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About ZeppMan217

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  1. I'm inclined to agree with @qwerjk. For sure, Shrewd's ability to completely negate a target's attack damage is very strong, especially given Shrewd's independence from any prerequisites. However, at 2 cost and with a Burnout to boot, it might just not be worth the hassle to draft at all. Rook's Energy Loop and Tight Spot are both examples of a better balancing approach, having Burnout on the base version, retaining their 1 cost, and offering an upgrade that removes Burnout.
  2. Fralx probably confused Veep for Rook, and then the real Rook showed up. Explains his mustache line.
  3. Nadan gets a fancy font but Oolo gets whatever the hell that is? RIGGED!
  4. Have you tried doing what the error message says? Cause it works fine for me.
  5. Can't help but wonder why would a valet need an antenna sticking out of their behind. Also, the Fatigue boon reminds me that we could use a Fatigue counter somewhere, perhaps in the End Turn button's hint. Something along the lines of "you will Fatigue in X turns".
  6. A single Dockhand is fine. It's when you have to face multiple, and Lifters, and other enemies together that it gets stupid. This is mostly a Brawl problem, with Intimidate and Assassinate jobs specifically. In the campaign, you usually have more options/allies. Jakes could use an Admiralty Clerk equivalent in their faction to flatten the power level curve.
  7. The Expose attack does about 8. Once you're Exposed it becomes nigh impossible to completely block attacks from multiple enemies unless your entire hand is Defense, and not the starting kind. It's a race to the bottom and you're half way there from the start.
  8. Could you elaborate on what being careful means when you have 4 Defense breaks and 8 Wound on you? Because that's the main issue, you either kill/panic all of em in 2-3 turns or you die.
  9. Jakes are a group of laborers known to do some slightly less than legal work on the side, like smuggling. They're not criminals per se, that's just a hurtful stereotype, though it's true that they're often involved in rather unsavory endeavors. Combat wise, I find that Dockhands are way too strong for being the lowest ranking member of the faction. Their ability to break Defense, stack Wound on you and Evasion on themselves is incredibly obnoxious, and you often have to face 2 Dockhands at the same time later in the run. It's why you never choose the combat option in the Intimidation Brawl job, cause the target is always accompanied by a couple Dockhands, which is suicidal to fight into. They're worse to fight than most Day 1 bosses! I brought up the Wound issue before, in large part to address the Dockhand problem.
  10. I must agree with @pacovf here. Induction going to 2 is tolerable, Casings and Backfire going to 3 doesn't make sense. Even Sal has only one 3 cost Ability, Absolute Domination, the cost of which is well justified given the insane power level of the card. Casing should stay at 2, perhaps the Pale version could be replaced with Spined (gain 2 Defense and 1 Counter per Charge spent); Backfire should go to 2 and keep its versions as they are (it's comparable to Sal's Spines). Telegraph doesn't belong at 2. It's essentially the same type of Defense gain as Sal's Shoulder Roll: if you have no Concentration, it's a brick. That's both an upside and a downside, as you can easily reach the coveted 99 Defense with enough Concentration, or you could spend 1 energy to do nothing with 0 Concentration. If you wanna cap these sort of nigh infinitely scaling Defense cards, that's fine. However, increasing the cost of these cards would not deter players from picking em when they already have the relevant synergy going, be it Combo or Concentration, but it would make the cards significantly worse as a provisional pick, something you'd take early before deciding on which archetype to roll with. As for Obliterate, it's fine at 3. I reckon it'd be sweeter if it had Piercing by default. Also, on Crushing Blow/Kidney shot. I mentioned this before, and I still believe that each character should have their own signature stun card. Crushing Blow for Sal, Kidney shot for Rook, and Obliterate for Smith.
  11. It's from his lines about using the Barons as a means of accumulating enough wealth for a nice retirement. He doesn't care about Spark advancement, Vagrant Age, or any of the bog crap. Far as I'm concerned, there's no proper Baron leader in the game. And if you're wondering what I consider to be a proper leader: Nadan, Oolo, Kalandra. They lead their respective factions and are invested in their success beyond personal gains.
  12. I don't see how that contradicts what I said. Kashio's a prime example of being a "side-Baron": she rose from a mud digger to a Baron affiliate, yet she wanted more, so she went into the whole debt broker business armed with her Baron connections. Even Fellemo's a paper Baron, not particularly being concerned about the Spark or people under him unless it impacts his own bottom line. With that in mind, it's not difficult to see how Brut, a Pinkerton like character, fits with the Barons faction. Same goes for Weezil, a sniper that may have been used to oversee the vast Spark dig sites.