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
Then when retiement hits just play the same class again and build upon previous enchantments to perfect that class.
Not sure how it is implemented in the video game but in the board game we also made every equipment into money and upgraded a character before actually retiring him/her.
Could be done one mission early, of course.
With non-permanent enhancement mode, I've generally avoided big expensive enhancements, and gone instead with small, cheap, quality of life ones instead. Putting Jump on a big move, or +1 move on an existing Jump, can be surprisingly useful, for example.
For multiplayer, you're stuck with some things. But for a single-player game, if you don't like something, you can probably change it by modding.
If enhancements break the game, then wouldn't they still break the game after you've collected enough gold to get them?
I wouldn't say "break the game" but enhancements are definitely super powerful, not just because of the *flexibility* on what you can do (meaning, that you can craft a perfect card for your play style and/or party combination), but also because you can *reuse* that effect many times during the game.
An item that generates a "disarm" effect can usually be used just once a game. However, if you add an enhancement with "disarm" to one of your cards, you can easily get that disarm effect 4-5 times during the scenario, possibly more depending on other cards and stamina-potions shenanigans.
As other said, in the table top enhancements are usually an end game bonus that you get for your characters once they have maxed out on items. However with the refundable enhancements version in Digital, I had a lot of fun experimenting with enhancements from very early in the characters' careers (this option can only be toggled on at the start of a new campaign).
Any recommendations for me? I don't remember a single mission where I was easily able to collect more than 2 or 3 gold piles.
Same. This is what I do. But it's frustrating to basically just... not engage with the entirety of an important end-game system because the prices make no sense. Putting like, a singular debuff on a level 7-9 card costs more gold (for one enchant) than that character makes from creation to retirement. Times two or three. In a lot of cases. I don't understand why the prices are set so high. The formula used to set the prices needs to be tweaked to make it possible to use the most expensive enchantments.
Like seriously, has a single person ever gotten one of those 600 gold enchantments? I don't think it is physically possible to earn enough gold.
Yes, thank you for more eloquently summarizing my post.
#17 K-17 Lost Island
It has 14 gold piles on map packed closely together in 2 rooms.
Of course, a loot card is recommended.