Official Nerf Pack

By AiriusTorpora, in Descent: Journeys in the Dark

Next time, try High Mage Quellen as the conjurer. All that stamina.....

He makes one hell of a geomancer too.

Yes, but I wanted to see how Shiver's heroic ability would do when combined with "Illusory Path"- +2 MP for monsters to enter any space adjacent to both me and a token! It was beautiful around the water spaces- goblin archers could only move 1 or 2 spaces.

I had the same idea. But since images token are really easy to hit and damages a lot the conjurer, I'm not so sure it's so powerfull.

Next time, try High Mage Quellen as the conjurer. All that stamina.....

He makes one hell of a geomancer too.

Yes, but I wanted to see how Shiver's heroic ability would do when combined with "Illusory Path"- +2 MP for monsters to enter any space adjacent to both me and a token! It was beautiful around the water spaces- goblin archers could only move 1 or 2 spaces.

I had the same idea. But since images token are really easy to hit and damages a lot the conjurer, I'm not so sure it's so powerfull.

It sounds not bad to me, it doesn't take an action to summon the tokens, just stamina, so as long as you can keep your stamina up, you can spend stamina to waste enemy actions inefficiently.

It sounds not bad to me, it doesn't take an action to summon the tokens, just stamina, so as long as you can keep your stamina up, you can spend stamina to waste enemy actions inefficiently.

That's exactly how I see it- and don't forget, the first image token is actually free. You can summon 2 for just 1 fatigue- 3 for 3 total.

I would love it if they at least provided updated quest guides in pdf form.

As to nerf packs, depending on price (which would have to be low, since they're in essence correcting their own mistakes), I might be persuaded to get one. :P

I would love it if they at least provided updated quest guides in pdf form.

FFG doesn't generally release the quest guides electronically, as they try to keep them from being distributed to people who haven't bought the game. The updates are released in the errata and FAQ documents- I don't have a problem using them in conjunction with the quest guide.

I would love it if they at least provided updated quest guides in pdf form.

FFG doesn't generally release the quest guides electronically, as they try to keep them from being distributed to people who haven't bought the game. The updates are released in the errata and FAQ documents- I don't have a problem using them in conjunction with the quest guide.

We've been down this road before in the other thread. :P

I'll refrain from repeating my reasons again here, since I don't want to clog up the thread with side topics. :)

So back to the original topic.... what needs nerfs and what needs some minor buffs to level set balance?

My opinion

Downgraded

Bard

skills shouldn't affect ko-ed heroes (or activate at the start of the hero turn and no the end)

Understudy symbols should be inverted

Treasure hunter

Sleight of hand should have this text added after the "exotic or bow equipped" " ,if you have 2 or more search cards (face up or face down)"

Upgraded

berserker

Basic skill shouldn't need action but use after declaring an attack before rolling dice

Counter attack should be usable if the monster is within 2 space and the hero has reach.

Stalker

set trap should have this text added after "suffer 1 damage" "and loses 1 mouvement point.

Upper hand should not cost any fatigue

Thief

except the starting equippement, there is no other sword with the range icon. there should be some, so dirty tricks could be fun to use.

Necromancer

Too much to change, class should be fully remade (I'm on it)

Spiritspeaker

Stone skin should be usable after rolling defense dice and add the result of 1 grey die to the result of the defense.

Text of tempest should be replaced by "action, 2 fatigue. Each hero within 3 spaces of you recovers 1 heart. Then test willpower. If you pass, each monster within 3 spaces suffers 2 damage"

My opinion

Downgraded

Bard

skills shouldn't affect ko-ed heroes (or activate at the start of the hero turn and no the end)

Understudy symbols should be inverted

Treasure hunter

Sleight of hand should have this text added after the "exotic or bow equipped" " ,if you have 2 or more search cards (face up or face down)"

Upgraded

berserker

Basic skill shouldn't need action but use after declaring an attack before rolling dice

Counter attack should be usable if the monster is within 2 space and the hero has reach.

Stalker

set trap should have this text added after "suffer 1 damage" "and loses 1 mouvement point.

Upper hand should not cost any fatigue

Thief

except the starting equippement, there is no other sword with the range icon. there should be some, so dirty tricks could be fun to use.

Necromancer

Too much to change, class should be fully remade (I'm on it)

Spiritspeaker

Stone skin should be usable after rolling defense dice and add the result of 1 grey die to the result of the defense.

Text of tempest should be replaced by "action, 2 fatigue. Each hero within 3 spaces of you recovers 1 heart. Then test willpower. If you pass, each monster within 3 spaces suffers 2 damage"

I disagree with the bard nerf.

On the treasure hunter, I agree that the sleight of hand skill is absurdly good, but I'm unsure that this specific nerf is called for. If you feel it needs to be nerfed, I would do so by limiting the treasure hunter to exotic weapons in particular: disallow bows.

I'm fine with your change to Rage for the berserker, although I would word it differently. I understand your intent. I agree with counter attack and reach weapons as well.

I'm unsure on the stalker, I haven't played with the class much and don't know how balance works on it.

I have no real opinions on the rest of your comments.

for the overlord cards', some addition should be made too.

Saboteur

Curse of the monkey god should be extended to doors and if the hero passes the test, the OL draw an OL card

Shadowmancer

treacherous shadow should have this text added "if at least 1 hero passes, draw 1 OL card"

Magus

Word of pain should inflict 3 damage if the test is missed (at least 2)

Edited by rugal

The bard has a big problem : since he is in the team, he can always stand up for free all heroes and the "all heroes knocked out" victory condition is no more finally.

So, there's a trouble here.

And for understudy, it does not synergize with the base skill, weird, no ? Without any other heal, it's useless.

and limiting TH to exotic only doesn't really change anything.

Edited by rugal

I often thought about difficulty levels. Such as add +1 brown die to all monsters in act 1 and +1 gray die to all monsters in act 2.

That will definitely make it slightly more challenging for the heroes to 1-shot any monster.

The bard has a big problem : since he is in the team, he can always stand up for free all heroes and the "all heroes knocked out" victory condition is no more finally.

So, there's a trouble here.

And for understudy, it does not synergize with the base skill, weird, no ? Without any other heal, it's useless.

Understudy works very well in conjunction with Cacaphony. It also provides flexibility to synergize with the lute (the base equipment) or a hero ability such as Avric's- which would become "surge: recover 2 wound"(which is pretty awesome) and normal fatigue recovery would become 2 fatigue for one surge on any hero, also cool. Most hero abilities for the hero archetypes involve healing of some kind, and Understudy is great for buffing those.

Also, even if the bard stands up other heroes, they only come back with 1 wound. It makes it very easy to knock multiple heroes down again, and eventually the bard can be worn down as well.

Edited by Zaltyre

They come with 1hp but they also gain actions and can wipe out the last monsters. In quest with no reinforcement, balance is broken.

They come with 1hp but they also gain actions and can wipe out the last monsters. In quest with no reinforcement, balance is broken.

It is true that the actions can be more valuable than the health. However, if you've managed to knock down the heroes, you can potentially place your monsters between the bard and the other heroes, hopefully keeping him more than 3 spaces away from at least some of the heroes. Alternately, in quests that require you to knock out the heroes (which, you must admit, are relatively few) you could adjust your strategy to take out the bard first, and then knock down his teammates- or use an ettin to throw him out of range before making your move.

Edited by Zaltyre

uncontroling power : the card should have " if the hero passes, during this attack, he can only spend surges on the weapon"

This card is one of the few to have nothing special when passed. With this, now, it could be usefull sometimes, since the hero could not recovers fatigue, heal with Arvic, or spend special surges from cards as beastmaster. In most cases it wouldn't change anything, but it's better to have nothing at all, a bit too much frustrating in my opinion

Edited by rugal

I have made the cards

Want to see ? Am I authorized to do so ?

You could transcribe the text of the cards here. I know FFG won't have an issue with that, but posting actual edited cards might cause problems.

uncontroling power : the card should have " if the hero passes, during this attack, he can only spend surges on the weapon"

This card is one of the few to have nothing special when passed. With this, now, it could be usefull sometimes, since the hero could not recovers fatigue, heal with Arvic, or spend special surges from cards as beastmaster. In most cases it wouldn't change anything, but it's better to have nothing at all, a bit too much frustrating in my opinion

After playing as an OL with basic 2, my strong opinion is that "Uncontrolled Power" is already powerful enough. That card undercut my party's runemaster on more occasions than I can count. Instead of blasting me, inflicting conditions, and/or doing lots of extra damage, he got himself hurt and fatigued. By the end of the campaign, he would barely risk attacking unless my hand was empty, or he knew those cards were in my discard.

Edited by Zaltyre

I personally have grown to hate the "hexers /warlock" ability to curse a monster, and then when i want to move it, the monster have to take 1 damage for activation, and then sub sequential damage for movement. As he could declare it to any monster, this is especially bad , when there are "races" and a certain monster has to reach a certain area in time. (And many scenarios are build on this premise.)

uncontroling power : the card should have " if the hero passes, during this attack, he can only spend surges on the weapon"

This card is one of the few to have nothing special when passed. With this, now, it could be usefull sometimes, since the hero could not recovers fatigue, heal with Arvic, or spend special surges from cards as beastmaster. In most cases it wouldn't change anything, but it's better to have nothing at all, a bit too much frustrating in my opinion

After playing as an OL with basic 2, my strong opinion is that "Uncontrolled Power" is already powerful enough. That card undercut my party's runemaster on more occasions than I can count. Instead of blasting me, inflicting conditions, and/or doing lots of extra damage, he got himself hurt and fatigued. By the end of the campaign, he would barely risk attacking unless my hand was empty, or he knew those cards were in my discard.

I think that cards that have no even a real small effects if fail are a bit too much of frustrating, since I'm always unlucky.

So I tought on small effects, here they are

in italic, new text added/changed

Ovelord class

Word of pain changed to

Play this card at the end of your turn. Each hero test power. Each hero who passes suffers 1 damage. Each hero who fails suffers 1 damage and 1 fatigue

Word of despair changed to

Play this card at the end of your turn. Each hero test willpower. Each hero who passes suffers 1 fatigue . Each hero who fails suffers 1 fatigue each time he perfom an action during his next turn. This fatigue is suffered after the hero completely resolves his action. (he may perform action even if is fatigue is equal to his stamina, excess fatigue is converted to damage

as usual)

Uncontroled power is changed to

Play this card after a hero attacks a monster, after rolling dice. That hero test willpower. If he passes, he cannot spend surge to recover fatigue . If he fails, you choose how he spend his surge results. You must spend as many surge as possible and the attack gains : surge : suffer 1 fatigue.

Mage : the attacks gains also : surge : you suffer 1 damage and 1 fatigue.

Treacherous shadows is changed to

Play this card at the start of your turn. Each hero test willpower. For each hero who fails, make an attack with that hero as if he were one of your monsters. You may force that hero to attack himself.

If at least one hero passes, draw 1 Overlord card.

Imploding rift is changed to

Play this card when an hero enter an empty square. That hero test willpower. If he passes, he suffers 1 fatigue. If he fails, he suffers fatigue up to his stamina. Then, each hero adjacent to that hero test willpower. Each hero who fails suffers fatigue up to his stamina.

Web trap is changed to

Play this card when a hero enters an empty square. That hero test power. If he passes, he loses 1 movement point. If he fails, he is immobilized. Then, each hero adjacent to that hero test power. Each hero who fails is immobilized.

Wicked laugher remade to

Play this card when a hero passes an attribute test. The attribute test of that hero is 1 lower until the end of the quest. Take a hero token as a reminder. That hero take that test again.

You can't play this card twice on the same hero's attribute.

Outbreak is changed to

Play this card at the start of an infected hero's turn. Each hero within 3 spaces of that hero test power. Each hero that fails gains 1 infection token and then suffers 1 damage for each infection token on his play area. Each hero who passes receive 1 infection token.

Fire gems is changed to

Play this card when a hero enters an empty space. That hero test awarness. He is passes, draw 1 Overlord card. If he fails, roll 1 red power die. That hero and each hero adjacent to him suffers damage equal to the damage on the die roll.

Search card

Fire flask is changed to

action : flip this card over to make a ranged attack with this item. Add 1 yellow power die to your attack pool during act 2. This attack gains : surge : blast.

Hero class skills

Rage is changed to

Use this card when making an attack, before rolling dice. Add 1 damage to the attack results.

Counter attack is changed to

Exhaust this card when a monster adjacent to you resolves an attack targeting you. Immediately make an attack targeting that monster. If you have reach, you can use this card if the monster is within 2 spaces of you.

Set trap is changed to

Exhaust this card to place 1 trap token in a space adjacent to you. While you are adjacent to a trap token, each of your attacks have +1 damage. If a monster enters a space adjacent or containing a trap token, discard that trap token from the map and the monsters suffers 1 damage and loses 1 movement point.

Upper hand fatigue was just removed.

Stoneskin changed to

Exhaust this card when you or a hero within 3 spaces of you is attacked, after rolling dice. Roll 1 grey die and add 1 shield to the defense results for each shiled on the grey die.

Tempest changed to

action : Each hero within 3 spaces of you recovers 1 damage. Then, test willpower. If you pass, each monster within 3 spaces of you suffers 2 damage.

Sleight of hand changed to

Each of your attacks with a bow or an exotic weapon have Pierce 1 for each Search card (face up or face down) you have (to a maximum of 2).

Exhaust this card when a hero draws a search card to allow that hero to give the search card to you.

That's all for now.

Edited by rugal