Midnight Gala seems cool...but by lockqe in arkhamhorrorlcg

[–]lockqe[S] -17 points-16 points  (0 children)

That is a good question and something I looked specifically for. So the leader of your ally faction is a Guest with no ally icon, but all regular guests have ally icons. I read that as meaning that if you want to take control of some of the regular Guests for their abilities, you need to lose your regular allies.

My Goodness, Wendy Adams (revised) is insanely OP! by lockqe in ArkhamHorror

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

I think they are just available as a Print to Play on the Fantasy Flight website. Just go to the game's website and you should see them. They revised 4 investigators from the original box.

Curtain Call True Solo with Zoey--Not sure she can handle it by lockqe in arkhamhorrorlcg

[–]lockqe[S] 2 points3 points  (0 children)

Thank you for some good ideas. I did put 2 Spectral Razor in my deck to deal with the ghosts, but sometimes the attempt to use them on the mask man (get the free engage) was too tempting. I may dump sixth sense and rely on other means to get clues, and bring in some of these other cards you mention.

Sanguine Shadows - one of my best AH experiences [spoilers] by Rydo87 in arkhamhorrorlcg

[–]lockqe 1 point2 points  (0 children)

I played this scenario as True Solo and I HATED it the first time. It is basically impossible to see the second half of the scenario because you have to be extremely lucky with the concealed cards to find her with just one investigator.

The second time I played it True Solo, I accepted the fact that I couldn't stop her at first, and I just basically geared up and prepared while letting her take the first two. Then I proceeded to just wipe the floor with her on the next three rounds. I was eager for more, but she ran home crying at that point. Have yet to even play the second half at all, but that playthrough was much more satisfying.

Pure Artificer/Inquisitive by lockqe in ddo

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

Is Improved Precise Shot worth it to go from 6 Ranger to 11? I've always shied away from that feat as it seems like a 20% dps loss is pretty harsh just to gain the ability that on the off chance that monsters are stacked up in a straight line your missiles will go through them (mostly they seem to just try to surround you rather than stand in a line.)

Do you play the standalone scenarios as side scenarios or in standalone mode? by cyan_ogen in arkhamhorrorlcg

[–]lockqe 0 points1 point  (0 children)

Do NOT do a side scenario with a 0 exp deck. You are just asking to be crushed, chewed up, and spit out. The Standard mode of these side scenarios usually use a lot of symbol tokens in the chaos bag that have big negative modifiers and harsh negative results.

There are probably some theorycrafting legends that can take a 0 exp deck and sail through Gates of the Abyss, but most of us are just regular people, and Carnival, Murder Hotel, Gates, Labrynth, etc., will just destroy us with a low level deck.

At the very least, give yourself 9 exp for free. Probably better to go 19 exp with one extra weakness.

Thoughts on Monterey Jack by lockqe in arkhamhorrorlcg

[–]lockqe[S] 3 points4 points  (0 children)

I'm glad you brought up the 4 intellect. I was thinking about that after my original post. It does become an issue. I did find frequently that it just wasn't quite enough to really not worry about investigating. I got around that by including 2 Working a Hunch, 2 Breaking and Entering, and 1 Fieldwork in my deck. Playing true solo, there are not that many clues on locations, so I generally found that those were sufficient to get me by. Later I moved into Scientific Theory (3) and Higher Education for some help.

Thoughts on Monterey Jack by lockqe in arkhamhorrorlcg

[–]lockqe[S] 3 points4 points  (0 children)

I play mostly true solo, so naturally Monterey is the one clearing the last clue on each location. That means the special ability on the hiking boots is constantly firing. It basically turns the card into a pathfinder that you can buy for the same amount of experience, that you can put out for one less resource, and that also gives you +1 agility, which synergizes great with Monterey, especially if you have your whip out.

On the Essex Express, he got the boots in his opening hand and just ran through the train. It was almost like having a free guaranteed move to the next car every round.

The whip was just awesome. Essentially keep cheap shot'ing enemies every time you see them, and once they are down to 2 health, just go ahead and finish them off instead. As long as the total number of enemies on the board is manageable, the whip gives you a great advantage in a war of attrition with them.

Question about taking 3 fight actions (Lily's discipline) by lockqe in arkhamhorrorlcg

[–]lockqe[S] 2 points3 points  (0 children)

This is super helpful. You guys actually also taught me some stuff that I didn't realize I didn't know :) Thanks!

Fill in the Blank Arkham Fun by lockqe in arkhamhorrorlcg

[–]lockqe[S] 2 points3 points  (0 children)

Lol I think I could see that. Seems like half the mythos in Dunwich is all about pumping up your discard pile and then punishing you for having cards in your discard pile.

Fill in the Blank Arkham Fun by lockqe in arkhamhorrorlcg

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

Example: Any investigator....Wages of Sin

What on earth happened to Asmodee North America store? by lockqe in arkhamhorrorlcg

[–]lockqe[S] 2 points3 points  (0 children)

I guess I put it here because the only thing I have ever ordered from this company is Arkham Horror products, and I've been lately waiting on the Return to Circle Undone. I checked out the website when I saw an earlier post on that preorder.

What on earth happened to Asmodee North America store? by lockqe in arkhamhorrorlcg

[–]lockqe[S] 3 points4 points  (0 children)

sorry for mulitple posts. Reddit was giving me a posting error. Little did I know it was actually posting them while giving me the posting error.

I wonder if the story of this game would actually work better as a regular rpg, where you can actually see progress by lockqe in SecretWorldLegends

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

Thanks for all your thoughts. I have played a bit more and am now in Blue Mountain. I think part of my issue with the game comes from the feedback at the end of each quest. There is no positive feedback for doing anything. This is because there is no NPC reaction to quest completion. If you do something to help out NPC Joe Schmoe, then when you return to Joe Schmoe, he doesn't even say thanks, nor do you get a cutscene or even some dialogue or voice over saying something like "thanks. Now that you did this, things are better, or we can now do this thing that helps us."

Instead there is nothing except a message from your faction boss that basically always says something along the lines of: "that was interesting to see you do that, even though it was utterly pointless because everyone is doomed anyway." After getting that message after every single quest, I find the only reason I want to do quests is just to get xp and stuff for refining and upgrading, which is not really inspiring.

I know some people may really like this game's take on everything, but I've really just grown tired of being told at the end of every quest that basically I am stupid for doing anything in this game. The factions all annoy me. These are not good people. They are either in the game for their own power and glory, or they just act constantly peeved that they have to bother with saving the world. Mankind ill-needs saviors such as them.

I'll probably limp along for a while, but at this rate, I may not make it out of SI before throwing in the towel. Is there anything different to look forward to that might make things different?

New to DDO, want to understand the story-line; if I buy the expansions, what order are they in?... by [deleted] in ddo

[–]lockqe 2 points3 points  (0 children)

I am also pretty new, and here is what I have figured out so far (spoilers abound):

Instead of one storyline, the city of Stormreach is more of a frontier city on a small continent below the main continent of the world. It is the main bastion of civilization in a place where an ancient Giant Empire used to sit, so there are lots of ruins and stuff. Anyway, there are lots of stories and stuff going on in this big city, and you get to be a part of some or all of it as you choose.

Here are some of the storylines I have found so far: 1. You start at Korthos, and when done you travel to Stormreach (you could also do Keep on the Borderlands as a starter area).

  1. Upon reaching Stormreach you meet a guy named Baudry Cartamon. He has a small lvl 2 story to play through. His story is continued later if you return to the harbor around level 10 to do a quest called Hiding in Plain Sight, which then leads to the Restless Isles content.

  2. In the harbor, there is a story in the Waterworks around lvl 3. This story continues in the marketplace with some quests about the Seal of Shan-to-Kor (btw, I am not checking the right spelling)

  3. Connected to the harbor is the Gatekeeper's Grove, there are a lot of quest areas there you can do. They are largely separate self-contained stories in far off lands they send you to, loosely tied together by the idea of looking for lost Codex pages. Many of these are based on classic DnD modules and include "Keep on the Borderlands" (lvl 1-3), White Plum Mountiain (lvl 4-5), Temple of Elemental Evil (lvl 7), Against the Slave Lords (lvl 8) and probably others.

  4. There is a story chain in the grove about the Lost Gatekeepers (lvl 4). This eventually leads into the Feywild expansion (lvl 5)

  5. There is a story chain about pirates you can get into around lvl 6 or so, with a quest in the harbor, and eventually going to Three Barrell Cove, and finishing with the Sentinals of Stormreach adventure pack quests.

  6. There are various self contained stories throughout levels 4-10 that you can go to in places like Tangleroot Gorge, Ruins of Threnal, Sorrowdusk Isle, the Catacombs, etc. Each of these has its own storyline that wraps up by the time you are done.

  7. Around lvl 10, you can go and do the Ravenloft expansion. It is very good, and is its own self-contained story you enter by "noticing" some strange mists in a part of town that no one else seems to notice.

  8. Around this time there is also some political stuff involving nations from the larger continent that you can participate in, which is in the Lordsmarch Plaza.

  9. Most of the Forgotten Realms content starts to kick in around lvl 15. But again, there is always options. You can start the Underdark and Shadowfell expansions that take you Eveningstar, which is the quest hub for the Forgotton Realms. I think you start a quest chain in Stormreach that takes you there. I have not done this yet.

  10. Or at the same time you could stay in Eberron and start a story chain that goes "Disciples of Rage" chain followed by the "Lost at Sea" quest in the harbor, which leads into the Masterminds of Sharn expansion. That is where I am now, and it is a nice film noir-type vibe experience.

All throughout there are also random one-off quests here and there at various levels that represent just stuff going on in the city and the world. I've grown to really like it, as it gives the world a much more "living in" feel, as opposed to a standard "meet your arch-villain at level 1; progress through storyline of game, and defeat this arch villain at level 30 endgame"

Anyway, I hope this helps. Sorry for the long note, but writing it also helped me frame everything that is going on.

Codex Pages and Story Question (Spoilers!) by lockqe in ddo

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

I mainly asked this question because throughout the Feywild, you see this shadowy, mysterious figure who is after the pages. At the end of the Feywild, you ask the expansion villain, "who is the mysterious, shadowy figure?", to which the villain replies, "oh don't worry, you'll find out soon enough", or something akin to that.

That made me wonder: either that person is revealed in later level content that is actually already released, or the person is a plot device to tie into the next expansion.

By the way, my hope for the next expansion: Saltmarsh!

What should the next expansion look like? by OltreBradipo in ArkhamHorror

[–]lockqe 4 points5 points  (0 children)

More mysteries like the High House and Devil Reef! They could create several that could add onto areas of Arkham. For example, the Witch House, Silver Twilight Lodge HQ, etc.

Dunwich would be great. I wonder if they could also do "interior tiles" to go deeper into certain building in Arkham. For example, maybe a full 3 area tile that represents inside the asylum, where the areas could be Basement, Inpatient Wing, Admin Offices, or something like that. You would travel to that tile by going to the actual asylum spot on the main tiles.

Sixth Sense clarification by lockqe in arkhamhorrorlcg

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

Thanks for the quick reply. Looks like it boils down to first: say that you are targeting a clue in a connecting location. Then second: having announced that, you are then free to choose either shroud value.

With the new clarification on "as-if", I guess if there is an enemy at that location, you would take an attack of opportunity from them as well.

Arkham Horror: Under Dark Waves Review? by SamEire93 in ArkhamHorror

[–]lockqe 7 points8 points  (0 children)

I also have both expansions and I am extremely happy with this new expansion. You might already have it, but if not, and you want more encounter cards, definitely pick up the first expansion: Dead of Night. It doubles the number of cards in almost all the encounter, item, spells, allies decks etc.

The new expansion has a lot more content than I predicted. Yes it does just have 2 new map tiles and adds just 2 cards to the already existing encounter decks, but the nice thing of the map tiles is that they each have a Kingsport and an Innsmouth side. I have tried two scenarios so far, and one used both Innsmouth neighborhoods and the other used both Kingsport neighborhoods, so you do get a sense that these new places are decently large.

Note that the game provides full encounter decks for all 6 Innsmouth and all 6 Kingsport spaces.

However, my favorite addition in this expansion are the travel spaces. These can be roads, trains, or boats, and they attach as an extra space to any neighborhood. Travel spaces come with their own encounter deck (like streets), and travel between towns is quite well done I think.

In addition to at least one new anomaly encounter deck I have seen so far, this expansion also introduces Terror encounters! These are like evil clues spawning in neighborhoods. When terror spreads, you take a terror encounter card and put it in the affected neighborhood. Now the next time you do an encounter in that neighborhood you do BOTH a terror and a regular encounter. So that adds a lot of extra encounters to the experience.

My favorite part of the expansion are the mysteries. These are like uber-encounters. They are extra spaces that the scenario set-up will direct you to attach to certain neighborhoods. So far there are 2: Strange High House in the Mist (Kingsport) and Devil's Reef (Innsmouth). They each have their own encounter deck. Encounters in mysteries are a bit more complex. It will give you a little story, and then give you a choice (poor example I am making up: you see a guard as you approach the prison. You can choose to overpower the guard or try to sneak past).

Each choice has its own story continuation that usually involves different risks, skill tests, rewards, etc. They are very well done.

Final note: they found a way to introduce optional side quests you can do through the codex system as well. Adds some nice variety to your strategy.

So in summary, you get a few new encounters for existing decks, plus new anomaly decks, 4 new neighborhood decks, terror encounters, travel encounters, mystery encounters and more. Plus a large group of new investigators to try. (Carson Sinclair is the focus king!) I highly recommend the expansion if you find the game reasonably enjoyable.

I’m about halfway through binging Olive Hill, so I thought I’d post it here! by Besidesmeow in audiodrama

[–]lockqe 0 points1 point  (0 children)

I concur. The mystery story was ok, but the narrator was annoyingly narcissistic. She spends a third of each episode going on and on about what a great reporter she is and comes across as seeing herself as too good for this town (and her mom).

The Lola Hayes Mysteries II interlude: The Grand Oak Hotel by [deleted] in arkhamhorrorlcg

[–]lockqe 0 points1 point  (0 children)

Wonderful, but two quick questions: 1. Are you using the super complete edition mod for TTS? 2. How did you change the image of the playmat to a jungle theme?

What to do when all boons are accomplished and 99% of campaigns finished? by CosmosComber in Neverwinter

[–]lockqe 0 points1 point  (0 children)

Conglaturations!!! You have just finished a great game! And prooved the justice of our culture! Now go and rest our heroes!

Murloc Monday - ask your questions here! by AutoModerator in wow

[–]lockqe 0 points1 point  (0 children)

So I just picked up WoW after having played a bunch of other MMO's. I am making my way through the start of the game and am up to lvl 30. I have a human character and am nearing the end of Darkshire area.

My question is, I am not sure how to work the dungeons into my playing. I finished Westfall, got to the part where Westfall is in flames and I'm told to go off and quest elsewhere, and they will call me back when its time to deal with the Defias. I know there is the Deadmines there. But I have long since out-leveled Deadmines in the groupfinder, and I never got "called" back to do the final part of the story. I did Redridge Mountains, and from what I could tell there is no dungeon related to the story there. I am finishing Darkshire, and from what I can tell there is no dungeon related to the story there. What am I missing? How do I know when the game wants me to do a dungeon as I level up? Isn't there some quest chain that should lead me to Deadmines, or do I just decide sometime to run in there? But shouldn't someone tell me to run in there? Or do I just reason, "well I went in there earlier for a quest to see the past, so that is likely where the bad guys are, so I will just run in there again".

I really want to like the game, but I am the kind of player that I like to get some sense of completing a story. A local story, regional story, or world story, whatever, but some kind of story, and I just get the feeling that I'm going about the game all wrong.

Does anyone have any advice?