Hints for Compass of Xorr

Discussion in 'Card Hunter General Chat' started by Card Hunter Joe, Jun 27, 2013.

  1. Card Hunter Joe

    Card Hunter Joe Blue Manchu

    What hints would you give players failing at the final mission of Compass of Xorr (Library)?
     
  2. Pengw1n

    Pengw1n Moderately Informed Staff Member

    It's kind of weird, I rated that map as a 4 out of 10 when I played it. It's still 1 Mercenary and 2 Armored Dogs right? I even called this specific map undertuned. Would be good to hear why people actually fail this one? Might be a too agressive playstyle - charging forth from the bookshelves allowing dogs to flank?

    This is what I posted in my tactical journal back then. The bookcase thing was the only thing I even figured could be useful strategic advice when I wrote that. Looking at the map now, I'd say protecting the mage, backing into the door niche would be a good idea. So very much a position/snipe map more than specific cards.
     
  3. Assussanni

    Assussanni Ogre

    I agree with Pengw1n, an aggressive play-style on this map will get you in trouble. I don't usually move anyone until an enemy is within melee range of one of my characters. My main piece of advice would be:
     
  4. Sir Knight

    Sir Knight Sir-ulean Dragon

    Or:
     
  5. Kalin

    Kalin Begat G'zok

    I remember the merc hitting really hard, but the level didn't cause me many problems (I may have beaten it on the first try). If I did have trouble I'd probably load may wizard and priest with bashes and forces and my warrior with stabs and then camp on the first bookshelf. I wouldn't back into the corner; I prefer having a little room to maneuver when it's time for the wizard or priest to be the meat shield.
     
  6. Card Hunter Joe

    Card Hunter Joe Blue Manchu

    This is very good stuff guys. Thank you! Rather than (in the words of Melvin) dumbing down levels, we'd like to put some hints into the first part of the game, as we've been doing, to try to smooth some of the difficulty spikes. I'd be happy to hear your ideas for hints for the tougher adventures in the first third of the game. Please remember to keep them to one line (Sir Knight's example is perfect). Looking forward to seeing what people come up with!
     
  7. Oberon

    Oberon Hydra

    I just beat this for a quest today. Don't the mercenary's tend to have a lot of Parry cards? Enough to be really annoying. They cancel out your melee attacks and replace their cards in the process. My general advice for enemies like that is to use attacks that don't trigger their cards, if an enemy has lots of cards that block melee than a wizard's attacks are a better option.
     
  8. Sir Knight

    Sir Knight Sir-ulean Dragon

    It's the Men At Arms. Mercenaries just have Block, not Parry.

    And Card Hunter Joe: there's this about tips facing Troglodytes. The advice to attack them from behind only applies to a subset (Gougers), and isn't mentioned that often when facing them.
     
  9. Card Hunter Joe

    Card Hunter Joe Blue Manchu

    Thank you Sir Knight. We currently have some hints that cover the whole adventure. We're going to re-write these so that they're for each battle instead. Ideas and suggestions extremely welcome.
     
  10. Sir Knight

    Sir Knight Sir-ulean Dragon

    Then rename the thread, yo!
     
  11. Pengw1n

    Pengw1n Moderately Informed Staff Member

    Yeah, needs a sticky - and maybe move it to the feedback forums? Joe can post what adventures he's looking at the specific time and have us go nuts.
     
  12. Card Hunter Joe

    Card Hunter Joe Blue Manchu

    I'll start a new thread.
     

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