0.0 hours played
Written 3 years ago
I REALLY enjoy this DLC, however after playing just few games I found 2 beasts that are quite unbalanced. Unfortunately I cannot tell you their exact names, because there's no bestiary of sorts anywhere, however i will describe what are their abilities and why i think it breaks the game a lil bit.
First is a monster that looks like nighmarish hydra. It picks up all monster cards from ground up to 20. Each monster gives it a bonus 1 to damage. It's base stats are 1 hp, 8 str, 8 int. It also has INFINITE movement range per turn. If it collects all 20 monsters, it then moves to ravine and destroys everything, aka wins.
This one is an absolute... monster. It has 3 problems with design.
1. It scales EXTREMALY QUICKLY. If anyone in any zone fails to kill a monster, this beast gets 1 bonus damage. Sounds manageable if you can cheese it very early, however even with cheese heroes it outscales them very fast. You simply have to win BEFORE it collects 20 'trophies'.
2. Each time you fail to kill a monster, the beast stampedes at you (even from the corner of farthest zone) And you lose 1 HP without any way of defending yourself. So not only you lose 1 HP to monster, you also lose 1 HP to the beast.
3. To kill this beast when it stacked trophies, you have to battle it THAT MANY TIMES as it has throphies.. IN A ROW. You are rewarded for each head, but when it has 25 + dice damage, there's not that many folks that can cover the damage gap with their hero-gimmicks EACH TURN.
You simply have to rush at breakneck speed to finish the game if this monster spawned early and you don't have enough power to destroy it fast.
Second monster is almost a non-issue compared to the first, however it is still kind of infuriating. This one hops between outer and middle zones (river) while leaving terrain card that heals heroes and lets them pick up an adventure card.
It's extremaly mild effect... Untill one player is casting the final, command spell. You see, those zones can heal players quickly. Quicker than you can dish out damage. That is a big time-waster.
The first beast SERIOUSLY needs some redesign. Maybe have it movement range limited to 3 dies (or dices?), or/and definitely remove that awful mechanic of players losing HP when beast jumps at their position. You simply cannot fight it. It's double loss. It's AWFUL.
Second, healing, needs to simply be disabled when someone casts spell of command.
There's also tiny problem with survivability of beasts. Some of them are literally made to be as close to unkillable as they can get without having "can't die lol" in their description.
Beyond that I really enjoyed this DLC. I definitely havent seen all beasts and didnt grasp all of their mechanics. I kinda recommend this DLC... with a table spoon of salt, cause as much fun it is, it might screw you really really really hard.