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About Maniafig

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  1. Smith's day 4 is currently buggy and you can keep killing more and more Priests when going to take the sample from the beach. If you ever wanted to collect Heshian Amulets, now's your chance.
  2. Not drafting the unique brawl grafts is one thing, but drafting COMMON grafts of all things? Those are the most boring grafts out there, you just want to reset until you get Rugged Wiring now.
  3. Playing with the randomizer mod, I got Glorfiam as the day 1 boss when playing as Sal. Seems absolutely hopeless... Or does it? It took WAY too many turns and way too many Bleed cards, but eventually the Grout Monster fell. That Promoted Goon pulled more than her weight, if it wasn't for those formation defense boosts I'd have died over a dozen times. I'm so used to blasting through this fight that I never got to appreciate the complexity of the fight.
  4. I don't mind the reduced RNG for boss grafts, at least now when I only get offered negotiation grafts on day 1 I know I'm not missing out on the preferable combat grafts. Speaking of, can negotiation boss grafts get a second look now? Distributed Processing is just not worth picking and can be demoted to an Uncommon or even Common Graft. For some reason only Hostile decks get a graft that halves their damage output while there's no counterpart for Diplomacy decks. Then there's Contractor and Coactive Orbslug which could just as well be Rare Grafts given their power level. IMO all boss grafts should either give extra energy or reduce card cost, both with some attached drawback, like the combat boss grafts already do. It's pretty clear that boss grafts are the same concept as Slay the Spire's boss relics, and nobody enjoys picking up crappy relics like Empty Cage or Tiny House in that game.
  5. So, a Walking Disaster, a Spree Heartbreaker, a Rise Firebrand and a Bishop-Of-Foam walk into a Great Beaching...
  6. +2 Resolve is pretty weak given the 3 Renown cost on Consolidate. How about if it also increases the stack of an argument by 1? Currently the only card that does that is Bolster, so it's pretty underused design space.
  7. Boosted Feedback Loop + Innate Instinct II + Spark Cannon = Easy turn 1 Oolo kill Boosted Feedback Loop and Innate Instrict II is generally pretty crazy, it's basically a guaranteed kill at the start of every combat.
  8. Nobody threatens to eat my Racing Oshnu and gets away with it!
  9. Good to know I'm not the only one getting the masochism bug. Clearly the spectre of that old card art still haunts the game.
  10. More varied negotiation behaviours for NPCs of factions is something I'd been hoping would be added for a long time now! Most types of Civilian get their own negotiation behaviours yet the big factions all had to share one behaviour. New behaviours for Eden and Seemli are also interesting, I guess those are meant to be the boss negotiations of the day? Come to think of it, dos Smith's day 2 even have a boss negotiation? Something else I'm noticing while doing Smith runs is that doing the Oshnu race event successfully seems to consistently trigger the event that lets you add the losing Racing Oshnu to your team during day 1's evening. That definitely makes the Oshnu race event the best event to play by far, being the singular source of a pet in Smith's campaign. Another point of favour for doing this specific mission is that you can also give the Wealthy Merchant at the Oshnudrome a tip after winning the bet and then immediately give them a big gift to get a guaranteed Haggling Badge boon. It's tempting to just reset the Sweet Moreef introduction until you get this mission.
  11. Won a day 5 Rook Brawl Mech Survival quest with 3 turns left on the clock, my fastest win on that quest thus far. Torrid Clone + AoE attacks is really good, especially since Torrid Clone works with the Salvo Flourish, which immediately charges the Flourish by about 50%. This makes it very easy to use it every other turn in these big brawls with many enemies.
  12. I've played around a bit with Smith's Threshold cards, here's my thoughts on them and the associated grafts: Inspirational Blow & Nerve Strike: The OG Threshold cards, used to already be good picks and still are good picks. Extra card draw and Impair are always nice. Deal: Only needs +1 damage to reach the threshold and gain 2 adrenaline. The adrenaline makes hitting other thresholds easier as well, but it's a pretty common effect on Smith cards already. Fitting for a common card. Fold 'em: Needs a 6 on a 1-6 damage range to do 3 Wound. Really powerful with proper graft/boon support, the source of Wound for Smith I've been waiting for. Hold 'em: Needs a 4 on a 2-4 range for 4 Moxie. Incredibly good, that 4 Moxie means 7 extra points of healing and the threshold is easy to hit with some basic damage boosting. Raise: Needs a 5 on a 2-6 range to reduce a random card's cost by 1. Smith doesn't seem to get that many 0-cost cards, and this basically functions as one if you hit the threshold. Good pick. The Gamble: Needs a 3 on a 1-3 range, but is Restrained. This one is an actual Gamble, most combos that benefit Threshold don't benefit this one, meaning it's only worth taking if you feel really lucky or get those specific combos. High Stakes: Gain 2 Defense every time you reach a Threshold. Kinda underwhelming and boring, as many Ability cards are. Only seems worthwhile to me in a very Threshold-heavy deck, though Threshold-heavy decks do seem powerful enough to function well. Jackpot: Needs a 10 on a 2-4 range to inflict Stun. You'd need 6 power/adrenaline/bonus damage/Threshold reduction to get this to work, but it is the only re-usable way to apply Stun AFAIK. This is a very binary card, it's either great or it's not worth picking at all. It should be clear which it is when the selection comes up. (EDIT: This card works very well with King Hit and Feedback Loop, as do other Threshold cards.) Mean Streak: Needs a 5 on a 1-5 range to reduce Threshold by 1 for the rest of the turn. Really underwhelming for a Gold card, the only time this is better than getting 1 Adrenaline is in the case of The Gamble. It should either reduce Threshold for the rest of combat, or better yet, have a harder to reach Threshold but also increase Power. EDIT: Raise in particular has a cool upgrade which lowers its damage range from 2-6 to 1-5 but also improves the Threshold effect from one random cost reduction to TWO random cost reductions. More upgrades that work like this would be appreciated, do you value more consistency or is your build so strong that it can consistently hit the Threshold even with a lowered damage range? It feels good being able to pick the latter. So far the only Threshold graft is one that lowers the first Threshold of a turn by 1... Or is it? Basically every Graft that increases damage is Threshold support for all Threshold cards bar The Gamble, the most notable ones being Critical Pump and Rugged Wiring, which each give +2 when their conditions are met, going to +3 and even +4 when upgraded. This makes meeting most thresholds very easy. Speed Shot also is a free +1 Adrenaline every turn, which also functionally lowers Thresholds by 1. The Perfect Shape Perk also deserves mention, that constant +1 Power makes all Thresholds easier to meet. Overall I do like the Threshold suite of cards, but that's mostly because they reward strategies that were already good: Increasing your damage output. This is in stark contrast with something like Smith's self-destroying/attacking suite of negotiation cards, which tries very hard to reward what would otherwise be a terrible strategy to mixed results. Speaking of Smith's negotiations, the newly-added Nepotism suite of cards is appreciated. Courtly Nepotism adds a way to make Brags consistent with Buffer or deliver powerful pay-offs with Compel. Meanwhile Degrading Nepotism's Overturn works well in a Bully-style deck of playing as many Hostile cards in a row as possible. I think Notion needs a buff to be worth picking over Overturn, gain 2 Dominance but lose 1 Dominance at the end of the turn gives Smith a way to reverse Dominance decay at the expense of not doing more direct damage with Overturn. Something else that bears notice is that Adwanatte's social Boon is incredibly powerful when using a Renown-based deck, getting initial Renown as well as Influence means that Brag, Compel and various other Renown cards are instantly live with max damage. I'd say that's powerful to the point that any run focusing on such a deck for Negotiations would be much better off choosing her over Denikus or sparing Theroux. It's also just an outright better version of some already existing social boons, such as those of the Pearlies, Rise Pamphleteers and most notably Mullifree.
  13. Playing some cross-character campaigns, and playing Smith's campaign as Sal is absolutely cursed. Who knew Sal was so jacked?!
  14. 16 Defense at the end of every turn when Charge is empty. Gotta love those Rook Graft synergies.
  15. I don't like how incredibly short Sal's day 2 is now, in my last run Oolo sent me to negotiate with one single Spree and then it was already nighttime and time to head back to get potentially assassinated. It barely even feels like a day! If Sal's second day is really just going to be a single mission and a boss fight then either that single mission should be guaranteed to be actually substantial or the random Murkot/Rise event should always spawn on day 2 instead of on a random day. I also think the price for purchasing Mettle in Plundak's store should get a look at again, last time I checked the price in Brawl is 400 for 10 Mettle yet in campaign you get deals like 200 for 2 Mettle and 400 for 4 Mettle. 100 per Mettle is just overcharging and the quantities bought on early days in the campaign are also entirely insubstantial.