Trish with Damning Testimony is strong. Her ability works amazing with it. Not only will you discover a clue at the location of the chosen enemy, but Trish's ability can have you discover a second clue also, not to mention the clue you discover at your own location. Complete the Surveil ability and you can potentially discover 3 clues at chosen enemy's location. Throw down a Deduction and you're picking up 4 clues [potentially 6 with Deduction (2)]. The +2 (Book) from the Blackmail ability is just icing on the cake. You wouldn't even need to spend the evidence on Damning Testimony with the Surveil ability to discover 2 clues at the enemy's location, making Damning Testimony an unlimited way for Trish to pick up 2 clues a turn, as long as there's an enemy at a location with clues. The only thing that keeps this from being broken is that Damning Testimony exhausts, limiting it to once per turn (unless you're double fisting Damning Testimony).
Dropping clues has always been a bit of a weird archetype. One that, I believe, is like the opposite of doom archetypes for Mystics.
In almost every scenario, getting clues is a MUST to progress at least some part of the scenario. In some scenarios you'll even need EVERY clue on the board. This means dropping clues is like undoing your hard-earned progress. Reverse action economy if you will. In a way, it's the opposite of doom archetypes since those eat your future actions, while this one, in a way, eats your past actions. (Altho Doom can be taken care of before it fucks you up).
Then, comes Press Pass. Now returning clues to their location is no longer such a lost of progress when you can LITERALLY gain an action to get it back. Hell, using Deduction or Other investigation tools, you can actually get more than what you lost!
Absolutely stupid with Butterfly Swords(5).
You can hit and exhaust the Butterfly Swords for a 3 damage attack combo, and then string it again for each Galvanize you have provided you hit the attacks. This card has the potential to do 3 damage fast in that context. Which is extremely good.
I'm playing Lily Chen in Edge of the Earth right now, and the boss stomp combo is Balance of Body into Fang of Tyr'thrha (blink to boss), Butterfly Swords (attack twice), Sweeping Kick (evade), Butterfly Swords, Butterfly Swords (exhaust), then drop Galvanize(s) if I think I can finish out in one round. It's 13 damage if everything hits (sans the Vicious Blows), and Galvanize adds 3 each.
The burst is unreal.
Poltergeist's balancing seems really weird to me. On the one hand, if you bring investigators who fight with Spells or Relics regularly, like Agnes Baker or Sister Mary, these things basically serve as Ghoul Minions with 1 extra fight, barely a roadbump on the way to victory. On the other hand, if you don't bring those investigators, these things can form a significant time suck, requiring you to Parley with them, chanting "Go away, go away, go very much away" until they're gone. And if you didn't bring those investigators and the investigators you did bring have some non-traditional way of gathering clues, like Lockpicks, Drawn to the Flame, or Grete Wagner, meaning that you can usually afford to go without high base , these things become a nightmare, a slog almost like the infamous Base of the Hill from Where Doom Awaits. On the bright side, the Geists can be evaded, but even that's a bit of a tall order at 4 evade, especially since you might have to do so multiple times if you have to double back to where you left it later in the scenario.
The worst part, to me, about these three different difficulty levels ("easy" if you pack Spells or Relics, "somewhat troublesome" if you don't but pack high investigators, "evade because that's virtually the only way you can interact with these things" if neither is true) is how much it feels they penalize players with a limited collection. Yes, it is possible to tech around Poltergeist if you have the full card pool, but, as the Spartan's legendarily said, "If." If you're a new player who's heard good things about Carcosa, bought it, and is facing it with just the Core, good luck. On the other hand, if you're a veteran with a full collection you have so many options for dealing with this things that it basically isn't a challenge anymore. It's not fun when you're starting out because your options are too limited and it's not fun when you're settled in the game because, without its invulnerability, the Poltergeist is incredibly basic.
I believe I understand what FFG was trying to do with the Poltergeist; prevent s from mindlessly going "I attack the enemy" every time they draw an enemy, while also allowing s to provide at least a bit of support in combat. But the way they executed those ideas in Poltergeist just makes me scratch my head and wonder if Striking Fear would be a good replacement set for The Pallid Mask, as it would be more interactive with my current card pool.
一、奥图尔角色分析:
奥图尔的、和属性都比较优秀,可以执行大部分种类的任务,其中4点的技能意味着奥图尔可以在大多数环境下进行躲避。奥图尔的专属技能为花费2点资源额外执行任意1个,效果为+2,如果检定成功,额外获得2点资源。
奥图尔的专属卡牌「在逃中」On the Lam 可以躲避一次非精英敌人的攻击,但是主要用途是可以提供1点知识、1点敏捷和2点任意能力的检定加成,可以应付一些难过的检定,或者从高隐藏值地点获取线索。
奥图尔的只有2点,理智等级也只有6点,较易陷入疯狂,需要在卡组中重点关注相关卡牌。
奥图尔的专属弱点为「医院债务」Hospital Debts, 类似于罗兰的「掩盖罪证」Cover Up,玩家不希望将资源花费在解决弱点上。