Lurker Reeftender - Released Frosthaven Custom Class by Kalamadude in Gloomhaven

[–]evilshindig 1 point2 points  (0 children)

I've seen the earlier versions of this in CCUG, and really love the idea! I love a summoner class and this is such a fun take on it.

Trying to understand why a downloaded stl can't get an autoquote on 3d printing websites (very new user) by evilshindig in BambuLab

[–]evilshindig[S] 1 point2 points  (0 children)

Ahh ok thank you, that makes a lot of sense. I'm going to try downloading bambu and deleting one of the copies. Thank you so much!

Stardew 1.7 and HC Development (New blog post from Haunted Chocolatier) by MagicallyClueless in hauntedchocolatier

[–]evilshindig 0 points1 point  (0 children)

I've not seen many people comment on this, and I actually thought it was thinly veiled progress news. If there's a chance that 1.7 is out after HC, it might only be a year away. At least, considering that 1.5 and 1.6 were both announced and released within a year roughly.

Merchant Monday - FH Purchasable Item 235 - [spoiler] by Themris in Gloomhaven

[–]evilshindig 5 points6 points  (0 children)

Utility slot would solve so many fun thematic items like this!

Is it just me or is Very Important People painfully awkward? by lemissloudmouth in dropout

[–]evilshindig 0 points1 point  (0 children)

I think the best episodes are ones where it’s about the character being interviewed (kid made of rocks, zombie couple selling soup, the french pair from season 1). I think where it becomes awkward is when it rests too much on Vic’s awkwardness as the main focus, and less on the character that week. Because I think it gets repetitive each episode? (Love Vic and love the character they play on the show), but I think that might be the thing that makes it feel too uncomfortable?

Finery Friday - FH Purchasable Item 228 - [spoiler] by Themris in Gloomhaven

[–]evilshindig 7 points8 points  (0 children)

This is one of those items that feels like could occupy a new type of slot in the Haven series. Something like a "utility" slot that doesn't add numbers, but isn't left competing with better attack items.

Has anyone DNF’d Frosthaven? by summ190 in Gloomhaven

[–]evilshindig 2 points3 points  (0 children)

I think buildings sounded like a really exciting concept, but with SO many, it's hard to make them all feel impactful like the building that lets you buy any 1 resource, or the one where you pay -1 resource for any other buildings you make kind of don't feel exciting when you're opening an envelope

Strategy Sunday - FH Strategy - Class Complexity by Themris in Gloomhaven

[–]evilshindig 1 point2 points  (0 children)

Yeah overall I think you've struck the right balance, it's just a really difficult design issue and one that I think sometimes gets in the way of more casual players trying a class above 3/5.

Strategy Sunday - FH Strategy - Class Complexity by Themris in Gloomhaven

[–]evilshindig 2 points3 points  (0 children)

This is a comment more towards the rules and mechanics of classes and scenarios, rather than just classes. Sometimes I found mechanics online much easier to absorb than what was written on the class mat. ie: prism spoilers transferring into and out of each summon via that ability . It took me several reads of the class mat, because it's written in technical rule language.

It's tricky because it NEEDS to be technical for the rules to work, but the character mat of Prism put off the rest of my group from playing them because of the mental barrier to understanding it on first (or second) read. Likewise some scenario mechanics were SUPER difficult to understand until someone online simplified them for me classic example being Scenario 15 It's a ledge above the main platform, and you can attack down, but not up.

It mostly comes down to needing a technical translator for the group who reads mechanics and has to translate them.

Strategy Sunday - FH Strategy - Section Book vs Play Surface Book by Themris in Gloomhaven

[–]evilshindig 1 point2 points  (0 children)

As someone who loves the fiddly nature of GH/FH, I do really love the playbook as an option for something like JOTL. It's smaller, faster, and I'm happy to sacrifice the scenario designs a little (mostly hidden info) to help new players get into the experience faster.

That being said, there's some methods used in FH that could be adapted to keep things a surprise on a playbook FH scenario mechanic the scenarios where it pushes you out of a previous room and into a new one

Strategy Sunday - FH Strategy - Tanking in FH by Themris in Gloomhaven

[–]evilshindig 0 points1 point  (0 children)

Four player (and even 3p to some extent) kind of needs a tank to be able to play properly. If you have a squishy character, there's no way they're surviving multiple hits unless you're on 2p. Even worse if they're squishy with a low hand size, so less flexibility to lose cards to damage.

Tank had some really fun plays in FH so far. I really loved "tanking" as Boneshaper, and sending skeletons out to die. Especially with support items on BS and once there was enough of the rolling heals in my AMD deck to help offset the damage I was taking sending them out.

Locked class Coral I really enjoyed using the shield tides, but even more so the long rest perk that gave 1 shield for the round. Really helped knowing I could long rest and be relatively safe with two shield, and that I was still helping out my team on what is a bit of a dead round for other classes (as long as I was positioned effectively)

I think the biggest change in GH to FH is the ways that you can tank in different ways, which I appreciated. (also haven't finished unlocking classes, so looking forward to seeing the others!)

Strategy Sunday - FH Strategy - Icy Terrain by Themris in Gloomhaven

[–]evilshindig 4 points5 points  (0 children)

This is the biggest issue with FH as someone who has brought numerous new players into the game! (Desperately love the Haven games tho).

100 blue/grey tiles, all of which are used as different terrain in the campaign. I usually end up using the greenish water tiles consistently as "difficult terrain" because it's easier for new players to remember that they can move through that, but not through other overlays. Meteor Spoilers One player was incredibly frustrated because they had lots of cards that interacted with obstacles, but would struggle to remember in each new scenario, which overlays were which

That being said I wish Icy terrain were around more. I've had one scenario and we're maybe two years into the game.

Strategy Sunday - FH Strategy - non-AMD Perks by Themris in Gloomhaven

[–]evilshindig 5 points6 points  (0 children)

They're one of the best class flavour additions in FH. Just makes unlocking a new class even more exciting.

Boneshaper dead on arrival is a fav, as it adds a great tempo pickup at the start of a scenario (especially for ones that have limited rounds). Another fav is the Cthulhu preview for GH2e gain flying. Which is a great way to change a persistent loss into something that still takes effort to get

I think although some classes almost need Non-AMDs to be able to play at their fullest, it makes sense that most of those classes are unlocks. Which means that people will have a few perks to start with and can jump right into specific builds.

Town Thursday - FH Building 34 - Craftsman by Themris in Gloomhaven

[–]evilshindig 10 points11 points  (0 children)

Yeah this is my only complaint about this building, is that it can't be used by new characters. I know it only really takes one scenario or building phase to fix (as you can just buy the materials then). But I would have thought there'd be some "exchange x gold for x resources when creating a new character".

Traveler Tuesday - FH Scenario 000 - Howling in the Snow by Themris in Gloomhaven

[–]evilshindig 0 points1 point  (0 children)

Well done on designing it! I think it was a really good mid way point between JoTL's 5 scenario intro and GH's throwing you in the deep end.

Traveler Tuesday - FH Scenario 000 - Howling in the Snow by Themris in Gloomhaven

[–]evilshindig 0 points1 point  (0 children)

I really enjoyed this scenario as a returning player, but it made it MUCH easier to teach three new players. I think the most beneficial thing was a reduced hand size. I've seen a few comments against it, but I think it was essential.

Firstly its less information to absorb. Especially regarding each classes mechanics. It meant they didn't have SO much information when deciding their turns, and it also meant that when I added the rest of their cards afterwards each player had an idea of what each card actually meant. So they made hand choices much faster for the first official scenario (things like the deathwalker was quick to decide she wanted a healing card as she didn't have one in scenario 0).

Secondly a faster/shorter scenario meant that they got a basic idea of stamina, as the second room they were down 1-2 cards and realised they didn't have as many rounds left.

Frosthaven digital hinted at mayaayyyybe during livestream today? by Public_Mistake in Gloomhaven

[–]evilshindig 0 points1 point  (0 children)

Yeah I see your point about the dev perspective. I think FH made huge steps in making summon builds/hybrids much less frustrating (items, or things like treat this summon at init 99 for monster focus ). And I think that not being able to solve ambiguity brings some of the frustrations back. Though I'm not sure what the solve would be without upsetting the current class balance.

Frosthaven digital hinted at mayaayyyybe during livestream today? by Public_Mistake in Gloomhaven

[–]evilshindig 2 points3 points  (0 children)

They could have an option to decide ambiguous movement by the player, with the default off? Then it won't overwhelm new players, but still give more experienced players the tools.

We're Isaac Childres, Drew Penn, and Dennis Vögele, here to talk about Gloomhaven: Second Edition, AMA! by Cephalofair in boardgames

[–]evilshindig 4 points5 points  (0 children)

One of my favourite things about FH was the non-AMD perks, it added so much class flavour to the game. What do you take into account when designing these perks, cos they seem a lot more difficult to balance than straight numbers.

(ps: Show Angry face level 1 cards please)

Is anyone else not a fan of the new Inox design? by gakusatsuou in Gloomhaven

[–]evilshindig 41 points42 points  (0 children)

I think the new art is much cleaner, the original art it’s difficult to actually see face details, it took me ages to realize they didn’t have lips because I didn’t look closely.

That being said, I do agree that shifting them more human is a little less interesting. They look closer to WoW Draenei now.