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I don't think the game had gotten any harder. I still see no real difficulty beating Azathoth (not to mention Yig). I would have loved to see some added difficulty in this expansion but I guess we cannot be too needy. Nevertheless, I hope in the next expansion they will add something really nasty because I need the challenge. :)
Games, travel, science: rince-art.blogspot.com
[QUOTE efidm=637488]I don't think the game had gotten any harder. I still see no real difficulty beating Azathoth (not to mention Yig). I would have loved to see some added difficulty in this expansion but I guess we cannot be too needy. Nevertheless, I hope in the next expansion they will add something really nasty because I need the challenge. :)[/QUOTE]
Buy the Chuthulhu expansion :)
Without Signature
I actually just realized my mistake. Because in the board game Cthulhu is easier than Azathoth, I naturally believed that it will be the same in Omens as well. Then I realized the "very hard" difficulty beside Cthulhu and I bought the expansion instantly. Since then I played two games and failed both of them, so now I am happy. challenge yaay! :D
Plus, I enjoy the new mechanics a great deal; they give a lot of extra dimension to the game. All in all, Cthulhu was a purchase well worth it. :)
Games, travel, science: rince-art.blogspot.com
You have not had problems with the Cthulhu expansion locking up your game? I can't complete it because it freezes.
I haven't, in fact I just beat it (third try). Played it on iPhone 4.
The final battle, by the way, is brutal. You either need an investigator with tons of equipment or simply dumb luck. I managed to get the second one. :)
Games, travel, science: rince-art.blogspot.com
Peristarkawan said:
Except I think it's bugged. I've tried using L&F three times now and got -1 Sanity every time.
Also, the Cthulhu campaign is frankly cheating. I went into phase 2 with one Doom token, found all three amulets and discovered R'lyeh by the time I got my second, then failed Blotting Out The Stars five times in a row because I didn't roll a Terror in over 50 dice. I finally beat it, but it was replaced by Twilight Ritual and it was the last turn before midnight. It was the most comprehensive domination I've ever had over ES:O and I still lost by not succeeding when the chances of failure were 11,000-1 against - and that's not counting the odds of getting the one adventure that would instantly end the game.
Sure, I'll try again, but if I see something like this happening again I will be demanding a refund.
The free content is great and the purchase content is worth every cent. Great work and keep it up, FFG.
I have not completed the Cthulhu campaign yet... On my sixth try.
I still have not seen any issues on my iPad 2.
Cthulhu defeated with 2 doom counters to spare. That was brutal. Some tips I can provide :
* Make the most of the early stage investigations, the first phase seems to be the only one that gives any hope of "remove doom counter" missions, particularly 'The Elder Sign'. Keeping Cthulhu down to 1-3 doom tokens here helps a great deal. Use the first 'phase' to build up equipment, tap other world locations and rack up the trophies. Push forward the moment Cthu hits 3 doom, you'll need 8 or so for the second stage of the campaign.
* Wilson Richards and Amanda Sharpe are both exceptionally helpful in this particular campaign (there's a prevalence of sequenced adventures, and she can get around R'lyeh's nutty requirements). Richards' ability to "Wild" yellow dice can be pivotal. Whereas Gloria Goldberg becomes dead weight later on.
* Once in the second phase, don't start rushing until Cthu hits 6-7 doom counters, for every day the track doesn't move, that's more time to keep cycling tasks and trying to get the all important gems (having two of the three is mandatory). Depending on your group makeup, generally the order of worth is Red > Yellow > Spells/Clues, your mileage may vary (example - Richards gets more from yellows). If you've got a task sewn up, use any spare deduction dice to reduce the remaining pool (by dragging them over the magnifying glass with the sheath of paper). For a low risk task, it's perfectly possible to drain 8-12 pool in one go.
* At the beginning of the R'lyeh phase, pick one of your investigators and arm him / her for bear. Make sure she has access to red, yellow and a minimum of 2-3 clues, lock spells too are useful for this stage. You'll only generally get one or two "clean" attempts at R'lyeh, so it's critical you make them count and that you have as many gems as feasible.
Hilariously, the char you unlock is extremely well suited to longer campaigns by virtue of his special. I won't spoil more than that, but he's definitely the sort of investigator that'll stand you in good stead if FFG put out more multiphase adventures.
"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn" - "In his house at R'lyeh, dead Cthulhu waits dreaming."
Hobbesian said:
Actually, I think Marie is one of the strongest. In the original game (before relics), the Voice of Ra was one of the most powerful items, up there with the Sword of Glory and the Tommy Gun. The reason is because most of the time when I fail an adventure, I'm only missing one glyph. If I were likely to fail by more, I wouldn't have tried the adventure in the first place. Voice of Ra essentially hands you that last glyph on a silver platter. What's better is that, unlike the Sword of Glory which must be used at the start of the adventure to be useful, there's a good chance that you can take Voice of Ra into an adventure and not even have to use it. So it enables you take on riskier or more difficult adventures than you would have attempted otherwise, and potentially it gives you that advantage multiple times.
Marie's special ability essentially lets her buy a Voice of Ra on demand for three trophies, without the opportunity cost of spending her entire turn at the Entrance. Three trophies means she can't actually use the Voice of Ra every turn, since the good adventures only reward two trophies with no monster present, but again one of the great things about it is that it doesn't need to be used every turn to derive benefit from it. It just needs to be an option. So as long as you can keep her at three trophies or above, Marie is a real powerhouse, in my opinion right up there with Jenny Barnes.
Without Signature
My main beef is that Marie requires 3 trophies (which can be spent on other things) to wild a green. Richards by default wilds a yellow from the offset. It's useful I guess, but so far I find that particularly when on approach to R'lyeh, I'd rather have an auto wild and a potential wild under richards (yellow and red) with clues to make up any needed re-rolls.
"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn" - "In his house at R'lyeh, dead Cthulhu waits dreaming."
Marie can wild any die, not just green. Wilson's ability has a couple of weaknesses of its own:
* In order to wild a yellow, he must actually have a yellow die, so you have to keep him well-stocked with common items.
* The yellow die has no terror side, so his ability can never be used to get a missing terror glyph.
The 3-trophy cost does mean that Marie won't be the investigator saving up to buy an elder sign or a relic, but that doesn't really bother me much. If I've used the ability three times (9 trophies), I've probably gotten quite a bit more than just one elder sign out of it. And with the occasional exception of the scrounging characters, I don't really buy much anyway apart from elder signs and relics. If an investigator needs more gear, I'd rather do an easy adventure and gain some trophies in the process than spend them.
Without Signature
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