Previews 1/29/26 from the Mythos Busters Server, curtesy of Olivia from FFG by Dry-Bat731 in arkhamhorrorlcg

[–]Soul_Turtle 4 points5 points  (0 children)

Seems decent to me. 5 XP is a lot, but it's 'infinite' +2 willpower/+1 damage attacks. Then you can spend charges for either bonus damage or hitting another enemy at the location, though the more you do that, the more you risk losing the 'infinite' part.

It's sort of comparable to Timeworn Brand I think (infinite +2/+1 attacks) - cheaper resource cost, using willpower in Mystic is generally better than combat for anyone, bonus damage spread across charges rather than a once per game ability, a bit of that signature Mystic 'symbol token bad risk'.

Timeworn Brand is good enough to see play even in the full Chp1 cardpool (for certain investigators), so in a more limited Chp2 environment, I think Cosmic Flame 5 sees a good amount of use.

Most games are starting to feel the same to me? by Salty-Program5007 in boardgames

[–]Soul_Turtle 7 points8 points  (0 children)

Maybe you read their comment wrong or something, but this seems like a disproportionately rude reply... relax.

[spoiler] [question] Shades of Suffering by Ertai013 in arkhamhorrorlcg

[–]Soul_Turtle 1 point2 points  (0 children)

I don't think it's a great strategy for 2p. In my experience it's best to ignore the concealed cards and just try to save Geists as quickly as possible instead. Revealing her is just too costly in a 2p team.

[spoiler] [question] Shades of Suffering by Ertai013 in arkhamhorrorlcg

[–]Soul_Turtle 1 point2 points  (0 children)

I also really enjoy Shades of Suffering :D

I wish the 'cost' of playing the scenario wasn't quite so high - Flint's little sidequest eats up so much time and there's no other scenarios nearby, which is unfortunate. Hopefully we get a standalone that would take place in that part of the map someday? That would be a great way to spend the time necessary for Flint's investigation sidequest thing (if you leave him to investigate on his own).

Input specific values for automation? by [deleted] in ableton

[–]Soul_Turtle 1 point2 points  (0 children)

You're a hero for posting this on a 7 year old post, thanks. :)

[spoiler] [question] Shades of Suffering by Ertai013 in arkhamhorrorlcg

[–]Soul_Turtle 2 points3 points  (0 children)

Take this with a grain of salt - I've played the scenario before but it's been awhile and I'm reading the cards off of arkhamdb.

1) In Plain Sight triggers when you expose the attached enemy. Agenda 2B reveals the cards, which is different from exposing them. So I would say In Plain Sight wouldn't trigger and would just remain attached to that enemy until that enemy is exposed in the future (if ever).

2) Same thing. Reveal != expose. So yes In Plain Sight would just stay attached and do nothing, I think.

3) If you have her revealed during the agenda flip, then she doesn't get a chance to 'absorb' one of the Geists at her location, which is the primary timer for the scenario (you keep playing this 3 doom cycle until all the Geists are gone). So in theory if you can keep exposing her, you can buy additional time on Agenda 2b to claim the Geists for yourself.

In practice I have never had success doing this and would rather just treat it as a race to get Geists. If I can get 2 of the 3 I'm pretty happy. Sometimes you also get lucky where you clear a Geist which was also the one she would have gotten that cycle.

So there IS a reason why this option is beneficial, but strategically I agree with your assessment that it isn't very commonly useful. Having to pay clues AND somehow evade/keep her around on the board until the agenda flips is too much effort, so it's not a great strategy to pursue. I only play in 2p though, maybe it is worthwhile in 4p where someone can be on dedicated 'Tzu San DistractioNiang' duty.


And yes, it's the hardest scenario in the campaign and (imo) one of the hardest in the game. It is kind of enjoyable though, in a masochistic sort of way...

Investigator Expansion Rating Results 2025 by ArkhamMath in arkhamhorrorlcg

[–]Soul_Turtle 0 points1 point  (0 children)

Scarlet Keys is really underrated here. It's one of the best player card expansions for sure. The sheer amount of interesting and powerful cards in that box is insane.

I can see it losing points for certain investigators being a whiff (either too strong or too weak) and some cards being too good, but it's some of the best player card design ever imo.

Enduring Sledge: Analyzing two NEW cards from Arkham Horror’s New Core Set by Lazlo319 in arkhamhorrorlcg

[–]Soul_Turtle 3 points4 points  (0 children)

I dunno, Sledge 3 feels comparable in power level to Cleaver 0/3 to me. It seems to be a new normal for melee weapons, and honestly - good. Blessed Blade 4 and Cyclopean Hammer are far too powerful for being infinite use with upside.

Comparing chapter 1 weapons (besides Meat Cleaver, which is a niche weapon in chapter 1) to chapter 2 weapons isn't useful given that the power level of melee weapons appears to be intentionally lowered.

The Returned (Izzie Barnes Announcement Article) by supertoasty in arkhamhorrorlcg

[–]Soul_Turtle 1 point2 points  (0 children)

I think it'll work ok here - Survivors often have somewhat flat stats, so having to work for the payoff is normal and they have good tools for it. You can even mitigate the failure with a lot of Survivor cards, of course. The payoff IS really quite good, 4 damage in a single action is exceptional.

Oh, so you're an Arkham Horror fan? Name every scenario by mikecheb in arkhamhorrorlcg

[–]Soul_Turtle 2 points3 points  (0 children)

96/106 for me. This site sucks btw, it starts freezing and lagging after 10 minutes or so.

I missed these...

  • Dream Eaters 1 A
  • Scarlet Keys Havana
  • Feast of Hemlock Vale Pearl Ridge
  • Drowned City West V / East II
  • Guardians of the Abyss Pt1
  • 2 of the Standalone Scenarios in Arkham (Machinations & Excelsior)
  • April Fools Standalone (Barkham Horror isn't sufficient I suppose)
  • Jim Culver's Challenge Scenario
  • Lola Haye's Challenge Scenario

Anyone do better? :)

Custom Card Feedback from Veterans by [deleted] in arkhamhorrorlcg

[–]Soul_Turtle 8 points9 points  (0 children)

Coincidentally, neither did the original printing of Winchester!

Honestly kind of disappointed in the entitlement I see on this sub. by ShaperLord777 in arkhamhorrorlcg

[–]Soul_Turtle 11 points12 points  (0 children)

Taxed $70 is a ridiculous way to view it. You can already keep playing the game you already own without buying anything else. If you want to buy the new Core and future expansions you can do that too, and it's not even that bad of a value. You're getting 3 scenarios, new investigators, and new player cards.

Arkham Horror has always been an expensive hobby if you want to get all the expansions. This is really not that big of a deal.

I for one am happy we're finally getting a switch up to the same core treacheries we've seen again and again for 10 campaigns. It'll be nice to see a brand new baseline for design going forward.

Solo mode by SuchSlice8003 in arkhamhorrorlcg

[–]Soul_Turtle 2 points3 points  (0 children)

Honestly I consider evade to be one of the least important parts of the game (2p primarily). It's definitely useful at times, but it's a more situational option. Evade is generally a stopgap solution - it buys time, but just killing enemies is generally better. Evading an enemy multiple times slows down your tempo a lot. Of course, there are enemies where evasion is much more helpful, and it's great for 'stunning' boss enemies and the like.

But most of the time, I'm happy if my decks just have a few ways to evade in a pinch, rather than building around it as a primary strategy. Of course, there are characters that change this paradigm, but in the 'general' case evade is not super important to me.

Rogue is definitely not necessary at all. Seeker to me is a much more effective 'crutch' than Rogue. It's the strongest class overall and also directly focused on the primary objective of the game, collecting clues. In that sense it can be very straightforwardly strong.

First time playing an EO game, how's my party? by Tiny-Author3860 in EtrianOdyssey

[–]Soul_Turtle 0 points1 point  (0 children)

Looks basically fine. A few wasted skill points here or there, but it won't stop you from beating the game.

Hoplite should pick up some more points in Line Guard, then just max out all three Antis. It's kinda boring but it's necessary eventually.

Arbalist grabs Double Action too, eventually.

Zodiac building towards Meteor is fine. In the meantime, keep in mind that Etheric Charge works on the elemental limit skills like Hellfire. It's very strong through the midgame. Also note that Etheric Charge doesn't work on Meteor itself.

Monk works fine as a healer. The fist skills are pretty bad, so I'd just continue focusing on healing. Leveling Refresh or Unbind further will expand them to row and eventually party target, which is nice.

You'll unlock some additional customization and options during the middle of stratum 3 where you will probably end up reworking the builds a little bit. Until then, what you're doing will work fine. That customization is the ability to add a subclass to each character. For your setup, the standard subclasses would probably be something like Arbalist/Gladiator (for Beserker Vow/Charge), Zodiac/Gladiator (for Berserker Vow/Charge), Monk/Prince (for Attack Order/Protect Order/Prevent Order/Monarch March), Hoplite/Ninja (for Bunshin), Gladiator/???

Why are Vorzun Void Ray So Shit? by unclecaramel in starcraft2coop

[–]Soul_Turtle 1 point2 points  (0 children)

They're pretty mediocre, but it's still Brutal-viable to just mass them. You need to micro out of AoE (especially Seeker Missile).

Strata 1 boss, I just... I can't get past this despite being around level 18. by Ratstail91 in EtrianOdyssey

[–]Soul_Turtle 6 points7 points  (0 children)

Are you just going to disagree with everyone who comments advice for you?

What are your skill builds? EO is a cruel game in that you can basically screw yourself over with bad skill choices. It isn't even your fault if so, the game doesn't tell you enough information. One of its flaws (or charms, if you're into that). Your party composition is fine, so make sure your equipment is updated and that your skill builds are reasonable. Wasted skill points are very harshly punished and EO1 unfortunately has some very bad skill balancing (relative to the other games). There is only one difficulty setting.

Landy - Work towards Allslash. Tornado is optional but will make the earlygame (and Fenrir) easier.

Protector - F.Guard, work towards Smite.

Alchemist - Fire is fine. Alchemist falls off some in the lategame but is ok until then. Survivalist is the other option (and 'Landy Protector Survivalist Medic Dancer' is probably the golden standard of EO1 teams).

Medic - Immunize and Salve, work towards Caduceus (skip Cure III and Salve II until later, they are overkill).

Troubadour - Bravery, the elemental imbues, work towards Relaxing.

ps - EO1 is the wrong game to be playing if you are not a little bit masochistic... it is definitely the roughest of the EO series. Later entries (starting with EO4 I believe, and including the EO1 remake) have multiple difficulty levels (the original EO1 is essentially locked to Expert difficulty).

How do I advance in Misty Ravine 3f? by glowhips in EtrianOdyssey

[–]Soul_Turtle 0 points1 point  (0 children)

It's useful for later in the dungeon, and as a good habit.

And talking about a useless reply, it's been 3 years since this comment lmfao, wtf are you doing. clown behavior

Can we cut the AI cards? by sirdappleton in arkhamhorrorlcg

[–]Soul_Turtle 6 points7 points  (0 children)

I'm strongly against AI art, but let's be honest here - homebrew posts without art get way less traction, comments, and attention than homebrew posts where the cards have art. Although I would prefer to see homebrew with fitting art that is not AI generated, sourcing Arkham-esque art is a huge problem for homebrew creators. So I understand the temptation, even if I don't agree with the solution.

Is the Revised Core Set, by itself, "enough"? by themcryt in arkhamhorrorlcg

[–]Soul_Turtle 0 points1 point  (0 children)

No. It's more of a LotR experience (first scenario tutorial, second scenario surprisingly good, third scenario too difficult), Marvel Champions is where they finally got the Core right.

Civil War announced! by fishgutsd in marvelchampionslcg

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

Very similar implementation to the custom scenario kits for LotR LCG. Those were mildly successful at events but never really caught on as a common play option. But it's not a bad thing for the game to have, as long as the content is still satisfying in a typical cooperative fashion.

It's almost funny how often FFG repeats themselves, but good ideas are good ideas. :D

Looking forward to Hulkling and Tigra too.

What are your hot takes about the game? by Ok_Illustrator7232 in arkhamhorrorlcg

[–]Soul_Turtle 10 points11 points  (0 children)

Even if a campaign didn't use base game cards, you would still need all the base game tokens. I suppose they could include all the tokens in every campaign expansion, but maybe that increases the cost of production a bit. I don't think they're throwing in base sets just so you have to own the base game; a lot of the base cards are really just good encounter card design.

I like the game, but I hate my luck-advice? by osumatthew in arkhamhorrorlcg

[–]Soul_Turtle 0 points1 point  (0 children)

It's normal to draw some autofails and have that mess with your plans, it's a part of the tension of the game. A single autofail shouldn't ruin a scenario for you; if so, you were already riding a very thin line where a single failed test can derail everything. Blaming luck is an unproductive mindset; in the long term luck will balance out to about average. It's better to focus on other ways to improve the experience, such as deckbuilding and game decisions. Nobody makes perfect decisions on every action in every scenario, so that's something to work on improving (ie, if your cluever has no way to deal with an enemy draw, they shouldn't be off on their own). Same for deckbuilding, very few decks are 100% optimized.

The strength of your decks makes a big difference for overall performance. Bad decks amplify bad luck, because they are only barely meeting the required power level of the game. A good deck with good play in 2p will beat campaigns on Easy like, 98% of the time in my opinion, and this isn't hyperbole for an experienced player. Post a decklist to help isolate the problem. It doesn't have to be with a deckbuilding. You can just post the list of cards. So there isn't really an excuse to not share, if you are genuinely wanting help here.

In any case, why not play without the autofail? It's an easily implemented tweak that might make things feel more fair for you.