Jump to content

Search the Community

Showing results for tags 'balance'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Calendars

  • United Kingdom
  • United States
  • Europe
  • Canada
  • Australia
  • Rest of World

Forums

  • Steamforged Games Forums
    • New Members & Introductions
    • Steamforged Previews
    • The Display Cabinet
    • Trading Post
  • Dark Souls
    • Dark Souls Discussion
    • Dark Souls - The Board Game Rules Questions
    • Dark Souls - The Card Game
  • Guild Ball
    • Guild Ball Discussion
    • Guild Team Discussion
    • Training Ground
    • Guild Ball Events
    • Guild Ball Rules Clarifications
    • Tales of Infamy
    • Vassal Module
    • Community Event Archive
  • Resident Evil 2
    • Resident Evil 2 Discussion
  • Painting & Hobby
  • Releases & Announcements
  • Feedback & Questions
    • Technical Support
  • Closed Topics

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


Yahoo


Jabber


Skype


Location


Interests

Found 2 results

  1. Other guilds dicuss in their topics, why don't we? Make Morticans great again! My wishlist is: - rework of our mascots - at this point they are kind of relic from S2, they were underpowered cause they were able to come back when most wasn't, Vileswarm is nowhere to be seen in 10 and Dirge is in just because You need a mascot. The only good part of the Raven is 8/10 move and ignoring terrain, suicide goals can be fun. Looking at other mascots (3x Union, Mother...) makes me so jealous. - more influence for the tough guys! - or at least make them efficent due to some skills like Berserk, Vindicative etc, Ghast and Casket just don't bring enough to the table and whole team is so inefficent in generating DMG/MP that You realy need every single influence. - do something with Scalpels playbook - seriuosly, 4 net hits just to get and 6 for is way too much, especialy on 1" melee model - Bonesaw needs change - even in Ratcatchers who receive more often and have more decent models for Dervish don't pick him all that often, in Morticians he's garbage To be honest, 2 models are perfect just the way they are, oGraves and vHemlocke, Brainpan is also cool, all the rest needs some love. I wish our team was more football oriented, 3/6 kick for Obs and Cosset, some sort of dodge for Silence (Shadowlike or Raise the Stakes maybe?) and they are also good to go. I don't feel like Spooks are super-underpowered, still a competitive team but things often go south due to some bad dice and with below average health pools and no defensive tech there is very little margin for errors.
  2. Is it just me or does block feel vastly inferrior to dodge ? When starting the game even the weakest mobs deal 4-5 damage (not based on a roll but quite a high predefined number) - The knight carries decent starting armor and gets to roll a blue and a black dice - it's quite hard to roll 4 block (need to work out the probability) with this dice and the damage you get does not recover like stamina. The same mobs have a dodge difficulty of 1 which means that rolling a single black dice gives you a 1/6 chance to get damage - this is about 86% chance or receiving no damage for the cost of a single stamina point which you will get back on your next activation and the chance to move to an adjacent node. Am I missing something here or is block designed to be as a mechanic to avoid at all costs ?
×