Gloomhaven

Gloomhaven

Mindthief Rebalanced
kennyzxc  [developer] 19 Oct, 2021 @ 4:59pm
Balancing
let me know if anything feels to strong or weak.
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kennyzxc  [developer] 19 Nov, 2021 @ 12:40pm 
Main Changes:
1) The main change is "the mind's weakness" top was changed from a plus 2 to attack to a plus 1 attack with pierce of 1 and the 1 attack of the augment itself when activating it is now an attack of 2. In order to simulate its previous power. The Mindthief's melee attack are is balanced around this augment thus all of the Mindthief's melee attack cards that aren't augment have had their attack increased by 1 except the bottom of the minds weakness because you cant have this augment active and it in your hand to play. (Please I want feedback on this you don't even really have to play the mod if you understanding of gloom haven your feedback is welcome. I'm not sure if having the pierce and plus one attacks to all the other melees is to much).

2) "Parasitic Influence's" augment was replaced by "Silent Scream's" augment. you should not have 2 augments that do the same thing but one only affects your self and the other has a range of 2 for the same amount of healing. Allowing for the Mindthief to be a healer of sorts empowering their allies, their summons, and themselves when ever they make a melee attack. which is something that the Mindthief would have been able to do if they choose "silent scream" at level 3 but now you have it at level 1.

3) My last big change is that "Silent Scream" augment is now a wound and immobilize augment instead of a heal of 2 at a range of 2.

I have given all summons a small HP buff to help survivability because I cant give them bonus effect's because they would be to over powered. (People are really upset that summons don't scale but when you really think about it your summons is a guaranteed attack of X on every turn using your modifier deck if the can get to an enemy. so summons do scale in a sense with you and can be enhanced where the true strength of the summon shines if your willing to put the investment in. You also also have to micro manage your summons and possibly have someone take a hit or you take a hit for them for your team to keep getting value out of them. Basically summons aren't meant to out shine a character because they are an extension of the character or any of the other player characters. But because of how you cant control them and have to figure out what there going to do on there turn makes them frustrating).

other changes list:
Augments "Feedback loop" Top shield changed from 1 to 2. "Vicious Blood" top changed to retaliate of 3 instead of 2. [(when it comes to these augments you don't get any benefit unless you able to make a melee attack before enemies are able to go. Because shield and retaliate are removed from your character at the end of the round it difficult to justify such a small conditional benefit). I was just going to make Vicious blood a retaliate of 2 range 2 but not sure if it would be op or not my other idea is to make it a retaliate of 2 shield of 1.]

"Physic Projection" Top: changed stun self to immobilize self. this card never mad sense to me healing for 5 which is 2 short of being half of the Mindtheif's health maximum health at level 9 and gain a shield isn't worth getting stunned. I was going to remove the stun all together but decided to change it to immobilize to you can still attack but not move.

Summons: (In Gloom Haven digital enhancements can be removed (by the sell option) and you will receive the same amount of money spent on them. I feel like people should give summons more of a chance and since enhancements can be removed I didn't want to over power summons at their base. Because I feel the true power of summons is in there enhancements because that their strongest iteration.

"Gnawing Horde" health increased by 1 "Gnawing horde" is a very slow summon but it is a level one summon so I chose not to buff its movement rather it health and damage so it could possibly survive longer because it has poison on it's attacks. Poison makes its attacks scale a bit better so for a level one summon this is fine.)

"Wretched Creature" HP increased by 1 "Wretched Creature" health is way to low but its attack is so high and good movement. This is your damage dealing summon so I increased it health to try and prevent one shots and you can enhance it to 6 health.

"Many As One" increased health by 2. "Many As One" is one of the summons that a lot of people like or have used before because it feels what a summon should be like. It can get 2 shots in certain scenarios and because it melee it will walk into traps. so I increased its health by 1 to increased its health while also increasing its base attack to 5 and if you decide to enhance its health with 250 gold it will have an attack of 6 base. most would think this is over powered yes its strong but you have to remember that this summon will be taking a lot of damage thus lowering its attack. which makes its health a double edged sword because the lower HP he get the less effective he becomes. Most people would rather save there heals for actual characters rather then us it on a summon but because your "Parasitic influence" is now a heal of 2 at range 2 u can heal it your summons.
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