I think this illustrates why the new companion app will have alternating turns:p Dealing that much damage is very insane and just ridiculous when the shortcomings on the defense side don't get penalized.
And having the option to deal conditions is very useful, just like blast, or rerolling abilities. Playing without them is like bringing a knife to a gun fight in my opinion. The game includes these effects for a reasonAnd I think there have been plenty of games where Belthir gets killed in the first hero turn:p The statistics from the campaign tracker speak for itself. Well okay they are not the strongest stats, but still.
Back on topic,
I, too, look forward to a way to alternate or split turns. I was considering how one could re-balance the game around 1 action per turn instead of 2.
As for the option to deal conditions, I agree it is very useful, though perhaps less useful than blast/whirlwind effects which give damage multiplicative scaling. The problem is very few classes can reliably bring this utility. A quick rundown:
Beastmaster: ---
Berserker: Immobilize
Champion: ---
Knight: Stun
Marshal: Anything to the monster attacking the Marshal
Skirmisher: Bleeding
Conjuror: Stun only on the class weapon
Geomancer: Stun, Burn, Immobilize on the class weapon
Hexer: Anything
Necromancer: ---
Runemaster: Anything
Bounty Hunter: Doom
Shadow Walker: Bleed on the class weapon
Stalker: Weaken, Poison, Immobilize on the class weapon
Thief: Stun, Immobilize
Treasure Hunter: ---
Wildlander: ---
Apothecary: Poison on the class weapon
Bard: ---
Disciple: Stun on the class weapon
Prophet: Weaken on the class weapon
Spiritspeaker: ---
Now about that. Anything but Immobilize and Stun can pretty much be ignored, as these have the largest impact on the game. Stun or Immobilize on class weapons also come with a huge sacrifice to endgame damage potential, but can be worked around with the equip phase. I don't count Marshal here because conditions can only be applied as a reaction so the Overlord has real control over its application. So without a Berserker, Knight, Thief, Stalker or Disciple, the Mage hero is practically forced to take Runemaster, because who plays Hexer or Geomancer? And the Runemaster has to buy the rather expensive 2 exp Runic Sorcery and work around Rune weapons. If "the game includes these effects for a reason" why aren't they more ubiquitous? You cannot rely on buying/finding gear that provides these effects.
The campaign tracker is a pretty unhelpful tool considering its very small amount of data. Considering the huge variance in play-skill and approaches to encounters it wouldn't be scientifically significant until each encounter had at least a thousand submissions.
Edited by wizdro