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Author Topic: Card Hunter: D&D Meets TCGs  (Read 8929 times)

Cthulhu

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Re: Card Hunter: D&D Meets TCGs
« Reply #15 on: July 18, 2015, 08:43:34 pm »

That's two decades.
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Shadowlord

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Re: Card Hunter: D&D Meets TCGs
« Reply #16 on: July 18, 2015, 09:20:34 pm »

Time flies, but my ability to math years remains terrible. :P
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ATHATH

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Re: Card Hunter: D&D Meets TCGs
« Reply #17 on: July 19, 2015, 12:12:42 am »

That's a clever thing.

Also remember that terrain effects can't be placed on all base map tiles, like water and such.  The game doesn't tell you this though and will let you place invalid terrain pieces which are then wasted.

Also holy fuck.  White Star Diamond.  I feel like my deck is functional for this shitty, shitty final mission, I have a ton of aoe and I'm doing the right things.  It's just the kobolds make every single armor roll possible, forcing me to just chip them down bit by bit while Pokkin heals them.  And pokkin has so many heals that if I try to focus him down the kobolds willk ill me while he tanks my team.

When I came in with my default heavy single-target decks I couldn't clear the kobolds in time.  When I came in with aoe the RNG made sure I still couldn't clear them in time.  This is just a fuckler map, it's made to piss me off.

Oh I forgot, he also has multiple lifesaving blocks so even when you kill him you can't fucking kill him.

Attempt 4.

Did it on attempt 5.  That took six years off my life.

Oh I forgot.  The bruiser trait card is useless outside of gimmick decks designed around it.  When it refers to cards by name it means only cards with that in their name, so "+1 to all chops" means literally only cards with chop in their name.  Bruiser doesn't work on anything that doesn't have the word "bash" in it which is like three or four cards that I mostly see on non-warriors.  If you want blunt weapons go for Crusher trait instead which works on all of them.
What do you mean, "final mission"?

If you don't like penetrating cuts, you can use sure-strike blessing instead. You can also use a lot of buffs to make the base damage of your attacks less relevant.

Bashes are good against melee units that don't have stabs. They trade dpr for defence. I do admit that crusher is better.

Also, you think kobolds are hard? Just wait for rust monsters and trolls.

Just keep in mind that in MP at least, ground control is king. You'll usually want to have some cards that control ground, weather it be by physically forcing the opponents off the VPs via a card that has push, or turning it into undesirable ground. Nothing like turning the enemies VPs into lava pools. The worst I ever saw was a lava pool (8pts) with a double laser turret next to it (2x4pts).

Conversely, it's nice to have something that can negate this, remember terrain can only have 1 status at a time. I've found the smokebomb card to be the best as it converts a large amount of the playing surface into smoke, which while blocking LOS, doesn't prevent you from camping in it.

I don't remember Cardhunter having laser turrets.
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
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*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

IWishIWereSarah

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Re: Card Hunter: D&D Meets TCGs
« Reply #18 on: July 19, 2015, 01:02:25 am »

There are laser turrets. I think they're from the extension "Citadel in the sky" (which adds laser swords and blasters...).
And lore-wise, I find it disappointing. It's not as if there weren't enough lore to last more than that ...
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Cthulhu

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Re: Card Hunter: D&D Meets TCGs
« Reply #19 on: July 19, 2015, 01:53:11 am »

Citadel is fine with me.  The game is riffing on 80s and 90s TSR AD&D in its aesthetics and feel of it, all the little tables you can see and the art and the cheesy caricatures of Gary and Melvin all remind me of the 2e box sets that got me started with D&D.  Spelljammer is a natural place to take the game next.

There are laser turrets and they're very strong.  4 damage to all adjacent units, one card can place two of them.  There's also radiation tiles which do 1 or 2 damage and apply random handicaps to adjacent units.
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UristMcDwarf

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Re: Card Hunter: D&D Meets TCGs
« Reply #20 on: July 19, 2015, 03:16:22 am »

this game is pretty good
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baruk

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Re: Card Hunter: D&D Meets TCGs
« Reply #21 on: July 19, 2015, 01:07:00 pm »

 By the way, every 24 hours a randomly picked campaign scenario gets blessed by the loot fairy, meaning that the loot result (on completion) will net at least two rares. Which brings us to the loot fairy tracker, a community effort to track down the elusive blighter:
http://sorcererers.dotq.org/loot-fairy.php

 With a little help from the aforementioned, today I picked up my first ever duplicate of a legendary card. But the question is, does my priest really want to wade into combat dual-wielding God's Rage?

IWishIWereSarah

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Re: Card Hunter: D&D Meets TCGs
« Reply #22 on: July 19, 2015, 02:25:47 pm »

I have a Cudgel of Wrath which is pretty close (though lower level), and I know I would weild one of each.
The Blind Rage won't stack (though you get twice as many chances to get one).
But I think that one of the main pointis that you don't want to have too many Controlled Overswing because you would end up discrading situationally good cards.
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Cthulhu

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Re: Card Hunter: D&D Meets TCGs
« Reply #23 on: July 19, 2015, 03:35:03 pm »

Speaking of discarding, I once saw a guy play pathfinding and blow through 21 cards.
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Silent_Thunder

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Re: Card Hunter: D&D Meets TCGs
« Reply #24 on: July 19, 2015, 03:42:46 pm »

Speaking of discarding, I once saw a guy play pathfinding and blow through 21 cards.

So he gave up what must've been several turns worth of extreme pain to grab a new move card. Poor timing lol.

ATHATH

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Re: Card Hunter: D&D Meets TCGs
« Reply #25 on: July 19, 2015, 10:30:12 pm »

There are laser turrets. I think they're from the extension "Citadel in the sky" (which adds laser swords and blasters...).
And lore-wise, I find it disappointing. It's not as if there weren't enough lore to last more than that ...
I will investigate this. Is it after the level 18+ AotA content?
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

ATHATH

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Re: Card Hunter: D&D Meets TCGs
« Reply #26 on: July 20, 2015, 01:08:06 am »

Just played the first mission of that series, and loved it. Too bad I don't have enough pizza to access the other levels early, because I can't get past the AotA 18+ missions.

I noticed that the late-game dlc expansions are based on actual d&d campaigns.

Tip: Quickness Aura is incredibly good (doubles movement speed), and is found twice on a piece of head gear (which also gives you All-Out Attack, another amazing card) from the lower-level AotA sections. It only uses up a single blue power token. Slap in on your dwarven warrior and never look back. You'll never use an elf ever again (except for in Mauve Manticore).
« Last Edit: July 20, 2015, 01:21:40 am by ATHATH »
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

Cthulhu

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Re: Card Hunter: D&D Meets TCGs
« Reply #27 on: July 20, 2015, 01:54:50 am »

Has anybody done Mauve Manticore 6?  This is...  This is worse than the kobolds.  At least with the kobolds I could modify my deck.  I feel like I'm 100% at the mercy of the RNG on this one.  It's either I get the cards I need and plow through the artifacts (at least until next round where I get a bad draw and they punishing bolt me to death) or I get bad cards and it's impossible.

I know what I need to do, I need to get whorl first since he's the only one with ranged capability.  Then blackhammer, preferably at the same time.  Riptide is only melee so it'll be easy to kill him but if I focus him first whorl will blow me up.

It's just... shit man.  They also manage to have counters for most of the things you can do.  They've all got fly so all your blocking terrain doesn't keep them back, they've got purging strikes and punishing bolts to deal with your nimbus and card draw.  It's like the game is saying "fuck you for thinking there's a strategy to beat this mission.  You think you figured it out?  Fuck you, purging strike."
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Execute/Dumbo.exe

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Re: Card Hunter: D&D Meets TCGs
« Reply #28 on: July 20, 2015, 06:10:47 am »

Hey, so, I've been having a bit of trouble involving armor lately, see, with what I see as lucky bullshit (I swear to god I've been encountering enemies with up to three different armor types and quite frequently they'll get three sixes or something) I keep having trouble with actually damaging enemies, up to them frequently no selling my eight damage Strong Hacks, is there much advice for dealing with this stuff or do I just have to get lucky?
So far my team consists of a Dwarf warrior, a human Mage and a Human cleric, by the way.
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rumpel

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Re: Card Hunter: D&D Meets TCGs
« Reply #29 on: July 20, 2015, 06:24:19 am »

This extra item that they show you for the premium member thingy is annoying. I just dropped a legendary, and if I would have been a premium member I would have dropped another legendary. ;_;
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