Hi everyone. Been having fun with this app so far but some things have been nagging at me, so I figured I'd post here to see what people's thoughts are.
General Questions (I've tried googling these, honest):
How exactly does fame correlate to items you can purchase in the campaign? Suppose I want Iron Claws for a monk build I'm wanting to try. Has the community been able to examine the code or put together a database of known items corresponding to current fame so we could plan on how to get specific items?
For The Delve, how many items should your shop decks have? My play group was running into an issue where we'd get 5-7 shop cards from Act 1 and 4 of them would be weapons, so we'd enter Act 2 with no armor and missing valuable trinkets like mana weave / etc. because we were inundated with weapons we couldn't use. Needless to say we got torn apart. So I was going to go through the Act 1 (and to a lesser extent act 2) shop decks and pull out redundant items and re-balance the categories to better ensure the heroes get a variety of gear, and not worthless gear either (looking at you sling).
For the campaign (spoilers) there was a side quest where you can choose jewels, a scroll, or an idol as a reward. On one of my runs I grabbed the idol and it said I got an idol, but no item showed up in my inventory. Did I run into a bug and I was supposed to get a relic, or does the idol trigger an event that happens in a future quest?
Balance Questions:
Broadly, I'm just going to preface by saying that the change in turn structure for RtL has not been kind to all the classes. Blatant imbalances such as Marshal / Watchman cards having reduced or no effect aside, let's just talk basic turn order design here. Because the heroes don't go all at once, but have to wait for monsters to activate, consider a class like the Hexer. The Hexer is supposed to set up a bunch of hex tokens for either itself or another class to detonate. Where exactly in the turn order is the Hexer supposed to be?
If it goes first, it spends a turn doing a minor amount of damage to a couple of monsters and populating some hex tokens. But then monsters get to go next, and in all probability, every monster the Hexer did''t kill, is a monster that's going to be doing damage to the party. A potentially lethal amount if your group is as awful at rolling defense dice as mine. OK, so given that, maybe the Hexer going first, until it gets its endgame set up where it becomes a full fledged damage dealer (i.e. when the game is almost over if you're playing Delve) isn't the best bet. I'd argue in a similar way that the Hexer going before any monster group is just asking for your group to take extra damage.
In a similar boat are classes like Beast Master. As primary damage dealers, they're fine, and some threads such as:
https://community.fantasyflightgames.com/topic/233061-road-to-legend-class-balance/
rate them as very strong in that role. However if your party has primary damage dealers already and you'd like to play them as support, then you're going to have a hard time, despite some truly potent skill cards possessed by the class. The reason being that your ability to support revolves entirely on your wolf being alive. But after you and your wolf move up into position to buff people's damage, and you end your turn, the monsters immediately go. Often, they'll kill your wolf immediately, so your party members don't get to take advantage of it. You would think cards like Stalker would help, but that only works if you're adjacent to your wolf, and I've tried this, but what happens is that you and your wolf end up blocking line of sight for your allies, and so they end up trading actions positioning themselves to attack enemies for the green dice you offer them as support. Not good enough.
My overall point isn't so much that classes are overpowered or underpowered as a result of this restructuring of the turn order, but rather certain class cards no longer have a design that makes sense given the new order. Because there is no "heroes turn", you can't have Hexer set up some bombs on enemies, then have them immediately detonated by a damage dealer that goes next, so many skills / strategies just feel needlessly out of place in this mode. At this point I don't know what would be a more difficult task for FFG, rebalancing the skills around the new turn order, or just returning the turn order to classic and making changes to the app accordingly, but something just feels... wrong.
So, I've been broadly alluding to a "proper turn order". This is as far as I can piece it together, and this is where I'd love to know if I'm missing something.
1. Blast is mandatory in your group, especially for Delve hard mode.
If there is a group of fire imps or goblin archers that can activate after your first hero, your immediate job should be to thin that herd as much as you can, because in a game where it's possible they can roll 2 5's and a 6, while you roll a 1 and two 0's for your defense score on your 12 hp hero, preemptive damage saves lives.
2. Have a hero specialized in doing single target damage.
If the stage is full of big creatures, you need a hero with consistent damage, pierce, etc. to clear the way for your party. Whether you or the blast character goes first depends on the monster comp likely to do the most damage to you after the immediate activation, but one of the two will do the bulk of the initial damage and weaken the group, the other will do clean up while your group runs through.
3. Have an early game offdamage character. So what I mean by this, is have a character that scales hard early game, with minimal gear, to get your primary damage dealers into act 2. A great (godlike) example of this would be the Apothecary. Just using its starting weapon and concoction you have a skill that can potentially do: Blue, 2 wounds / surge; Green, 1 wound / surge; Concoction: Pierce 1, 1 wound, then we're using Monk / Apothecary with a scout that adds an extra wound when attacking monsters non adjacent to other heroes.
So that's 8 damage with pierce 1 at the cost of 1 stamina. For reference, a Latari Longbow from Act 2 with an unmodified attack can get 8 and 1 pierce. Obviously you'd then throw in abilities and whatnot for comparison, but I think my point is made. A starting weapon and a level 1 skill is netting you raw damage of act 2 items. This is the kind of early game scaling I'm talking about. Another example would be a Necromancer rushing Vampiric Blood as a way of pumping its damage while funneling gear to primary damage dealers.
4. A heal / scout hybrid, in function not class necessarily. What I mean by this is that having a dedicated treasurehunter is less impactful in the Delve than in the standard campaign since you don't have access to the treasure chest card, nor can you horde gold to buy shop items quicker (more are revealed with more tokens searched in the Delve). Generally searching, in my experience, is for healing potions and stamina potions, and is usually performed by a character that can make efficient use out of the potions. In the fire campaign treasure hunters are still very much useful at helping you get extra gold and relics in some quests, however without the need to thin out the search deck ala Thief / Treasurehunter, you definitely want someone getting those tokens who can multitask in a similar fashion.
To that end, we usually use Ulma (the chemist character) as the Prophet for this task. The Prophet can pump everyone with life and, more importantly, stamina while searching for treasure. Ulma's heroic ability ensures you always get a potion. After the party naturally pauses, such as at the end of a delve stage or after a long fight with monsters, so Ulma can catch up, she usually hands one stamina potion to 2 damage dealers and keeps a healing potion on hand for herself.
When the time is right, she then uses her heroic feat to refresh both damage dealer's stamina potions and her healing potion, giving her a heroic feat that basically says: 2 characters may refill their stamina at any time on their turn, and as an action you may fully heal one character who's adjacent to you. There may be a better combination for this for the fire campaign, but for the Delve I'm convinced this is a pretty solid combination for this role.
So yeah. Due to the turn order, the way the Delve handles the shop cards, LoS making it impractical for lots of classes to bunch up and fight in often tight corridors, etc. this is the result I've come up with for a generalized optimal party set up.
Sorry for the wall of text, been playing for a couple weeks, and this is just me writing down all my observations for feedback.
Thanks for reading.