I remember not being able to afford to level up in WHQ1 also, and hating that mechanic. Why can’t I just level up automatically when I hit the required xp?
Yeah, i would get stuck with a level in WHQ1 as well, but it seemed a lot less egregious. I don’t remember, but I think the level cap was low, like around 6. On top of that, there were more classes to play, so I’d just switch to a new class. Also, I don’t remember getting stuck too often where I couldn’t level a single party member up or buy a weapon; in WHQ1, if I couldn’t level up, it is usually because I chose to buy some gear instead. In this game, I have to play 3-4 missions for a single piece of gear, and more for a single character level up.
I don’t know.
To me gold in the game is the most balanced thing in the game.
I rember the very same complaints about gold (and the gold iap) in WHQ1.
Same in Hunters.
I think nobody has even bought the gold iap, yet everyone was able to play.
After a while the gold iap discussion vanished.
My last WHQ hardcore run clocked 43 hours, and I had like 100K gold.
In WHQ2 you end both campaign around level 6 (more if you play many white quests, I had one run at 13) in way less hours…there was nothing I couldn’t afford.
You get 200-400 gold per dungeon (not counting events, there is one worth 500 gold alone).
Which can buy you 1-3 level ups at level 1.
With 3-4 quest run, you can level up a single level 10 character (which is WAY ahead the game difficulty) or buy a top tier item (or, of course, several minor items are almost all the skills).
Seems fair to me.
I find appropriate you are broken after you buy a top tier item, or level up some characters. (Btw the need for gold in leveling up come from the boardgame).
On the contrary, imho XP are WAY too generous.
Cap in WHQ1 was 8 with Averland, 6 without it, and it required way more hours to reach. (Not really fair to compare a game with 1 years of expansions to a game out since not even a week, but you get the point).
I think being able to afford something super cool in 2-3 dungeons is perfectly fair…how would change that?
Game is already easy as it is…if you are given more gold too to buy everything in the shops…
I think that now that the base is set, a lot of things can be added…many were mentioned as possibile for future plans, or I personally suggested them (things like outdoor tilesets, ambushes, traps, escort missions, etc…)
Potential is imho huge.
Just my 2 cents…again I’m curious…how much gold would you think ‘fair’ for each dungeon?
Actually, @Pitta, one thing you said intrigues me.
I actually would be ok with XP beings lower, requiring longer to level up, if they are keeping the gold cost for leveling up the way it is.
The frustrating thing is to have everybody ready to level up, sometimes even two levels, but not have enough money to do it.
That being said, you finished the campaign at Level 6? Then maybe we’re spending too much time trying to level and not enough at actually doing the campaign.
I’m at level 4 (with one character at 5, I think), and I’ve only done 3 or 4 story quests. I was thinking I needed to get stronger before continuing.
That’s EXACTELY the ‘problem’ imho.
You feel you need gold because usually you have enough XP to level 1-2-3 levels but you miss the gold.
Ideally you should have enough money and XP to level up someone, plus or minus a dungeon run (imho of course).
Now XP are tied to damage done, some items are bugged I think and output too much damage, ruining the progression.
I think another patch correcting this is imminent.
Regarding levels…imho the game is on the easier side (unfortunately ‘we’, like people in this forum, are a niche…most people find the game too difficult apparently…same WHQ were the normal difficulty was utterly boring imho).
I feel you can mitigate this trying to level up not that often, ending the game around level 6 (I mean second campaign).
After that white quests become more difficult too.
If you level up too much, the game becomes a bit too easy imho.
Items are more important anyway.
If it was for me, the game would be way more difficult (I’ve suggested a number of ways for possibile future new difficulties or expansions).
I just saw on BGG somebody mention one really bad annoyance with this game.
Why do you have to micromanage your people to not walk through fire?
I understand if you tell them to go somewhere and the only way they have the AP to do it is to go through fire.
But when it’s a matter of “choose this square or that square to move into next on your way to get where you’re going,” why doesn’t it make them take the safe path?
Ugh. How many times have my characters caught fire because I went too fast and forgot to micro-manage?
Too many.
Edit: I haven’t played in a week or so, and I know a patch dropped with bug fixes. If this is one of them, then nevermind…
Man, I can’t express what a disappointment this game is–and those of you who know me from the old PT forums know how heartbreaking this is to say.
@Mirefox hit most of the high points (or low points, really). What it comes down to is the game is just dull. No tension, no balance, few tactics, glacial progression, and much, much, MUCH grinding. And I use the word grinding specifically, because there’s no fun playing when there’s no danger. 20 hours in and–other than a stone troll ambush I had no hope in hell of winning–my characters were never once in danger. I just don’t know how the design could go so wrong.
That sums it up for me too. The lack of danger which has been my fundamental problem. But … 20 hours played. The game is appealing and I want it to be better … I am still playing sort of hoping to be surprised/threatened by later quests/situations. I expect that I will complete both main quest lines. And keep hoping that a better future will emerge for the game.
This. So much this.
I’ve just played the tutorial dungeon of WHQ1 out of interest, to see what’s different. Immediately noticeable are the pinning mechanic where you could end up not being able to move a character, the giant spiders being able to fire webs, and each killed enemy drops something, however minor. The market is more readable somehow, with a highlightable list rather than album-flow cards. Characters took damage, rather than standing off and letting hot dark-elf sorceress babe toast the bad guys with her purple wand.
In WHQ2, incidentally, I’ve just picked up a second hot dark-elf sorceress babe who’s 2 levels higher than the first hd-esb. The balance just feels off, really. If I continue, I’ll see if I can recruit another pair so I can go dungeon crawling with a party purely made up of vindictive strippers.
That kinda sounds like the first game in the series as far as little challenge and overall dullness. I am surprised to see such hype for this game. The last one looked good bimut was so shallow and designed to prompt you toward in-app purchases that I just never felt the urge to see the series continue. Surely there are plenty of meatier SRPG options on iOS and Android, with actual customization, depth, and variety.
There are, but you will find a fondness for board games on this site; Warhammer Quest was originally adapted from a tabletop game.
With WHQ1 I used to hold my breath when hitting the turn button. Getting wiped from a bad ambush was annoying, but it did a great job ratcheting up the tension. It was a great risk/reward mechanic for how you used AP within the squad, and is what made that game a “classic” in my mind. I’m sad to learn it’s not there in the sequel.