I haven't seen any of these yet... Unless you count Spin Around and Quick Reactions... All races have some form of card draw, but humans are possibly worst off from what I've seen so far. I was expecting skills with cards like Inspirational Thinking, and Forward Thinking... are skills with these just so rare that we never see them(legendary), or don't they exist?
I am slightly inclined to agree feels like i wasted my time on my human warrior when he could have been a elf with decent racial skills for the cost of only a few hp and he gets better base move to boot. I have seen lateral thinking on a human skill slot item tho but that card is situational as hell.
Heck dwarves get racial skills with Charge, and Muscle Through, such as Charging Brute, which is plenty nice for a warrior... Toss on some high mobility boots(like Boots Of The Cheetah or Rushing Boots, or if you're on a talent budget: Quickling Boots), and their racial disadvantage doesn't matter much anymore. I will however concede that my human warrior is very mobile as he can use many of the same tricks(though instead of Charging Brute he uses Trained Mobility). But I sure would have liked to have those human card manipulation skills for my human wizard...
I kinda really want to make a dwarf but giving up that 1 move a turn on a class already struggling with being kited is harsh
Yes it looks like those human skills are really rare and also they are not that good as others. Also sometimes really disappointing overflows are happening with me one after another. Maybe it is because my deck sucks. But it seems that is how it is going throughout this singleplayer campaign. At the end I think I will be able to build a decent deck, but now it is really painful. Movement overflows still happen as just some weak cards overflow. You can find yourself in a situation when you just die in two rounds without drawing defence cards to defend yourself or good attack cards to kill the attacking enemy. Actually there are many items that contain useless cards such as memory loss, maze of the mind, guardian angel and others. I think that they may be good in multiplayer, but in single player they have a very little use. Those step attack cards also look like a waste for me, because the situation when you have a problem with closing in is really rare. Most of the time the problem is a lack of attack cards, maybe because it is hard to find a weapon with a decent amount of good attack cards in it. Mostly they have 1-2 good cards and if you have drown them it is easy win if not you will be losing slowly until you will get them if it is not too late. Also maybe I'm just unlucky or I'm missing something and I don't know how it works in multiplayer but I feel that some adjustments could be done with all this system to be more interesting and less frustrating.
Are you seriously trying to say guardian angel is bad? Actually except for maze those are all really good cards. Situational yes, but really good. Would really like to hear what specifically you think is in need of adjustments in pvp as the only thing i have seen so far is a single map with issues.
I haven't played any multiplayer yet so I'm talking only about singleplayer. I want to try if I'm ready for multiplayer, but I feel I'm not. I saw some videos from there, they use some cards I haven't seen yet. And how do you use guardian angel? Do you just keep it in your hand? Because I think if you are one hit from death you have already lost. It could be good but very situationaly. Of course in multiplayer it could mean the difference between winning and losing so i'm talking about singleplayer only. What I tried to say was that there are many items which are multiplayer oriented and i can't find a way to use them in my adventuring. Also the most important thing there is a good weapon which just doesn't drop for me so i have to redo some quests to find a good one.
Yes, you keep it in your hand like any protective card. And . . . "very situationally"? Goodness, I know there are cards with more or less utility, but every card in the game is situational. "Look at this armor I have! I am unstoppable! Oh, my enemies are loaded with 'penetrating' attacks and armor removers. That was a waste." Here are a few toss-out uses for those cards. They're just the first that came to mind. Memory Loss: Find an enemy with Keep armor that cripples your attacks. Because it will not discard its armor, this card will be its oldest. Remove its armor. You now have the advantage. Maze: Find an enemy that has used up its moves, but is within range and can kill you. Move it. You have half a chance that the fight turns in your favor. Step attack cards: Every player who has ever complained about Troglodytes is giving you a funny look right now. Lastly: Guardian Angel: "One hit from death and you have already lost" is untrue when one turn is all you need to win. I can't tell you how common that is. Think of being outclassed by something nasty and going "Argh, if only I could survive to get into/out of range! Then I could use card X!" It's good for those. Further, you can be far, far healthier than the "one hit from death" scenario I think you are imagining. Consider: if zombies have Resistant Hide, melee attacks are more efficient than magic. Guardian Angel lets you face zombies (at range 1 or 2) and survive when hit by the 18-damage Festering Guts. You can imagine other uses for the above, too.
I love discard cards, they are amazing. Getting rid of enemy armor, enemy moves(try to get away from that firewall square now!), or even enemy attacks(hah! thought you could hurt me huh?), amazingly versatile. An enemy with an empty hand is a sitting duck. I especially like short perplexing ray(because it discards 2 cards), but memory loss beats the regular perplexing ray(because discard oldest is better than discard random, for getting rid of armor).
The cards I really think are underestimated are the Blocks, and Dodges. Unlike armor Penetration does not work on them, and if they do work you get 0 damage other then reduced damage. Now true, in some cases they won't work, like jump back only works if it gets you out of range of the attack, but in most cases they can really be a life saver. Just remember which way you are facing is very important, and enemies that get behind you easily (Darn those dogs) can get right around your blocks. As for human skills the only ones I have right now are Forward Thinking, and Lateral thinking. Which aren't "Bad" but only because my Cleric is the human, and he is just a card drawing machine for the Mage/Fighter. Finally.. Wall of Fire/Acid Spray + Advanced TK/Normal Tk = awesome. If they happen to move off of it, or you want them to spend another turn on your traps, just push them right back on them. It is just tough to get both at the same time sometimes =( but I guess that is what the cleric is for right? heh I just wish heals were a little better. Without armor that is reducing damage (If you are lucky enough not to be against a group that just destroys/penetrates it) heals are just too weak. Now given the highest heal I have is 4, and that one that heals 2 per turn to whoever its on... etc, but unless you stack a lot on one person that heal is just going to do next to nothing against the 10+ damage that is coming in. But this is just IMO.. I might be doing it wrong or something? Edit: I haven't tried just discards with my mage yet.. Might have to try that it sounds fun if you can get enough of them to empty your opponents hand. One thing that I have gotten to work quite well is Touch of Death, especially if there is a lot of the same type of Monster, and you can get them at the beginning of the turn. It can hit for even more then most of the Clerics strongest attacks.
We were very careful with healing because we don't want extending the game forever to become a strong tactic - it leads to boring battles. But it's possible we went too far that way.
I see someone is making their rounds lol Edit: I am on the side of healing is too weak to use right now. It is true with a good armor it works when the armor works. If you get anything that stops that armor (Bad Rolls, Armor Discards, Piercing) it just falls apart so the chances of it not working are just too high to take. Right now I am in level 10-12 areas, and as I have experienced it, you need at least 8 (at the very least.. it still wouldn't be useful against the large guys without armor) or higher to even make it useful without armor. Since it takes your turn away, and it is a card out of the selected group that you have it should at least heal one hit fully away. So maybe as is just double what they do? So the heals would be 4,8,12 other then the 2,4,6 they are now. This is just IMO so don't quote me on the numbers =) Also this is just for Single-Player.. I don't know how it works in multiplayer as is.
I definitely have to agree that healing is too weak consider it takes 3-4 attacks to kill you and a just a ton of heals to fix you up. Also greater heal or what ever its called the heal 8 seams like a really good heal amount but i have only seen a single one and i would have to give up my armor just for that making it not worth it.
I'm surprised to hear Guardian Angel defended. Boils down to a block that sometimes triggers, vs Block or Jarring Block, which is a block that always triggers. Blocking the last hit seems like it was a lifesaver, but if I block the first or second hit, that last hit isn't the last. Don't want to hold on to Angel hoping to not die in dramatic fashion.
Guardian Angel always succeeds if you are about to die. Block, Jarring Block (which damages you making it terrible to have in hand when you're low on health), Shield Block, Unreliable Block, Parry, Hard to Pin Down, Hit the Deck, and others might always activate, but they do not always succeed. I'll admit I don't really carry Guardian Angels in my decks, but that's because I just don't have any items I care to equip with GA in their card suite. On the special occasions when I am using those items, GA is a treasured card I keep, especially when low on health. It's kept 13 max health Elf Wizards alive through 14-damage attacks and let them go on to obliterate the enemy in future rounds. It's given my Warriors and Priests at least one more turn (but often many more) to use that last attack card, or or heal, or draw, or simply get out of range. In the function of blocking an attack, yes, it works the same as many other cards. A simple Block could have certainly stopped those attacks too, but it is never guaranteed to. Guardian Angel is.
If you (Not you-you, this is talking about Guardian Angel as feedback on a card - testers don't exist as people, we serve the game. You-you is a wonderful intelligent person, I'm sure.) Where was I. Oh yeah. ...ever get hit while holding an Angel, you have hurt yourself. If you ever discard something else so that you can hold on to the angel you have really hurt yourself. Angel is really neat and a great idea. It's just that every other defense card is better. Don't focus on the one time Angel saved you. Focus on every other time anything else ever fired and you won. Yarrr! This be a thread hijack!
Guardian angel goes in the shield slot as one of the better cards. The only problem is getting them and not getting other terrible cards or not being overcharged talents for them. Depending on the character it gets better or worse. on a warrior you have so much armor generally holding on to a block isn't going to happen no matter what so when you really need on guardian is your best bet. On a elf wizard who normally dies in 2 solid hits its good enough to keep a round or two against those heavy hitting enemy's. The assumption that a card is bad because you have to hold it is really flawed since it doesn't force you to hold it for 10 turns you pick if you think you need it or not. For pvp its obviously even better as you get people to waste precious time setting up to then fail. My warrior can do over 40 damage if the stars align correctly in a turn that is a 1 shot for any not wearing more then 2 armor 4 cards and succeeding on the roll. But if i hit and guardian saves them I'm down 4 cards and will probably lose.
Getting back to the initial topic . . . Thanks to my recent "just buy lots of for-pizza treasure chests" binge, I have some more perspective than I used to. I still only have 11 Human Skills total, but they range from level 1 to 21. So far, these are the "interesting" cards at each level (ignoring self movement, blocks, and drawbacks): 21 - Team Shift 18 - Lateral Thinking, Team Shift 13 - Shift, Team!, Run, Team! 12 - Forward Thinking, Lateral Thinking 11 - Lateral Thinking 10 - Run, Team! 9 - Quick Step (it has Cantrip) 7 - Shift, Team! 1 - Shift, Team! I don't know how to summarize that, really. There's some deck manipulation, and then there's the "go outside the normal turn sequence" movement cards. So it's sort of "general utility"? You can get Cantrip on Elf Skills, and team-moving cards on Boots (which all characters can wear). It seems a little funny right now and I'm still not sure I understand it all.
The skills are going to get a fairly major shake-up soon. We've finished refining what we want in each of those slots and will be filling them out now that we understand their purpose better.