2016 retrospective Timeline for Descent + your thoughts on What Next !

By Xinael, in Descent: Journeys in the Dark

Another mode of play that I've been thinking for a while is a way to play solitaire as the Overlord, in a kind of Dungeon Keeper style. Playing as heroes is great fun, and it's cool that I can play solo. But I'd love to have a scenario with high replayability in which I'm managing a dungeon and it's creatures while heroes are trying to come in and break up the place and steal all my precious treasure. Some type of AI to play the heroes would be great.

Interesting, indeed. We always tought about the overlord, never the heroes. Can be relaly trick, tough. One thing is to cast an IA to the overlord, another is to cast an IA for four heroes, unless it' a lone hero game like those old books "fantastic adventures".

You can make a deck for that with cards that have 4 sections (Each class). They probably wouldn't have classes though.

I really like these doors and porticullises @Kaaihn, I'm tempted ...

And a Dungeon keeper mode seems really fun, altough it would require a massive amount of work and testing. Imagine new traps such as explosive doors bumping heroes when they try to open it !

Or enchanted rooms where they get stunned if they stay too long in them while monsters try to surround them.

Edited by Xinael

By far, the biggest thing I'd like to see is a skirmish game mode similar to Imperial Assault. I doubt it will ever happen, because the factions in the Terrinoth setting aren't as thematically delineated as in Star Wars, so army building would be a little tricky. But considering the amount of stuff I have for Descent, I would love to put it to use as a 1v1 skirmish miniatures game.

Another mode of play that I've been thinking for a while is a way to play solitaire as the Overlord, in a kind of Dungeon Keeper style. Playing as heroes is great fun, and it's cool that I can play solo. But I'd love to have a scenario with high replayability in which I'm managing a dungeon and it's creatures while heroes are trying to come in and break up the place and steal all my precious treasure. Some type of AI to play the heroes would be great.

I thought Runewars was a skirmish minatures game in the Terrinoth setting?

I'd badly like to see a new search deck primarily because of these two cards:

- Fire Flask

- Cursed Doll

I never see the Fire Flask used in all the games I've played of Descent except maybe in the first one or two quests of a given campaign on a character with a terrible starting weapon like the Spiritspeaker. Its otherwise super weak and doesn't scale with the campaign. There is almost always something better for a hero to do.

Similarly, the Cursed Doll sees very little use because it requires an action. This makes it ineffective at clearing many conditions, such as Stun, Burning or Bleeding. In most other cases, its just not worth the lost action. Once the heroes have proper condition removal abilities, it goes from circumstantial to worthless. I don't see any harm in at least making the doll not require an action.

Right now, finding either one of these items is like finding '50g'. Its even worse in RtL or in the PoD co-ops where finding these items is like finding 'nothing'.

If nothing else, I hope FFG will replace or rebalance these items with something even marginally more interesting and usable for the heroes throughout a campaign.

Edited by Charmy

I have no idea how it could happen, but I would love an app that let you try out Overloard class combinations, LT builds, and monster combos.

I would also love to see a skirmish mode.

Thematically it could just be between OL players, so each player gets monster groups, and XP worth of cards... The only thing really missing here is a point value system for the various monster groups.

If you wanted to include heroes, then you would need separate monster style cards for them.

Thematically, Evil Monster Overlords vying for control over territory.

I'd badly like to see a new search deck primarily because of these two cards:

- Fire Flask

- Cursed Doll

I never see the Fire Flask used in all the games I've played of Descent except maybe in the first one or two quests of a given campaign on a character with a terrible starting weapon like the Spiritspeaker. Its otherwise super weak and doesn't scale with the campaign. There is almost always something better for a hero to do.

Similarly, the Cursed Doll sees very little use because it requires an action. This makes it ineffective at clearing many conditions, such as Stun, Burning or Bleeding. In most other cases, its just not worth the lost action. Once the heroes have proper condition removal abilities, it goes from circumstantial to worthless. I don't see any harm in at least making the doll not require an action.

Right now, finding either one of these items is like finding '50g'. Its even worse in RtL or in the PoD co-ops where finding these items is like finding 'nothing'.

If nothing else, I hope FFG will replace or rebalance these items with something even marginally more interesting and usable for the heroes throughout a campaign.

Personally I would like to see flask changed to;

Flip this card when performing a ranged attack, This attack gains blast.

I also think Blast should always deal half damage (after dice are resolved) to a minimum of 1 to all secondary targets.

Edited by Silidus

So, I don't want to hype anyone up, but for any of you who may have followed RedJak over on the BGG forums, he has done a lot of work over the years making automated Overlord/Imperial player AI card decks that work quite well.

He has mentioned that he has some ideas on how we could make an automated hero system work, so that you can play as the Overlord. But, he hasn't posted about the idea for a while and I don't know him personally, so I have no idea if it's still a project on his radar.

For the skirmish battles, I have a few pages of notes on some ideas of my own. I've always liked the design mechanically behind the game Dungeon Command, even though it didn't sell well, and my design is inspired by that. But, I can't commit to posting anything for others print out and play with any time soon.

Re: Fire Flask & Cursed Doll

I´m not really sure whether I agree or not to the provided explanation as for why these two cards would be lackluster, or should be swapped to better variants (or other cards alltogether).

Actually when I think about it now, I have never really considered the Search deck as being anything else than a set of cards with printed gold value (or access to treasure chamber/chest). That's actually how they´re designed at the core, since the important part is that a used card still retains its monetary value when used to cash it in at the item shop. Then yes, heroes do get additional effects out of these cards, among others useful potions. But I have never considered this the other way around, e.g. this deck as being a set of utility cards with secondary market value. Therefore I am genuinely surprised to see people complaining about the utility of these cards, as it's not the point in my mind.

The way I´m thinking is that yes, they are worth 50 gold and therefore heroes are glad to draw them out from the deck even if they don't always get to use their effect. But my players use them from time to time. Cursed Doll especially, whenever conditions are getting out of hand. I mean, it's not easy even with a healer to clear out three Immobilized conditions, for instance. Healer can fatigue out, can't be within range of everybody etc. the doll provides a safety net and can be totally worth using even at the cost of one action. It's situational, though, we can agree on that. Fire Flask is the least used of my group, but in the early game they can show some value if the group does not have access to Blast effects yet. Sure it's much less useful in the late game, but it still can clear a group of Kobolds for instance.

I don't think Search cards should necessarly be good all-around cards. The potions are, but I don't really find it wrong to get a more situational card from time to time. They are not here to chain powerful effects or anything, just to reward the heroes for searching (basically being able to search is a deed in itself, really). That reward is mainly gold. So yeah, somehow I think these two aforementioned cards are well-balanced because you get both a meh-effect and good gold value. As opposed to the health potion which is both good and financially lucrative.

With all that being said I do have thoughts about another type of potion giving an extra move point to a hero for the round.

EDIT: As I exposed multiple times earlier, I don't see any issue with the cards of the Search deck, however I can admit the Searching mechanism as a whole feels a bit lackluster. As if it's not really thrilling to search. You do it because you must. Then sure, there is excitement in getting Treasure Chest, but that aside you´re just here for the gold, and why not if it can even give you a potion. Might as well roll on a table instead of drawing a card. But I don't know if it should be changed. I think it has to be like this. This is not the D&D adventure games where all your gear comes from the "search" deck, here your abilities and overall potential comes from other sources, and search cards give you temporarly accessible powers. So it has to be toned down to maintain balance.

Edited by Indalecio
I agree with Indalecio that an alternative for the search deck would be really hard to find. First, search items/ gold can not come from killing monsters since that would put a lot more pressure on the OL. Or the monsters who would be able to drop some gold would have to be significantly stronger. But that would then affect the balance greatly.

And besides, that the 'if you are losing just loot the search tokens so you can buy stronger equipment with the gold' strategy is completely viable proves to me that the search mechanic doesn't need to be enhanced in some way.

I think there is a misunderstanding. I do not want an entirely new search deck, just a few more cards to break the monotony of this not very diverse deck. Saying this is impossible or this will destroy balance is a bad argument in my opinion, as there are regularly new "Supply cards" added to "Imperial Assault" via expansions, which uses a very similar system to Descent. Everything can be balanced. It´s also not exactly hard to come up with a new ideas.

Just a few ideas out of my head:

Gold chest: Contains just a large ammount of gold

Secret Plans: Use to force the overlord to reveal his hand cards

Speed Potion: Use to gain X Movement Points

Trueshoot Potion: Use before rolling dice during an attack to gain X range.

Energy Potion: Use before rolling dice during an attack to gain a surge.

Poison Flask: Use to make an a ranged attack (blue yellow). Each affected figure is poisoned. Surge: Blast

Health Crystal: Once per turn, a hero may remove one damage and place it on the health crystal. Turn around at 4 damage.

Protective Amulett: Use during an attack to negate all pierce results against you.

Potion of Expertise: Use during an attribute test to raise the tested stat by one point.

Contraband: During the shopping phase roll a brown die. If the die is blank the card is discarded. Otherwise it is sold for a high value.

Rope: Use to move into a pit space without taking damage.

While you could potentially come up with dozens of things, I don´t want to say that all these things are balanced or even needed. Too many cards would delute the deck, but a bit more variety would mean we don´t have to see the same 4 search cards during each encounter.

Edited by DerDelphi
Hmm, I see your point. Now that I think about it, more cards in the search deck will make the Treasure Hunter more balanced since it can no longer guarantee the treasure chest.

I would love to see a special mode in RtL where you play the overlord and fight the heros controlled by the app.

Greetings

H

Why not a MOBA version of the game while we're at it :)

Fire Flask actually becomes good when heroes in your group have attack enhancers (Divine Fury, Secret Formula, Savagery or Mana Weave to name but a few) and they don't have a blast skill or weapon. An unsuspecting OL might bundle his monsters together (no blast in sight, why not?), then the first or second hero searches and finds the Fire Flask. The Disciple (or Apothecary, etc) then moves, takes it and throws a 3-diced blast attack into the bundled monster group. Toast!

Some of the unreleased heroes are already in the app code (4 new), witch perhaps indicates more heroes and monsters packs soon.

Do you know which of the 12 heroes are in the app code? I'm really curious to know.

Why not a MOBA version of the game while we're at it :)

Blood Bowl: Descent edition?

Why not a MOBA version of the game while we're at it :)

Blood Bowl: Descent edition?

Baby Jesus cries again...

Do you know which of the 12 heroes are in the app code? I'm really curious to know.

You can find more information in this thread:

https://boardgamegeek.com/thread/1667128/unreleased-heros

Thank you. That's exactly what I was looking for. I'm excited to get Mad Carthos and Varikas the Dead. Also really excited with those new heroes.

I'd also agree with more search cards. It's silly that IA gets new ones every time and has a proper variation in deck and ours is rubbish. It's at the point in RtL that we never even bother looting them.

I definitely want a bigger variation in tiles though. Someone on the Runebound forums mentioned that they hope there'll be an elf related bonanza of things for games in Terrinoth when the Latari come out for Runewars. That's what I'd be hoping for.

I'd love to see Allies appear in more campaigns, as they only seem available in Labyrinth of Ruin. All you would need to do is have Ally Cards for every Hero. The Stats/Abilities would be done in a combination of Lieutenant/Hero Sheet (Example: Lord Hawthorn's attacks would have Reach). Their Health/Speed would be affected by how many Heroes are in the quest (Less Health & Movement with 4 Heroes vs. 2 Heroes). You can only have up to 6 in a quest (4 Heroes & 2 Allies or 2 Heroes & 4 Allies) I would love to see Mercenaries that can hired in place of buying Weapons/Items. Maybe start bringing in some BattleLore into Descent 2ed. Of course I want the rest of the 1st Edition Heroes & new Monsters. :D