I recently played a few games where the Rageblade and Ghost Armor seemed to be too powerful. I'm considering removing them from regular play and was interested in any thoughts fellow Runebounders might have.
My problem with the Rageblade is its always working damage bonus, in conjunction with some other items or abilities, can almost guarantee first round kills on many of the monsters, even the blue (purple) challenges. Second round kills aren't uncommon against the red challenges. This is with level 6 or 7 heroes. Higher levels make the problem worse. This really adds to the snowball effect that tends to occur toward the end of the standard game, where one hero gets way ahead of the pack. A few times now i've witnessed this.
I've only come across the Ghost Armor problem once, but that was enough to make me wonder about it. X fatigue cost to negate all damage for X rounds? WTF? Any of the heroes that don't rely heavily on fatigue will have no probelm sacrificing some fatigue early in the battle. Any heroes that do use fatigue will have beefed that stat up giving them more to budget with. The spirit check to use it seems superfluous later in the game. The cost might limit it some but then again toward the endgame when gold becomes more plentiful it will not.
Of course I'm not married to these thoughts. There are several KILLER combos in Runebound between hero and ally abilities, items, and rituals. I didn't even mention Touch of Death. Maybe taking out two arbitrarily is pointless. I'm sure there are many game breaking Before Combat combos I've missed.
Feedback?
Any feedback?