The game (can) be fairly boring at that point if challenge is all you are looking for. but I guarantee that some majority of people who stick with the game will eventually find it rather on the easier side as long as they learn how the AI works. One group completed the campaign and the other fizzed out about halfway through.Īll the new players who think it's way too hard at the start of that challenge curve and it takes longer for some than others. This was with increasing the difficulty for most of the scenarios later on to speed up gold acquisition, etc. It's very winnable with all classes.īoth groups I played the actual board game with had something like a 80-90% win rate, with most losses occurring in those first few scenarios, the few notable difficult ones, or either learning the game or until you unlock a few basic items. and then it can be very trivial, with the exception of a few scenarios or mob types, to ensure a win, even with weaker characters/items. About 50% of the challenge of Gloomhaven then becomes understanding what the enemy will do and how you can react. Especially if you are following the rules as they were designed. The main reason as to why it's fairly easy or (at least for the board game) is that the puzzle part of the AI is pretty solvable/gameable with a lot of ways to abuse their stupidity. but I'd be curious to know your thoughts after you've completed most of the base content and unlocked all the classes. I don't know how much you've played the game. The enhancement aspect was one important aspect of it's Legacy DNA. Even more, it plays more like a puzzle than anything, and puzzles are pretty solvable most of the time. It's designed to be a power fantasy campaign-like LEGACY game that grows with you as you play. It's not designed to be a hard random roguelike with infinite replayability like say - Slay the Spire. especially once you unlock a few key items or skills per class anyway. The game is already pretty easy at it's core. This is exactly why removing enchantments is necessary when you retire : if you don't, everyone's just gonna play the same class forever and the game will become stupid easy. That's fun gameplay and makes the game better /s you are now just forced to choose retirement goals that you can avoid or grind even more if you want to really build out the character. (I'm sure the real reason is some programming silliness, but then don't use the excuse that Isaac blessed this change for no reason). Or give classes that retire X amount of money to start with based on how many times it retires (or money exclusely usable for enhancements). I am sure they would hate this change.Ī simple checkbox improves everything for everyone here. Having played with people who would retire a character class, just to replay the class immediately after because they liked it so much. The only real downside with the old way is that if you buy stupid enhancements (or if a previous player has) you are stuck with them (unless you remove the stickers and place new ones). it just makes the whole process more annoying than before. It's not like this change added some balance to prevent people from getting those enhancements anyway. You can have your cake here and eat it too. so you don't want enhancements to carry over? Then just add an option when making a fresh new character to do so with no enhancements or to create one with all the enhancements from a previous character like the board game. The whole thing is silly since it's digital.
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