![]() ![]() For the price of 2.5 pairs of winged shoes, you get to use that jump EVERY TIME YOU PLAY THAT CARD. As in, every time you play that character, you get that benefit. I can see why this would seem to be the case, but you guys are missing something here.Įnhancements are PERMANENT. would still put us some 6-700 gold short :(. Nevertheless to make use of every enhancement and a couple of blessings. So maybe losing more missions would have slowed down our progression / need for gold, while at the same time giving us some extra cash. And We lost today the 2 mission since we started (maybe 3rd but I highly doubt it) and we ended up with close to 80! gold. We finished first all the cultist/skellies missions. I can think of 2 factors particular to our play. Originally posted by krs:I am not against grinding. Doesn't seem like we are fighting over gold to make our purchases yet. I did shared loot with the couple of group games I've done with friends too. But if I'm running 4 characters its a shared loot venture. With retiring characters in the board game having individual loot makes more sense. I'm playing shared loot on the digital version. I loot about 90% of most maps currently and I feel like I'm only missing the gold from the last kill, unless I'm able to grab that too. If you up the difficulty you could see needing some more damage or damage mitigation. For the first play through the basic guys with almost no enhancements are OP already. Upgrade your Swift Bow to make it more like the original version of move 4 loot every hex. IMO you don't need a ton of enhancements anyway. Only thing is summons don't drop gold, so don't do that with a summons map. If it's letting you keep the gold, you could easily up the difficulty, lose, and keep playing some scenarios over and over. I've only lost one mission and didn't really keep track as to if the digital version let you keep the gold and xp or not when you lost the mission. Long time player of the board game, new to the digital version. A simple turn-counter-dependent reward system would have mostly closed this gap but apparently nobody could be bothered to conceptualize that. However, the fact that you can and will wreck everything if you do so has always felt rather lame to me. In fact, it's arguably better if you don't rely on spammy tactics. Once you get used to them, it's manageable and immensely enjoyable even without minmaxing everything. As much as I enjoyed the tabletop, and think this digital version will be a great step as well, the game has design blind spots. Personally I always thought this was dumb/lazy game design, but it is verboten in many circles to criticize Gloomhaven. Of course, you can manage a lot of this along the way as you move through a map - but inevitably there are scenarios that don't require all your resources and the most optimal thing (mechanically) to do in those situations is to bumble around and scum as much as you can before you complete the final objective. If you leave the last enemy alone and run around in circles spamming XP cards and looting every single tile until just before exhaustion, you will quite simply do better. While it's perfectly possible to complete everything without it, there is 100% benefit and 0% punishment for it in the overwhelming majority of scenarios (even in the tabletop). Different people may love or hate this fact, but the reality is that Gloomhaven is a game that substantially rewards sandbagging. ![]()
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