Talented Healer Looking closely about the wording, this card successfully achieves cantrip when someone plays a heal card. Seems rather annoying to me if the heal fails from a block card in the first place, or rather fails entirely to do anything other than invoking a free action afterwards. Erm, so what I mean is, do people agree with this or no? I cannot understand myself a failed attempt on heal cards to still retain any success at all. It's simply put, counter-intuitive.
It does say "whenever you play" - so as long as it doesn't say "whenever you heal" I don't feel it's counter intuitive. Playing the card is still fulfilled, even if it's effect doesn't go through.
Fulfilled is certainly the way a player feels with the card attached, cheated is how the person against such an action. You get moments where you stop a vamp priest from it's deed, and you're elation in thought is how happy one is for that success; only to find the actuality that you're still unable to respond. I dislike it myself, and feel penance is deserved for a fail, but I can see the other side of such a glass.
THAT is the whole point of "Cantrip" cards-- to give the player "2 consecutive turns", whether or not the first turn/action resulted in anything or not... The Move Cantrip cards work the same way: even if Encumber or Halt causes the Move card to "fail" (movement points reduced to zero), the player still gets to go another turn-- so that the player can at least choose to Pass and get the initiative back by starting the next turn first. P.S. if you have a balance issue with Talented Healer/Cantrip, maybe let us know what is it that you wish it to be "balanced AGAINST/FOR" -- I mean, it's not as if you are not allowed play Priest characters or Cantrip cards yourself... don't just ask for nerfs without giving Priests any good Divine Skills cards to play.
As one of the few people who runs a vampire at high Elo, I can safely say that Talented Healer is a bomb. But building around it and using it correctly requires skill and the build is not unfair. That said, chaining attacks of course feels unfair to whoever's on the receiving end.
That isn't a sound argument at all, in that, you have already taken an action to halt, or freeze and after such action must pass to next player. Cantrip is a very powerful skill indeed, in that I could cantrip a heal for no purpose and then expect a good draw next turn. A very good trait cycle would give you a good benefit by doing this. (basically it's two different kettles of fish, like saying, I could just pass all the time to get the first go, and WHAT IF they use Quick Step.) That is a very minimal point in that, cards that aren't originated as cantrip should be treated rather differently to cards that are. You have either movement or War Cry. It's not much of a source to go by, but what I am meaning is how it is if you block a healing attack card and that still retains the cantrip effect. It should be simple, and it should fail. Yeah, I am not either saying it's unfair, I'm just suggesting that it seems nonsensical, usually in specific states (you do not heal yourself, or you fail an attack)
It makes about as much sense as your opponent blocking your healing pulse... I like it tactically, but I can see how it is counterintuitive.
Oh I actually don't think priest are as bad as people make out, they have plenty of good cards beyond talented healer, altruism is still a very good option, and actually in sp healing presence is pretty "swell" depending on the map. I'm assuming it's like saying that there is no good martial skill, bruisers and slicers, pretty meek attachments compared to mages, yes?
Heh, didn't notice that problem, I thought it was addressed in previous patch, similar to dwarven battle cry now not being blocked.
Nitpick: Halt will not cause a Move to fail, it flat out prevents you from choosing to play that card at all (it will cause Slippery to fail, though). Your point stands for Encumber.
Point taken-- I still conflate certain cards/effects like the way Opening Post did-- not everyone has access to Dorian Hart's legendary spreadsheets of Card Hunter items...
OIC, you are suggesting/complaining that the "Cantrip" cards/effects are THEMATICALLY unsound? Erm, like another poster suggested, it is a pretty even game mechanic "Role-Playing/Story" wise-- i.e. you can explain/see it as either party having a burst of adrenalin or something... OR just a game mechanic that allows chaining turns/card-plays. But if you are unhappy with chaining-events in general, I pretty much share your concern-- cards/effects that allow chaining card-plays or card-draws are "unfun" to the opposing player cos they hurt the basic (ALTERNATING) turn-based nature of TBS games, and so should come with some limitations. E.g. "Quick Step" actually requires you to play a Move card first, and "Altruism" needs a Roll to have an effect even though it triggers pretty easily on playing Holy cards -- so there are various ways to balance "Talented Healer" such as reducing/removing the Heal yourself effect, requiring a Roll to get the Cantrip effect, etc... But Cantrip is pretty much THE whole point of the "Talented Healer" card to me (vs the "Heal youself" effect which you can always do with another Heal card), so I would probably suggest a new Cantrip card everytime someone suggests removing Talented Healer/Cantrip for Priests altogether, 8^P
We don't have access to the statistics. We do have access to the cards and items themselves: Equipment.csv Cards.csv