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Marvel Champions
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So my main takeaways are
1) the campaign difficulty specifically is out of whack. they throw harder stuff at you in the campaign, and it gets harder the better you do. the upgrade cards you get are NOT enough to counteract this. i honestly don't think the expert campaign is winnable with the currently available cardpool, without god RNG. even with god RNG it might not be? i would be curious to set up expert campaign Ronan and choose my hand each round just to see if I could beat him that way... i have my doubts. Let alone a deck that could beat Expert Infiltrate the Museum and then also Expert Ronan (since in the expert campaign you can't change your deck between villains). i really don't know how this got out of playtesting in its current state, unless theyre about to release cards that trivialize everything that has come before and they balanced around those.
2) outside of the campaign, i feel like these villains are certainly a step up in difficulty but not beyond the realm of being fun. im on the fence about Ronan, but I feel like everyone else is cool. Expert Collector is basically a deckbuilding puzzle standalone, which is an interesting change of pace but hopefully not a road they go much further down.
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boardgamegeek.com/thread/2645207/rrg-updated
That thread has pertinent changes being discussed.
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images-cdn.fantasyflightgames.com/filer_...lesreference_v14.pdf
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hallofheroeslcg.com/2021/04/21/heres-wha...l-champions-rrg-1-4/
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I also completed my self-imposed challenge of using Protection and Justice to do so. These are the two aspects I've used the least so wanted to get them out of the box. Justice was great here as there's a lot of schemes but Protection caused me some headaches to get used to playing.
I went through a few different hero combos to get to the win. Ironically I think if I'd stuck with my starting pair of Black Widow and Hawkeye I probably would have won sooner. When I swapped BW out I was getting really close to victory. Back then I don't think I realised how well I was actually doing...
The eventual victors were protection Quicksilver and justice Scarlett Witch. A classic pair and a lot of fun to play.
I now look forward to letting the Anachronauts and Klaw gather a lot of dust.
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Edit: I should note that I was using the Maximoff duo, who absolutely dominated everything I had thrown at them prior to Ronan.
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Ah_Pook wrote: Success is down to RNG, and it's tuned for you to fail.
This just sounds like bad game design. I would really like to hear a decent interview with the designers about the choices that were made with the GMW box.
I haven't played GMW yet - it's not available here yet- but it sounds like you need top tier (Cap, Strange etc) just to get close to a win and even then it's gonna come down to the luck of the draw.
I'd also like to know if this is going to be the new baseline difficulty for the game or if following the negative feedback online they'll back away from this particular cliff going forward.
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Ah_Pook wrote: I beat expert Ronan last night, heavily asterixed. I redrew an encounter card that would have one shot a hero like 8 minutes into the game (it was my second attempt and I just didn't feel like resetting everything back again so soon) and I missed an effect that possibly would have made us lose on threat in the back half, but it at least proves that it's possible. I think I'm done ever playing expert Ronan. Success is down to RNG, and it's tuned for you to fail. A LOT. Specifically the 2 copies of Fanaticism just kill you a lot of the time, especially in concert with all the extra attacks in his deck. If you just took those 2 cards out I think he would be a way better scenario. Possibly he's balanced specifically around playing with 4 characters? Not sure on that front, but he seems actually impossible true solo and wildly improbable with 2 heroes. I'm curious to see what anti Ronan tech emerges, but I don't think I want to play vs him any more personally.
Edit: I should note that I was using the Maximoff duo, who absolutely dominated everything I had thrown at them prior to Ronan.
I'm going my first run through GMW on standard atm with Justice Captain Marvel and Protection Groot and it's been fun - just defeated Collector 2 - on to Nebula - Haven't had any hiccups yet - I am planning on packing Target Aquired as my Ronan tech.
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I have looked at the expert ramp ups and it appears to be closer to Expert plus (or playing on heroic for Ronan) - For now, running standard with some of my favorite decks will be fine and a worthy but not overwhelming challenge.
There's a bunch of rubes on the facebook page and reddit throwing out all kinds of tweaks to the campaign to lower the difficulty of expert - IMHO you don't need to change the rules, just switch out modules.
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Word is that the updated and quickly pulled down RRG details this clearly, but the gist is that "expert mode" and playing an "expert campaign" are two completely different things.
In GMW the cards reference both 'expert mode' and 'expert campaign' so if you're playing expert mode but not playing the expert campaign you ignore the 'expert campaign' text.
Direct quote from the stream: "technically you can do both, expert / expert, but the hot tip I got is that anyone who does that is just asking for a beat down."
GMW still doesn't have a release date here yet so I've no idea how much this impacts the much talked about insane campaign difficulty, but it sounds like it should deescalate things.
It's bananas to me that FFG didn't put anything official out about the mode/campaign change a lot sooner as it seems like everybody has missed this.
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