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With the number of different group compositions and varying enemy card draw order, you will find different group and different attempts all play out differently and so this eliminates the possibility of there being only a narrow set of possible 'plays' to beat a 'puzzle'.
I can only think that you have tried with 1 group set up and that you have hit 're-try' from the in game pause mission several times, as doing this will just re-load the same instance with the same enemy cards being drawn and this could have given you the impressions that the enemy turns are fixed and never change. If instead of re-trying you were to leave the mission and then from the non-mission map screen if you were chose the same mission and load back in again, you will find the enemies now have a different draw order on their ability cards and the instance plays out differently. You could also choose to add or remove a merc from your group changing it from 2, 3 or 4 mercs and this different group size will change the number of enemies and their layout in the scenario. You could also swap 1 merc for a different class and change the tools you gave available. All of these things will make the instance play differently make it clear that this is not a puzzle with a set solution.
Maybe it woud be useful to watch the video I posted a link to in a different but similar thread so you can see someone who knows the game well playing the first mission and by doing so you can maybe get a sense of how to play the game and manage your stamina and to land attacks and avoid receiving therm.
Good luck and have fun!
---EDIT---
https://steamcommunity.com/app/780290/discussions/0/4842023128330514593/#c4842023333102331301
I happen to have not played base GH in quite a while as the last time I played the game solo I played JoTL with the JoTL classes only and I also currently have a game in progress with an IRL friend and that is also JoTL! As such I recently started a run (yesterday) of base GH with 3 mercs - I have played GH with 2 and 4 but never with 3 and so this seemed like an good idea. I also typically start with a Brute and Scoundrel and pick extras afterwards and so this time I rolled my 3x mercs as Cragheart, Mindthief and Tinkerer. I played 3 scenarios so far (Black Barrow, Barrow Lair and Crypt of the Damned) and all 3 went fine! The fact I had a party sized I haven't played before and a merc selection I had not played before made the run very different to other I have done on other play through.
I am going to devour that video that you shared. But it will be another hour and a half on top of 12, to beat the first level. XD
I am at work right now and so I cannot really type up a full explanation of cards, stamina burn cards and re-usable cards! As such I will have to link another video from Mandatory Quest! I have not watched this yet and will now as I work, but I trust him to explain well and he is a GH master!
https://www.youtube.com/watch?v=_hlS8NVWIY0&
Hopefully MQ can explain it all in this vid! Good luck :)
Avoid damage as much as possible, and understand how iniative works and how you can get advantage of it.
We don't know exactly how you're playing, so it's hard to say exactly what you're doing wrong. All we can offer is general advice. Here's some of mine:
- Try to avoid attacks from monsters. After cards are selected, count how many tiles the monsters will move and determine if you can position yourself so that you get hit by fewer monsters (while still hopefully dealing damage yourself)
- Have your characters focus their attacks on one monster at a time, and prioritize finishing any low hp monsters off. A monster at 1hp still deals full damage, after all. An exception is wounded monsters at 1hp, who will die before taking their action (unless they get healed by something else).
- It's usually not a bad idea to focus on playing cards that disable monsters somehow. For instance, the Brute has a card that disarms (Provoking Roar), the Tinkerer has a stun (Stun Shot), and the Cragheart has Earthen Clod which can immobilize.
- If you want to get fancy, try having a character go invisible (Mindthief using Into the Night or anyone using Cloak of Invis item) and stand in a doorway/chokepoint, or have the Cragheart drop some obstacles (Avalanche) to limit potential avenues of attack. These tricks can effectively disable monsters for a turn or two.
- Along those lines, there are very powerful items that can disable enemies for you. The Warhammer in particular is available from the very start of the game and is super good with Cragheart's Unstable Upheaval (and Brute's area attack cards). The stamina potion can let you recover one of your disabling cards from discard, letting you shut down a monster for another turn.
- You usually don't want to play healing cards while there are enemies still around. Healing instead of attacking during fights just stalls needlessly - you *need* to damage enemies to actually finish fights quickly. Heal when you're just moving towards a door, or while you're picking up loot. A heal action on the bottom of a card lets you heal *and* attack during the same turn, which is pretty efficient, so keep an eye out for opportunities to do so.
- You usually want to go before enemies in the turn order, since that lets you move around (or run away if need be) to avoid enemy attacks, and kill monsters before they get a turn. Remember that you only need to play one early initiative card to go early in a turn. I often pair an early initiative card with a late initiative card (making sure I'm using the earlier initiative) so that I have more early initiative cards available for future turns. Of course there are situations where you actually want to go late, but that's a bit more advanced.
- Don't burn cards to avoid damage unless you are about to die (or just took a big crit for 10 damage or something). If you find yourself burning a lot of cards due to imminent death, you probably made a mistake.
How I did it:
1. Identify all actions that would burn the card and DON'T use them. Pick only the default actions in those cards (attack2/move2 small buttons on the sides) or the other non burnable top/down action when available.
1.5 Prioritize having a lower initiative. Quadruple check you selected the lower initiative correctly.
2. As much as possible use only non burnable actions.
3. On small rooms use hit and run strategy
3.5 Use obstacle creation ability to defend other characters more than yourself
4. On large rooms use decoy/invisibility and long walk/attack
5. Before opening the door use remaining cards to walk over traps, heal or activate multiple turns abilities.
6. Before opening doors perform Long Rest (and always use Long rest if possible)
7. Last room go nuts using all the burnable abilities
I managed to complete the 1st room without burning any cards. Second room I burned 1 at the beginning an 2 at the end to grant me multiple round abilities. 3rd round seemed A LOT easier now. Could only loot 1 coin by accident.
Thank you for the input.
https://pasteboard.co/m2ymgsR5ebA1.png
Characters used: Tinkerer + Cragheart
https://pasteboard.co/miDQ6EQa2Xlc.png
PS: Went back to Gloomhaven, helped someone and got bad rep. fakk lol
PS2: I see you can build your deck clicking the "two cards" round button over the character on the party info on the left. For Tinkerer changing Stun Shot for Reviving Shock seems like a good deal!
Its not like a traditional RPG its certainly a different kettle of fish than any other ive played and harder to learn
Good luck. Keep us posted.
This is a computer game version of a board-game and it adheres to the board-game and it's rules. The digital version already includes an easy difficulty mode that has everything turned down to super easy and this mode is easier than the easiest difficulty option in the board-game! Any changes made to the games difficulty beyond this would make GH Digital fail to be true to the board-game and defeat it's purpose for existing!
Have you tried playing on the easiest settings the game offers or are you playing on a higher difficulty, finding that too hard but being to proud to lower the setting?
Good luck and have fun!