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But I would like if advantage was upgraded.
Being able to swap enhancements is great, it very much adds to the experience. But I detest the amount of waste when I retire in digital. It devalues gold gain so much for it to be pointless once you're strong enough to win scenarios.
I agree that locking in future players to a particular build could feel bad, but the person playing a repeat class with two enhancements is still not having as much fun as the person playing a never-before-seen class. The right enhancements opened up new builds -- you could skip wands or status application items after you enhanced the right cards.
If enhancements aren't going to be permanent, their costs need to be reworked.
Bingo. For the umpteenth time, it is not the lack of persistence that has people up in arms; it is the lack of cost reduction commensurate with the loss of persistence that infuriates folks - and such one-sided, nerf-oriented balancing is unfortunately pervasive in the industry.
I don't think the price of the enhancements in the boardgame was balanced against its permanency status. I think the price thresholds were established based on the additional power they provide the characters with.
Example: Cragheart's Cursenado (Dirt Tornado + Curse: big AOE that damages, curses, and muddles). At 150 gold (if I remember correctly) it's a game-breaking enhancement already. Cheaper than that would be ridiculous.
Another example: big-move cards with jump - super cheap, but extremely useful. Making these enhancements even cheaper would make a lot of items irrelevant.
And so on.
Reducing the price of the enhancements would affect the whole balancing of the game.
I strive to try all the classes and complete all the quests without farming gold. When do I repeat classes? Rarely, and typically to balance my 3-character party out.
When I retire a character, I enjoy the feeling my "team" is progressing, because it's a campaign. When characters disappear, without buying their final upgrade, this fun is decreased, even knowing I may never return to that character class. Why has the online version been designed to decrease my fun? I don't know. I do know I don't want my fun decreased to satisfy your style of play or your personal goals.
I'm 20+ scenarios into the digital version. I've purchased one enchantment. By the time a character is geared up, it is retired. Why bother having an enchantment system for the many of us who do not farm gold? Farming gold makes this (and every game) worse, but the current system is only beneficial to gold farmers. That's a terrible design choice.
I respect your opinion and I don't think anyone is competing with me. Not sure where is that coming from. My question would be, why is your fun so tied to this clear power creep?
That's odd. I am 25 or successful scenarios into the campaign, with around 90% win rate, I retired 3 characters already (Spellweaver, Cragheart, and Mindthief) that were fully geared AND had 3 enhancements each (the Cragheart actually got his fourth and that triggered the retirement)... I didn't need to farm any gold beyond what was available during the scenarios themselves...
An additional comment: it never made sense thematically that a mercenary that's about to retire after a life of adventure, suddenly sells all of their possessions and donates all of their gold to an enchantress... I know that justifying rules via theme is a slippery slope but this inconsistency in particular always irritated me.
In any case, if most people want their enhancements to either be permanent or reduced in price... that's totally fine if the devs implement it as an option.
I'm not looking to spend 450 on one 7 level enchantment.But getting to a 225 gold enchantment should be reasonable if you sacrifice in other places.
So give us 30 + 15 per additional level + 25 (or so) per party retirement level (the additional perks at start up). This will encourage players to work toward retirement by giving them a smallish benefit to get enhancements. This way, about 2 retirements in - a sunkeeper could spend all his initial start up on a 100 coin enhancement. Thereby avoiding his terrible looting ability.
Replaying classes just because one or two cards are better than they were before is not a thing that happened in our campaign at all. Sure, it's a nice bonus when you get a cool card but it's rarely a huge deal. I think we only repeated about one class before we'd tried all 17 (and I think that was just nobody went back to try the Brute until really late in the campaign).
Locking into a build is only a marginal issue, and generally I can't recall any card above level 3 that was enhanced. There are still plenty of other options out there, and people were thoughtful about what they enhanced so it would be good for future players regardless of how they played the class.
Having hexes that you can see through, but not into or out of, and having situations where a wall to your left stops you seeing someone in front of and to the right of you are beyond inane.
Happily that rule has also been fixed in future games of the Gloomhaven franchise, I've been led to believe.
If I'm being honest the changes to stamina potions and enhancements don't completely fix the big problem the game has though, although the other issues are more incremental than game breaking. Late game cards and items (and a certain unlockable Eclipse class from mid game) trivialise so much of the content that it becomes a repetitive, ludicrously one-sided, grind. I can only imagine how bad this would be with permanent enhancements.
I enjoyed my time with the digital game, but I can't honestly see me getting to the end of the 100ish campaign scenarios on +2, it's just not engaging anymore after a certain amount of power creep. And that's with an absolute blanket self ban on Eclipse.
Because eventually you will replay classes, since there's only 17 and in a group of 4 you can easily retire every one before completing the campaign, much less all side scenarios or the expansion.
Enhancing cards was probably my favorite part of the tabletop game. Especially the experience of right before(during) retiring.... taking all the money you had earned and 'leaving your mark' on the class for future players to use. We would run it by the other players to make sure it was a 'solid' upgrade that wouldn't lock out other builds/choices for the next person to play it. In general most characters have 1 "best" build and most levels have a clear "better" card. You CAN build other ways... but its generally objectively worse on most characters so if you use that card on your play-through its highly likely the next person will also be using that same card, enhanced or not. I do think the slots / costs on enhance-able cards needs work.... dirt tornado curse or disarm is the stand out for me but there are lots of other op options. Some of the AOE adjacent heals/buffs that you can add a second buff to are also very good. Sun-keeper or summoner with summon items can put the entire blessing pile into their deck in 1 turn (I made a sun-summon-keeper in the tabletop and it was AMAZING).
Anyway my friends and I JUST realized that enhancements are not permanent after 30-40+ missions and unlocking all but 1 classes. The FIRST person played a class for the second time and was like... where are the enhancements you spent 10 sessions farming for? TBH that killed my interest in playing anymore. Now it just feels like grinding to me to get through the missions. Perks don't matter after 3-4 retirements and level 5+. Retirements don't matter after you unlock all the classes. Enhancements are too expensive to bother with if they only last 110- missions.... soooo yeah...... interest over :/
And this from someone who put 80h into doing the mercenary mode when only 6 characters and 1/3 the items were around.....but at least those enhancements stayed :/
But enhancements do stay. it's an option when you create the campaign. Or they stay at their current price, or you avail the new system where they don't stay but are cheaper.
EDIT: Sorry this has been implemented along the road and does not impact existing campaign. I understand your disappointment then.