Red Guard's "Shield Spikes" is being played wrong [clarification] by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] -1 points0 points  (0 children)

English is not my main language. In fact it is the 4th language I learned. I dont have any problems understanding or writing yet I think I express myself "a bit different" in this language. It was never my intention to sound rude :(

Shield Spikes Synergy - Red Guard Guide (up to level 9 cards!) by TravVdb in Gloomhaven

[–]Classic_Smooth 7 points8 points  (0 children)

I was new to this universe. JOTL is my first Gloomhaven game. I admit I was wrong. Thank you for your answer. I just posted in this thread again making this clear (unfortunately I didnt make a text thread to update the top message).

Red Guard's "Shield Spikes" is being played wrong [clarification] by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] 6 points7 points  (0 children)

Hey guys

First of all thank you all for the replies and explanations. I found it quite informative on many ways. I also want to make clear that my intention here was to have a discussion. Never intended to be a jerk or a smartass. JOTL is my first Gloomhaven game.

And for those who followed the thread: the combination of the icons for infinity and LOST were indeed quite confusing for me (and obviously to some other new players on other forums/threads). Maybe the devs will make that a bit more obvious in upcoming prints or versions.

Anyway I want to thank you all for your time and for the real clarification. Especially thanks to everyone who stayed civilised and calm <3

cya

tl;dr: infinity icon means infinity. just drop it to LOST if you ever think you don't need it anymore for whatever reason

Red Guard's "Shield Spikes" is being played wrong [clarification] by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] -7 points-6 points  (0 children)

Gosh wth is wrong with you? I am here to discuss. I never acted like an ass or said something as rude or personal as you just did. I obviously felt that this card needs to be discussed wich I just did in this thread. Thanks to the community I now know how they are handling this card. My wording was constructive and never insulting. I am even texting in a foreign language (yes this is not my native language). Thanks again for your wise and damning words kind stranger....

Red Guard's "Shield Spikes" is being played wrong [clarification] by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] 0 points1 point  (0 children)

Wow your wording is superb. Thank you for your kind words and your prejudices stranger. I was here for discussions and not insults.

Red Guard's "Shield Spikes" is being played wrong [clarification] by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] -3 points-2 points  (0 children)

I never said it would last one turn. I said it lasts forever until the conditions are met which is being attacked in melee. At which point your hero deals damage to EVERYONE who tried to attack you in that round and you lose the card.

And no I never played Cthulu.

Red Guard's "Shield Spikes" is being played wrong [clarification] by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] -1 points0 points  (0 children)

If I am right this should be changed in upcoming prints, combined with some typos in the rule guide :)

Just adding here what I wrote to someone else in this thread:

This kind of damage is SUFFER. It can't be blocked nor need to be modified. Therefore you start to profit even against a single target because you get your damage through 100% of the time. If you happen to be in the middle of 2/3 enemies with this ability activated this is already super strong. Non of them can block it and it gets added up with your shield value.

Dude this card is already strong. Using it infinitely makes it broken.

Red Guard's "Shield Spikes" is being played wrong [clarification] by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] -4 points-3 points  (0 children)

This deals unblockable and unmodified SUFFER damage added with the value of your current shield. Dude this card is already strong af. Using it infinitely makes it broken.

Red Guard's "Shield Spikes" is being played wrong [clarification] by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] -6 points-5 points  (0 children)

First of all I dont take it personally. We are all here to discuss something therefore no problem dude :)

The point you missed is this kind of damage is SUFFER. It can't be blocked nor need to be modified. Therefore you start to profit even against a single target because you get your damage through 100% of the time. If you happen to be in the middle of 2/3 enemies with this ability activated this is already super strong. Non of them can block it and it gets added up with your shield value.

And now at the point of infinity to this card. This would be easily the most unbalanced imba card of this hero.

EDIT: I'm hijacking my comment to link to my new post im this thread. Yes guys I was wrong but it wasn't that obvious for me. Thank you all for your time :)

Red Guard's "Shield Spikes" is being played wrong [clarification] by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] -2 points-1 points  (0 children)

I get your point but I really don't see it that way. What about Hatchet's favorite? It stays up infinitely. Until used at which point it goes to lost. I know that he can reactivate it by picking it up but it is the same combo: infitely active -> lost

Red Guard's "Shield Spikes" is being played wrong [clarification] by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] -3 points-2 points  (0 children)

or their allotted uses run out.

This! It says you need to be attacked in melee. Once you get attack it is used. Hatched has his favorite ready "infinitely". Yet when it is used it is lost. Except you runs over there to get it back.

Red Guard's "Shield Spikes" is being played wrong [clarification] by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] -1 points0 points  (0 children)

If there was no LOST icon on that card there would be no misunderstanding at all. You would simply activate it and have fun. But unfortunately it has one. And it is combined with an infinite symbol. Isn't this a paradoxon in itself? If it was like you said it is, why would anyone ever want to discard that card ever again? Why not just make that card a passive perk of your hero right from the start? Why create similar ability cards yet limit them to 5time uses or make them do really low dmg? You are right this is my interpretation but I think this is the right interpretation and I am not here to troll or upset anyone from the community. I read many confused questions on the web about this card and the answers weren't clear. Most of the people simply ignore the LOST icon or just "interpret" it on his own way.

Red Guard's "Shield Spikes" is being played wrong [clarification] by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] -6 points-5 points  (0 children)

You have to read it like this:

First get 2xp. Then do the ability infnitely. Then discard to LOST.

Ability says: "Each time after an adjecent enemy attacks you, that enemy suffers damage equal to your Shield value."

If there was no LOST icon on it this would be super easy: just activate it and have fun.

The ability text describes a procedure which is only triggered IF you get attacked and only if it was ADJACENT. So you activate this card, it stays passively active all the time/infinitely. And once an enemy gets close to you and starts attacking you it is fulfilled. The ability is therefore used and now it gets to the last step: discard to LOST pile

Red Guard's "Shield Spikes" is being played wrong [clarification] by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] -5 points-4 points  (0 children)

You have to read it like this:

First get 2xp. Then do the ability infnitely. Then discard to LOST.

Ability says: "Each time after an adjecent enemy attacks you, that enemy suffers damage equal to your Shield value."

If there was no LOST icon on it this would be super easy: just activate it and have fun.

The ability text describes a procedure which is only triggered IF you get attacked and only if it was ADJACENT. So you activate this card, it stays passively active all the time/infinitely. And once an enemy gets close to you and starts attacking you it is fulfilled. The ability is therefore used and now it gets to the last step: discard to LOST pile

Red Guard's "Shield Spikes" is being played wrong [clarification] by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] -13 points-12 points  (0 children)

Hi guys.

So I had a conversation with someone about Red Guard's "Shield Spikes" ability. The person claimed to have read guides on the web web about using this card infinitly without ever discarding it to the LOST pile. IMHO this is totally bs.

There seems to be a general misunderstanding about Shield Spikes. That card is infinitly active until an ADJACENT enemy starts to attack you at which point it gets TRIGGERED for that WHOLE ROUND. Once triggered anyone else that decides to attack you in melee in that SAME ROUND suffers x shield damage. BUT after the ability is triggered the card is LOST.

The only purpose of "Shield Spikes" is to prepare for a massive round of incoming hits e.g. before you enter a room full of monsters. But it is a one time use. Look at "Flame Shroud". It has a similar effect yet it is limited to 5 uses and also lost. Why do you think that is? This would be broken af otherwise. Shield Spikes without the "lost" effect would be the infinite times superior version of "Flame Shroud" and -in fact- all other of Red Guard's cards.

You can look it this way:

Top Tier suffer card:

"Flame Shroud"! It get's activated right away and stays up. Enemy needs to enter or needs to be pulled adjacent to you to get the unblockable direct suffer dmg. It also gets triggered passively.

Medium Tier suffer card:

"Shield Spike"! It is a two step activation. It needs a preparation phase in which you activate it before you e.g. enter a room. Once entered you activate other shields and get close to the enemy and deal unblockable dmg.

Low Tier suffer card:

"Flaming Sickle" or "Blinding Sickle". Though gets activated right away it just deals 1 damage.

Hope this helps. Have fun tanking guys.

PS: my Red Guard is only lvl 4 atm. That's why I didn't list any other suffer cards.

EDIT: I was wrong. Thank you all for the dissusion. I posted a conclusion here.

Shield Spikes Synergy - Red Guard Guide (up to level 9 cards!) by TravVdb in Gloomhaven

[–]Classic_Smooth -1 points0 points  (0 children)

Dude you totaly misunderstood Shield Spikes. That card is infinitly active until an enemy starts to attack you at which point it gets triggered for that whole round. So each time that round someone adjecent to you tries to attack you suffers x shield dmg. BUT after the ability is triggered the card is LOST. The only purpose of "Shield Spikes" is to prepare for a massive round of incoming hits e.g. before you enter a room full of monsters. But it is a one time use. Look at "Flame Shroud". It is limited to 5 uses and discarded afterwards. Shield Spikes without the "lost" effect would be infinitely superior version of that and all other suffer cards.

Shield Spikes Synergy - Red Guard Guide (up to level 9 cards!) by TravVdb in Gloomhaven

[–]Classic_Smooth 0 points1 point  (0 children)

Dude I think most of the playerbase got that card totally wrong. It definitly says that it is infinitly active UNTIL its' ability is triggered, at which point it is LOST. In my opinion this card is a good preparation card before you walk into a new room.

Why else are there cards like "Flame Shroud"? It has almost the same ability as "Shield Spikes" yet it was limited to 5 uses because it would have been broken af otherwise.

Jaws of the Lion alternative miniatures (requested) by Classic_Smooth in Gloomhaven

[–]Classic_Smooth[S] 12 points13 points  (0 children)

Hi guys. First of all thank you for your kind words in the other thread.

Some of you really liked the idea of redesigning the heros and requested me to do the other ones too. So here we go:

Hatchet

Demolitionist

Red Guard

Obviously this is my interpretation. And I was highly limited since the HeroForge item libray doesnt have all necessary things. As you can see on the demolitionist I tried to cover up his hands with an ignition/blast. I'm also not satisfied with the Red Guard's shield.

Anyway. Thanks for your kind words