularly unhelpful. You only need to look how badly Music Note comes on stats, despite contributing enormously to CC, damage mitigation by curses and often inflicting wound on every enemy that chips away a significant fraction of the mission's total damage.
I am having trouble with capturing my screenshots at the moment due to some Steam glitch, but Tinkerer did almost the same total damage as Cragheart in my game; and he actually killed more enemies than Cragheart! Now I am interested in recruiting them again to see how they compare from levels 4-6 or so, in contrast to levels 1-3.
For future reference: What damage-related cards should be my staple for levels 1-3? I used Backup Ammunition first and then spammed a lot of single target ranged attacks. And once Backup Ammunition is spent, then I went for AoEs - including the loss card one. Am I doing it wrong?