Woohoo, just completed my first full run, on something like my fifth or sixth attempt. Is there is where I come for admiration and congratulations? Lay it on me! :-P
Some reflections . . .
Bleed appears to be the single most powerful ‘build’ option. I credit success to a combination of:
- An item that applied bleed stacks equal to 50% of the first attack damage
- Another item that added 4 bleed stacks to each enemy at start of combat
- Yet another freaking item, that added a bleed stack from every ally attack
- A Sharra card that added bleed, socked with a gem that placed that card back at the top of the deck after every use
- Another Sharra card ‘Twist the Knife’ that doubled the bleed stacks, then added 3 bleed
As super as all that is, I hope there are plenty other viable deck builds.
Basic Cards & 0 Cost Cards. Echoing an earlier thought in this thread. Whilst some 0 cost cards seem attractive initially, they seem woefully underpowered later when your Faeria per turn is greater and card-draw is more often a constraint than Faeria to play good cards. The only 0 cost cards I found helpful were Sharra’s daggers, and then only because they could stack on top of each other within the hand and be generated from allies and abilities rather than actually take up draw space in the deck.
Faeria world connection. If you have played Faeria the way in which the various creatures are implemented in Roguebook is just super interesting & cool. Lots of things just ‘make sense’ in how they are translated. Without any spoilers, I particularly liked how Majinata was implemented. Experiencing this was a real “oh wow, they did good!” moment.
Faeria & Roguebook launch/price/models Wow, the Abrakam team seem plagued by good intentions but poor outcomes. Faeria’s excellence has probably been hugely hindered by the switcheroos between free-to-play & paid-for-up-front models, eventually settling on a kind of hybrid which I feel was great value but seems confusing for some. In short, you buy the base game, and you can buy fixed price DLC expansions, and they “unlock” the ability for you to own the relevant cards, but you still need to actually acquire those cards through in-game play. So there are effectively two unlock steps, the first being purchase, the second being gameplay, and that often confuses.
The launch-day DLC issues with Roguebook seem like something similar. Genuinely positive intentions, but not well received, and generating some initial negativity. My side though, I would back anything Abrakam develop without a thought. Faeria has been terrifically supported throughout its lifetime despite not being a huge Hearthstone sized-hit. Caveat about the report of broken SP content from the most recent updates & ports to Switch & PS4 platforms.
I am always mindful that there is probably a difference between the guys (or gals?) that do the development & project work, and those that make choices about pricing & product delivery. It must hurt sometimes to be on the former side and see lots of negativity about something outside your influence.