That's how I've gone through it except I unlocked the treasure hunts. Priests are more useful after level 4 with the new cards, curse of fragility is way more useful than bad medicine. After level 6 they do come into their own more. Priests seem to have more of an interaction than they did when I played the first time around. Self targeting frenzy also means even with less attack cards than warrior and wizard they can make useful attacks more than they did before. I still think some players may wish they had another warrior instead of a priest for the first few levels but it doesn't take long to see their worth.
I've been planning on doing all the non-treasure hunt modules once each, through level 10. If I'm counting correctly, that's 25 modules if you include the level 1's.
Level 15 seems slightly high for the first major power token. I've done very little grinding or shopping, but all my characters had 2-3 minor power stones free at level 14.
Hi Flaxaative, I played half-way through and here are my thoughts: I went with the default warrior, wizard and priest combo. Very nice to be able to self-target buffs like unholy frenzy Different to see that mages now get some of the buff from frenzy but I didn't see where it was explained. With all the nice legendary mass frenzy/unholy frenzy cards, I didn't mind spear of dark being reduced. Even with team walk change, those vampire decks are fun!
Hey, if you want pizza, please PM me your in-game account name and a full write-up of all your opinions on the changes as best you can. Thank you for testing
Hi Flax, My game name is lobsterback. I really love your game and totally gave up on Hearth. I'd love to see and XCOM version of this one day. For the new changes i used the Surestrike in the early levels but when I decided to play multiple I unlocked the legendary items and picked the strongest team. With early access to mass frenzy and unholy frenzy I had no problems with any of the early levels using a fighter/mage/priest combo. After testing some of the new cards, I went to the configuration below and took on those higher level dungeons with ease.
Just want to give a huge thanks to the community for really turning out to playtest. The ratio of playtest feedback to forum arguments has been very high this round, and all of it is useful to us. To clarify, I'll distribute the rewards when the balance changes go live. As a minor note, we're probably going to try to get some tweaks on the test server within the next day. There'll be an announcement, obviously. And I'll have more specific playtest requests. Keep your eyes peeled
Important update: I am mostly interested in playtest reports demonstrating the value (or lack thereof) of the following cards in multiplayer: Dodge, Surestrike Blessing, Team Walk, and any high-powered self-target cards. You do not need to run these cards to earn rewards, but your playtest reports should reflect on those cards, so make sure you're at least playing against someone with those cards. I will no longer give pizza for playtest reports that do not touch on these issues. Note that the changes we're testing have been tweaked. Read about the changes here. (First post updated to reflect this. Also, I am no longer awarding pizza for campaign playtesting.)
Important update: I am no longer accepting playtest reports. Rewards will be distributed when the balance changes go live.
I'm going to begin passing out prizes now. I'll update this thread again when I think I've handed out all the prizes. Update: Ok, prizes should all be handed out now. If you've been logged in for ages, you'll need to log out and in to get the pizza. Thanks everyone!