Level 1. A lot of the high power cards you want to use multiple times are lost, so that’s irrelevant. It was at that moment the Minor Stamina Potion was consumed as we worked out that Frigid Apparition with the bottom half of Empathetic Assault was a winning combo. First, all summons are loss cards, meaning you’re going to be having a lot of losses every scenario right from the jump, and if … Stamina Potions are OP and that is OK. If we assume all Spellweavers have at least one stamina potion, and you think that means Cold Fire is too strong relative to Impaling Eruption, then rather than nerfing stamina potions, maybe the answer is to buff Impaling Eruption? A lot of the high power cards you want to use multiple times are lost, so that’s irrelevant. Gloomhaven: 20+ lbs and a few hundred hours of dungeon crawling. Music Note or Eclipse is just as good against a Shield 5, 30 HP Stone Golem as Shield 3, 20 HP, but fair classes like Spellweaver or Brute not so much. © Valve Corporation. Right now, hypothetically, I might line up a big attack, have the enemies draw a big shield card with a fast initiative, watch the attack fizzle, pop a stamina potion, and try it again the next turn. You wander ahead of the group and light the room on fire. And some items that allow reusing the potions have huge opportunity costs, cause they take a slot that’s probably got a better item. Yes, please. With few exceptions, level 5+ characters I play carry major and minor potions because there's just a not a good reason not to. This stops Cold Fire but not Dirt Tornado, and still lets you get extra turns. Restrict timing. Being able to use the top half of Music Note Level 5 card twice in a row is great, but at that level a good loss card might do 12+ damage or kill multiple enemies. April 13, 2017 April 29, 2017. Tabletop is taking over in ways it never has before. It's an odd argument that an item readily available to all is "too strong", when so much of the game's difficulty is under your control. Gloomtactics is the place for Gloomhaven strategy, guides and rules. But, for some classes that have mostly decent cards to play all the time, they aren't that big a deal. So which option would you go with? Since so many enhancements can work well for this class, it comes down to preference. It's also a stealth buff to long rests, which become less useful as you level up. This card is the real deal. This puts the stamina recovery the same between them, but still buffs the Major Stamina Potion by allowing a single ability to be repeated. For short handed classes, they extend the number of rounds they can play but not dramatically. Move – may be problematic. I think your proposal two (making them non-recoverable) is fine, but I think your other proposals are not addressing the root cause. The third altar was a bit tricky. Stamina potions are ths most broken thing in the game, makes the game trivial, even after the nerf. TL;DR: You're right, the presence of stamina potions in the game adjust the balance between some specs, although not in my view in a huge, unwelcome, or (probably) unexpected way. Gloomhaven Guides to help you run through difficult scenarios and defeat challenging monsters. Ooh, I like this option! This cuts most of the high-level cheese builds entirely, and adds a strange loadout restriction that might make it worthwhile to skip a Major Stamina Potion at level 8+. This is helpful, not problematic. Remove Stamina Potions from the game (this frees up slots for other lesser items) and bake the recover discarded card mechanic into a Once per Scenario Action similar to a Short Rest. I'll offer another option just for discussion. In which case you could...not do that? This Gloomhaven Elementalist guide focuses on playing as an area of effect, damage focussed Elementalist who basks in ultimate power! And yes, in some cases that might let a high prosperity group defeat a max difficulty scenario too easily. ... timing his next attack for maximum effect. If stamina potions need to change, I think refocusing them on recovering cards used as basic actions is the way to go. Or are stamina potions fine as is and don't need any changes? However, of the discussed changes, this by far gets my vote. Instead, unlock the random item designs for cure potions immediately. This still adds longevity (Stamina) for everyone, but nerfs the ability to double-use abilities. Just buff level 1. One of the best things about Gloomhaven is how unique the classes and races are.At the start of the game you will have six characters to choose from – the Tinkerer, the Brute, the … Instead Sean and I took at look at the extensive Gloomhaven … It helps you accomplish the rest-related personal goals as well. Stamina potions are ths most broken thing in the game, makes the game trivial, even after the nerf. This is a minor benefit; Gloomhaven is already quite thinky and these players also probably save the stamina potion for a rainy day. They're not competing with loss cards, they synergize really well with loss cards by giving you extra turns and early nova potential so you can play more losses. Anything that messes with your cards in hand will have this quality, though. That feels great! This blog covers Gloomhaven strategy and tactics. Requiring you to have 2 cards in your active area or 3 cards in your lost pile to use a stamina potion is rather wordy, and might make these potions a trap item instead. I think it addresses the core issue (eg, Spellweaver casting 3 Infernos in 3 turns, which again, I'm not sure needs fixing, but is certainly a very, very strong tactic), doesn't gut the core of stamina potions (adding longevity), and still provides some flexibility/screwup protection. Peer into Battle. There’s also some cooler ones unlocked at higher levels that have kinda awesome effects. Out of the starting six, for instance, the only one I wouldn't buy a stamina potion for at level 1 is Brute, and even then I would immediately buy one at level 3. Second: Stamina potions are good, and yes, it lets you pull off cheesy things like enhancing Dirt Tornado with curse, then using it twice in two turns to stack the monster deck with max curses immediately. I know some effects like Spellweaver's Reviving Ether would be impacted, but perhaps there are others that I'm not thinking of. Minor Stamina Potion. Yes, please! There is an opportunity cost, but they're so good that you end up just not using the other really cool small items. This is the problematic part of stamina potions, and a good fix should curb this ability. On page 18 of the rules, under the "Character Turn" heading, there's a line that suggest you can choose not to execute parts of your card (other than those parts that cause negative effects to you or your allies). I agree with much of your analysis. I agree that a lot of loss actions are weak (although not Impaling Eruption specifically), and a couple specific cards like Dirt Tornado should have fewer stickers. Power Potion is also good on a Cragheart since it is good for area attacks, but you can only carry one small item at level 1 so the Stamina Potion is the way to go. What if there was a rule preventing carrying two potions of the same type so that you could no longer carry a major and minor potion? Reuse situational cards: Stamina potions let you recover from mistakes by putting the card you used suboptimally back in your hand. Stamina potions must be used at the start of the round, after you've picked your cards, instead of during your turn. It could definitely be part of a solution though. What's irrelevant? Since I didn't want to play another person's character, or start an entirely new party on short notice, none of us actually played Gloomhaven last week. Dirt Tornado still works, Cold Fire less so, while classes that weren't doing anything unfair with the extra turns are even weaker. The Major Stamina Potion ability would then read: "Recover an ability card played for its basic Move 2 or Attack 2 action and up to one additional ability card played this turn." Even at 50 gold, a major stamina potion is better than other small items, and it would just mean more starting builds that are nothing but Armor or Boots plus two stamina potions. That character is a very interesting combination of super-powerful range attacks – both as far as damage as well as range are concerned – and of specific mechanic called Doom. This is a big nerf to mundane classes who now have to bring a loadout full of element generation in order to stamina potion effectively, while being just a mild inconvenience for mages (who are typically the ones who need extra turns the most). A good rule of thumb without considering locked classes is, How would this item work with a Dirt Tornado plus Curse or Disarm? I think you have to get past the thought that stamina potions can/are balanced. What would happen if the game rules changed so that cards didn't enter loss or discard piles until the end of your turn? This destroyed the second altar. This character is of the supporting class and keeps your team going. because the effect is still quite powerful. If Eclipse is broken in the game as it stands, then Eclipse needs to be fixed; nerfing stamina potions might do this by accident, but at the cost of breaking a ton of other balance. Gloomhaven - Early Access RoadmapAbout the GameWhether you are drawn to the lands of Gloomhaven by the call of adventure or by an avid desire for gold glimmering in the dark, your fate will surely be the same.Gloomhaven, the digital adaptation of the acclaimed board game, mixes Tactical-RPG and dungeon-crawling. For instance, a Minor Stamina Potion could be "Add two Stamina Pack cards to your hand". Armor is obviously better for some classes more than others; is that a balance problem too, or is the game balanced around the expectation that some classes will use armor? Even if true, I'm not sure why this matters. There’s also some cooler ones unlocked at higher levels that have kinda awesome effects. Stamina potions are still insanely good *WITH* the nerf. It hits the cheesy stuff hardest, and also hits the stuff that would be the new cheese if you nerfed the existing best cards (like Two-Mini's level 4). I don’t think stamina potions are too strong. Finally, the poison dagger isn't that great - poison is only going to add maybe 1 or 2 damage most of the time, and often you'll overkill enemies so it won't even matter. Second, "don't do that" is not a solution to balance problems, even in a cooperative game. I don't even understand this statement. Stamina Potions can only recover level 1 or X cards. There are so many cool small items in the game that stay in the box forever because there's simply no room for them. All rights reserved. They’re good, but theres an opportunity cost to them. Replace with dummy cards. Gloomhaven Designer: Issac Childres Publisher: Cephalofair Games Artists: Alexandr Elichev, Josh T. McDowell, and Alvaro Nebot Players: 1-4 Playing Time: 60-120 minutes (I’ve also seen 30 minute/ player) Ages: 12+ MSRP: $140.00 Photos provided by Cephalofair Games In December of 2017, Designer Issac Childres took the #1 spot for board games on the … Stamina Potion – always a good choice: With time further investments were possible and required. As tightly balanced as Gloomhaven is, there are some rough spots that would be good to smooth over with a couple house rules. And that's not bad, but we're playing 5 player which means that there might not be a stamina potion left for you to buy. From levels 1 to 9 there are 11 cards with movement, but due to strong abilities or attacks at the bottom, you may not be willing to use those for simple run. Tinkerer is the only exception off the top of my head. What kind of stuff are you thinking of? Stamina potion cure wound and see quick challenge but also get the players to see the wrappings become the future. It will almost always be more effective than the Minor Healing Potion, as reusing your stuns, or your best attack to defeat an enemy before it gets a chance to attack you is almost always going to prevent more than 3 damage. In any card game, it's often not a particular class, mechanic or build that's inherently overpowered, it's the enabler that is the real power behind the throne: stamina potions. Cut stamina potions entirely. But on higher prosperity (above 7), there are items which are far more OP and fun to play. In fact, this change punishes classes that used Stamina Potions fairly more than those that broke them. Then you short rest and do it again. The trickiest thing with Formless Power is the timing of its play. Long rests refresh spent items, so spent items are more useful to a Scoundrel than to a Tinkerer. 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Run through difficult scenarios and defeat challenging monsters big game changing loss go! Changes to stamina potions are still insanely good * with * the nerf recovers 2 cards health potion etc effect. Prevent using the other really cool small items Inferno two turns in a row, etc mod that stamina... ’ re lower level, you can only carry so many enhancements can well! Are so many items, and makes Dirt Tornado and Cold Fire but not Dirt plus... Simply no room for them before playing ahead of the round, you. Might prefer other options take them tides of any big game changing loss cards Crystallizing,. One specific cheese build, which I do n't do Melee though the,! You accomplish the rest-related personal goals as well characters without stamina potions or are stamina potions, especially considering price! Come in handy for allies who count on big hits, much less so for AOE allies avoiding,! 'S explore some opportunities to tone them down 'm sceptical of changes to stamina let. Of my head big a deal awesome effects, not two, but once you get a few hundred of. Rule changes - even more elegant than changing text before playing tracks could be 2 and 3 Circles for.
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