Massive Darkness 2 Details! - Part 2

 Some nice components apparently, so that's good news. Now let's talk about the class mechanics and I want to start by saying that I don't have two, I don't have a shaman or a ranger, uh, the reason I don't have them is because again I don't have them I have the rules and they are in the game that I have seen it hasn't been explained so I can't talk about it, nor was it mentioned in the article that was posted so I wonder if maybe they're still tuning this and it's not spotlight ready yet, but they could still develop how these two mechanics work for these two classes, but we can start with the wheels, so the caster has an amulet, which is this round type of disc-shaped amulet and then this rotating arrow in the middle. Well, that arrow you can flip, uh mana, to flip it to point to a specific spell. There are four spells around him actually the spells for that are one mana you get defense for one man and you get one turn for one man you get attack or for two mana you can heal three so those are your basic ones but your ability cards or your spell cards can be placed on top and this improves them further and can also be customized while playing as a spellcaster if you want to heal more you can cover one of your attack spaces with a second or third heel. Otherwise, if you don't want to heal, you want to take a glass cannon and use as many attacks as you can, then cover the heel and do it. If not, maybe you can just power up and be a balanced pitcher. In the end the choice is up to you, but as you can see here the mechanics change and how you play certain characters, because no other character will play just like the paladin has alternatively three types of auras that he has among his other heroes or companions and they are blue, red and green and this is kind of arbitrary color distinction really important they have the color blue d and green and then under those columns they can add their ability cards to those buffs so that anyone who gives this buff when they get the red, they

You get whatever you put under the red so you can customize different sets or buff combinations for them, they can do anything from additional skills to boosting attack, increasing movement to all sorts of other things, and also they are the only class that has a double sided ability card so you can actually explode this buff to get even more powerful so you can turn it to the other side and then it becomes a much better buff for people so you being able to choose how to assign them each turn and um just build your buffs with that spirit, now compare it to the thief who has some sort of pocket building mechanics, then draw three tokens at the start of each thief's turn from his pocket and then place them face up and have something like more move or switch to and then do an attack or something and are independent of the acti as to what they want to do, if they want to swap or interact with u n object or something, they must flip one of these tokens to represent their three actions. They can't perform an action without throwing a token, but that means they can combine them. So if you are going to move, you should flip it plus one move and now you can keep moving or if you were going to attack the enemies in front of you anyway, flip it over to move and suddenly you have two free moves and you can perform attack instead of rotate all your actions, do it now, you only spent one action. Also there are upgrades that you can add on the back so you can add poison tokens and many other things to customize how you can do it so you can be a little bit random, pull them out and then try to combine them with the actions you wanted to perform or modify your actions to better suit your options and tokens. There are also player abilities that obviously can come into play here, for example

One of the bad guys is the one included in the main box. His skill is in the shadows. Now you can draw an extra token because your tokens are your actions, which means they get a whole extra action if they are in the shade. You now have four actions instead of three, so it's a pretty nuanced way of interacting as a robe where you can have these different opportunities. finally we have the berserker now the berserker has a way to essentially take any damage done to the berserker health counters are actually put up to seven on his board and this secondary board is his position board and they can use blood rage or position having the reckless position or the location provoked now each of these positions will provide a buff, for example blood rage allows them to re-roll the dice using the HP tokens so they can then spend and remove those HP tokens to actually do things specials like rerolling or something like that when they are thirsty for blood or when they are in ruthlessness can c If you are doing this to gain a movement point or to provoke, you get an H. You can remove an HP token to get a defense. These can of course be upgraded with their skill cards

this really replaces the kind of class book you've seen, uh weight, you've seen in massive darkness, all your many, uh, classes behave a certain way because they have all these mechanics set, but you can customize the way where you act so you can be a more aggressive or defensive berserker or especially with the caster and also how things change if you remember what kind of skill set you could get, it's quite similar to massive darkness only in a better way now I would love to hear what you think of many of these changes. Do you think this is good or not? Personally, if I were to give it a title of king here, I'd say the mechanics of the classes and it really captured me a lot more than me. I didn't really like cartoon style and I still don't know, um, it's not my thing, I like the grittier and darker things, um, or at least the more mature things that I don't like very much, too many lighthearted things, ahem, and it sounds very silly, seeing chibi style goblins is definitely not something I like, but the gameplay is king and the gameplay looks pretty good, it seems like they have improved a little bit of randomness since they are not still a fan of Random Ultimate, but it feels like classic massive darkness. So if you want a game where you can just walk into a group of enemies and decimate them and take some loot with you, this is probably the game for you.

like massive darkness was too, except we're theoretically getting a better campaign mode now too. I was a fan of the One Shots myself so I don't mind but I'd love to hear what you have to say again, is that yours? I'll step in where you don't have massive darkness. Are you interested in the upgrade package? I would like to hear your opinion on this. So be sure to share them below. I will also reply in the comments section and be kind We will talk about it especially when the campaign is live. I'd love to hear your opinion and I'll see what you see right next to you anyway. Thanks for watching guys. I hope this helped prepare you for the Kickstarter or at least you know if you might actually want to participate or not, as always thanks for watching and I'll be in touch soon


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