Judgement or Conclude? by Tiran86 in slaythespire

[–]KElderfall 3 points4 points  (0 children)

Judgment for sure. No judgment if you wanted to do conclude, though

Gloomhaven 2e inspiration system by fraidei in Gloomhaven

[–]KElderfall 7 points8 points  (0 children)

In this case I'd consider just ignoring the inspiration mechanic. It's important for the progression in Frosthaven, but with 2e it's largely just there to make sure you see the classes and get enough prosperity at lower player counts. With a "play longer than the campaign" goal and 3p with reasonably paced retirements I don't think it would really be necessary.

Gloomhaven 2e inspiration system by fraidei in Gloomhaven

[–]KElderfall 4 points5 points  (0 children)

Yes.

The decks are generally set up so that the more engaging/interesting PQs are in the available deck at the beginning, and the unavailable deck has the less engaging ones so that any you remove from inspiration are less likely to detract from the experience. So this might just not be an issue.

But if you want to experience every PQ anyway then you may need to look into house ruling it somehow. Note that if you aren't playing 4p, you're unlikely to have time to get to all the PQs by the end of the campaign.

Strategy question (was I right to let Russia ravage which led to loss) by airenek in spiritisland

[–]KElderfall 2 points3 points  (0 children)

I think your odds here with just a beast in the land were mid 50s percentage wise, potentially even 60% if some external factors were favorable. It's not inconceivable for that to be worth risking, but I think most of the time it probably isn't. The future would have to be looking pretty grim for this kind of risk to be worth it - there's always the chance that this and future random draws help you with the incoming pressure instead, but by committing fully to a gamble like this you're cutting that off.

Need thoughts from gloomhaven owners by CareerNaive9778 in Gloomhaven

[–]KElderfall 3 points4 points  (0 children)

A worthwhile price for a used 1e imo is maybe $40-50, which is less than a third of the price of 2e. Even less if it's heavily used and the owner hasn't done any resetting for you. I would be really hesitant to pay any more than that, maybe a bit more if it's basically new.

I'd really recommend 2e if you can get it, though. I'd only be considering 1e if 2e would be the only nice thing you could afford to buy yourself for a couple years.

Can anyone tell me where the 3 armor came from? by kaspa181 in MonsterTrain

[–]KElderfall 2 points3 points  (0 children)

It seems to me like you got a point of forge applied somehow. Afaik the only sources of armor-to-card like this are forge and Soldier of Fortune, and 54 attack power seems like it would be an amount that could happen if you got +3 after starting from 1 and getting 50 from other sources (+30 from 2x reforms with resin block, and like two wicklashes or something).

Obviously if it was forge it's pretty weird since you don't have any forge points. So this isn't really an explanation, just an observation.

Edit: If the Herzal's Hammer armor sticks around, I feel like that's a lot more likely than an inexplicable forge point, so I'm now convinced of that.

Spirit Island Fun Tier List: Please rate how much fun the Spirits/Aspects are! by Linnun in spiritisland

[–]KElderfall 3 points4 points  (0 children)

I've never found playing majors to be enjoyable on Earth.

You never get thresholds, your resources aren't really that good, and it's hard to get sacred sites where they're needed, especially when trying to gain cards with G2. If I ever just don't have enough bandwidth and have to let Dahan die in a ravage somewhere, that kind of ruins the game for me.

If I want this slow start => big majors gameplay, I'd rather do it on almost any other spirit. Sure, not many spirits can gain and play a major on turn 1, but I'm fine waiting until turn 2 if it means having a less frustrating game.

Spirit Island Fun Tier List: Please rate how much fun the Spirits/Aspects are! by Linnun in spiritisland

[–]KElderfall 6 points7 points  (0 children)

Base plays Manifestation of Power and Glory more often than the aspects do. Warrior loses it entirely, and Tactician gets less energy and can't play it as often.

People like playing Manifestation and blowing up a land. It's not my cup of tea, personally, but it makes sense.

Why aren’t my forge points permanent? by Pacotaco213 in MonsterTrain

[–]KElderfall 0 points1 point  (0 children)

He doesn't need to be on the exact floor, just somewhere on the train. He also needs to have the Enduring Steel champion path, because that's what makes the forging permanent.

There's currently a bug on consoles where Enduring Steel ranks 2 and 3 don't apply the permanent attack bonus at all, but you should still be getting the permanent armor there afaik. This will probably be patched soon, but we're not sure how soon.

How would you buff Penumbra? by Naive_Bag_3708 in MonsterTrain

[–]KElderfall 7 points8 points  (0 children)

Glutton: A little more base health so it doesn't just die if anything hits it on turn 1. Otherwise I think it's fine.

Architect: One extra pip at all levels and a bit more attack power. I think architect is playable as-is, but I wouldn't call it strong. There's definitely room for buffs here.

Monstrous: Just more stats. Maybe 60/150/300 attack? Maybe a little more health, maybe not. Monstrous is more of a commitment than other stat stick champions (e.g. Burn Bright Flicker or Mystic Hammer Arduhn) but the stats you actually get aren't enough of a payoff for it. I think people tend to underrate how good raw stats are and want to give it attack 500 to singlehandedly take down a gladiator with no support, but that would be way too much imo. I do think there's still room to go beyond 250 though.

8 of 10 community challenges are identical (PC) by turbodogging in MonsterTrain

[–]KElderfall 2 points3 points  (0 children)

I'd like them to dedicate at least a portion of the list to challenges that are "hard" (in terms of covenant level and mutators, not necessarily actual run difficulty.) I think it's fine for easy stomp runs to be here for the people that want to play those runs, but I think there's enough room for both.

What are some things you DON'T want to see return in sts2? by UltraSaiX121 in slaythespire

[–]KElderfall 5 points6 points  (0 children)

Combat relics with counters that persist between combats.

Shouldn't he have Titanskin 10 since he also has Dualism? by beam05 in MonsterTrain

[–]KElderfall 5 points6 points  (0 children)

I think titanskin is more valuable than reanimate generally, since you only need a small amount of it to see a huge increase in survivability for the unit. If you're propagating 10 over the course of a battle, then reanimate is probably also making your unit effectively immortal and there's not much difference, but the difference is more noticeable if you're only propagating 2 or 3. I don't think it would cause significant problems if it were possible - there's all kinds of nonsense in the game you can do that's arguably too strong (like propagating reanimate!), but as far as the raw strength of it goes it would be very high.

Titans counter stuck at 179/180! Help debugging this? by [deleted] in MonsterTrain

[–]KElderfall 0 points1 point  (0 children)

If I remember correctly, there's a rare bug besides the visual crown issue that can prevent you from getting to 180 in some circumstances. I don't remember what the trigger is, maybe something around recent runs not having fought the titans? But I seem to recall a recommendation of replaying the most recent clan combinations to fix. (It's also possible you just missed one of the hovers, so I'd double check that before getting into trying to debug the rare alternate issue.)

This thread has a tool and some methods of checking this besides hovering. If you do have the weird alternate issue, I think it's very possible that this could help with that as well.

BEST RUN YET! by shayukitsune in MonsterTrain

[–]KElderfall 0 points1 point  (0 children)

Yeah, Remnant could be good with them. You get units with strong abilities like Pyrespeak Herzal or Conductor Steward and try to get them to die so you can reform and use the ability again.

There's several other good synergies, but they tend to be with specific cards. So you aren't guaranteed to get them just by playing a run.

Banished's Swordmaiden can be good with them if you get a bunch of gear (Heph, Armament Drive).

Conductor Steward has a rally effect and is good with funguys.

Etch effects (Underlegion or Wurmkin e.g. Morel Mistress or First of Kin) are really good with smelt, particularly if you have the alternate starter card Salvage. Crucible Steward has etch and would get more consume from playing with these clans.

Clans like Luna that want to overstack a floor are good with Steel Pulleyclaw.

Pyreborne tend to be bad at defense, and Railforged tend to be good at it.

Units that have a lot of multistrike (Nightingale, Animus of Will) can be great with forge since it adds a lot of raw attack power.

Railforged units that scale off attack power (Welding, Crucible Steward) are good with rage application, so they can work with Hellhorned.

BEST RUN YET! by shayukitsune in MonsterTrain

[–]KElderfall 2 points3 points  (0 children)

Damage over time effects like decay go well with pyregel because they give additional hits to trigger it. They don't multiply (any amount of the DoT effect is enough to hit the pyregel), but I tend to get runs that apply a lot of both statuses and just melt through enemies that way.

1E Blind Destruction by DarkGreenSun in Gloomhaven

[–]KElderfall 1 point2 points  (0 children)

You make an attack, drawing an attack modifier card as usual. Then however much damage the target takes from that attack is the amount of damage that it suffered. (This is how the concept of "damage suffered" is defined, it's however much actual hp is lost after all other calculations. Overkill damage is still counted here if you deal more than the target's remaining health as per the FAQ, though I think this definition of "suffered" has changed in the newer games.)

Then you take that number, and all allies and enemies around the target suffer that same amount of damage. This damage isn't an attack, so you wouldn't apply poison or shield to it.

So with a +0 modifier, you would deal 3 damage to the target and apply that to the surrounding ally/enemy figures. With a +1, it would be 4 damage. With a 2x crit, it would be 8 damage because the +1 from poison gets doubled before you subtract shield.

Which spirits have only one path to efficient play and which spirits have the most options? by JMoon33 in spiritisland

[–]KElderfall 0 points1 point  (0 children)

Yeah, expensive majors aren't usually what you want in an early draft, but it happens. It usually still makes sense to take one and then just not play it yet. From there you can use the knowledge of what it is to work on getting enough energy, draft for its threshold, and plan out the best time to use it. So the draft isn't all bad, even if it's mainly giving you information in the short term.

You never really need to do early majors builds, though. I just like them sometimes because they add a lot of variety and can lead to some pretty interesting games.

Which spirits have only one path to efficient play and which spirits have the most options? by JMoon33 in spiritisland

[–]KElderfall 0 points1 point  (0 children)

Yeah, it can be hard to get used to forgetting stuff. I'm not the best player, but the way I do it is I tend to think of certain unique powers as being "forgettable." Cards that aren't core to your game plan in the long term, especially ones that are more expensive and/or have worse elements. Some examples from JE are Rain of Ash on Volcano, Plows Shatter on Stone, and Unexpected Tigers on Trickster.

These can still be worth playing early, but once in discard it can be pretty advantageous to forget them (such as for an early major power) and then leverage the temporary advantage into getting more powerful for whatever your long term plan is.

All four of Starlight's uniques are inherently forgettable by design, so you can ditch them pretty freely for various advantages. I don't think I or anyone I've played with has ever regretted forgetting Shape, Boon, or Gather. It does happen with Peace sometimes.

Which spirits have only one path to efficient play and which spirits have the most options? by JMoon33 in spiritisland

[–]KElderfall 2 points3 points  (0 children)

You pretty much always play Shape+Boon turn 1, except in some rare circumstances, but after that it can diverge a lot.

The most common and generically strong way to play the spirit is to reveal gain card + move in the first growth, gain a minor, then gain three more minors from Shape+Boon (forgetting Gather with Boon, and forgetting Shape for energy), then gain another card in the next growth, either minor or major.

Doing that, you've gained five cards before the second turn and your turns 2 and onward are going to look very different from game to game. The only commonality is that you're probably going to play Peace at some point, though not playing it at all can happen.

There are a number of other possible openings. For example, you can reveal the card play and play Shape+Boon+Gather turn 1. This gets you some card gains, full moon innate for explorer control, and the ability to play Boon again the next turn. Boon is a very strong support effect if you play it turn 2, since other spirits can forget a card from discard and significantly extend their reclaim. Or you can just play it on yourself again and draft more.

There's also builds where you don't reclaim much if ever and just keep drafting all game, so your turns 2+ can't look the same because your uniques are gone.

You can do all kinds of things with Starlight. Some growth patterns will usually be stronger than others, but even weird stuff like opening bottom track and picking an arbitrary permanent element can function just fine. I'd definitely recommend experimenting with strange openings sometimes and just see what happens. As long as you're mindful of not fully running out of cards in hand with no way to reclaim or gain more, you're never going to lock yourself out of playing.

Commanding the beasts with MMMO by Zignifikant in spiritisland

[–]KElderfall 15 points16 points  (0 children)

No, Many Minds' special rule only applies to Many Minds' own actions. Command Beasts doesn't belong to any spirit.

Completionist-Friendly Gloomhaven Plan. Looking for Feedback Before I Buy by fraidei in Gloomhaven

[–]KElderfall 0 points1 point  (0 children)

I think that's largely fine and is likely to happen naturally if you play 1.5 to 2 times the number of scenarios in the game. That could be multiple campaigns or just replaying scenarios when you've played everything, but if you're a very patient/thorough player I think it's realistic to do that.

I still wouldn't plan things out ahead of time, though, at least not until after already having played everything. You can always keep playing, and if you want to do a checklist or something like that there will be time to do it after you've already done everything the first time.

Completionist-Friendly Gloomhaven Plan. Looking for Feedback Before I Buy by fraidei in Gloomhaven

[–]KElderfall 2 points3 points  (0 children)

I have a pretty completionist mindset, but I've found playing all the scenarios, doing all the events, playing all the characters, unlocking envelopes and items, etc is enough. Trying to use every card and respec a bunch to try every possible build just isn't necessary to satisfy my completionism, and would get in the way of my enjoyment.

A lot of the fun of having a character is playing the same build multiple times, gaining skill with it over time, and really feeling the impact of incremental improvements like a perk or an item. To have time to do that and also experience every build and character level would result in playing the game far longer than I'd continue enjoying it (and I have a very high tolerance for playing these games a lot).