#[ super easy to get lost in and i can not say for certain if Chronos would help
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hireathshourglass · 2 years ago
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Realm & Home
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//: His Realm is technically set outside of Time. It is tricky to find him but not impossible as his Realm. Its easier for him to do his various jobs of managing time. Wither that be detangling timelines/timestreams, organizing them, or just cleaning up the destroyed.
//: Appearance wise, it looks similar to Nokron The Eternal City in Elden Ring crossed with a ClockTower without a roof. There's not really a Night or Day cycle in the Realm so its difficult to keep track of time.
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scoutception · 4 years ago
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Ys V: Lost Kefin, Kingdom of Sand review
The SNES was a console with many great RPGs. From popular classics like Final Fantasy VI, Chrono Trigger, Secret of Mana, and Earthbound, to hidden gems like Live A Live, Terranigma, Secret of Evermore, and Shadowrun, it’s a library with a lot of enjoyment to offer. Of course, not every RPG on the system fared so well, with quite a few mediocre and forgettable games scattered about, and unfortunately, Ys V, Falcom’s second attempt at revamping their classic series, after Ys IV backtracked to using the original bump combat system, is among these. Even today, about the only notable thing about Ys V to a modern fan is the current lack of any remake, unlike IV, or the similarly flawed Ys III, which was enough to rouse my curiosity and drive me to give it a fair playthrough. While I did have some fun with it, there’s certainly a reason there were no new Ys games for nearly a decade afterwards, and the specifics on why that is is what we’ll be looking at today. Note that while Ys V was never released outside of Japan, it does have an English translation patch, courtesy of Aeon Genesis, in what was apparently one of their most difficult hacking jobs ever.
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Story: About 4 years after the events of Ys I & II, Adol Christin, or, as he’s come to be known, Adol the Red, arrives at the port town of Xandria on the continent of Afroca (yes, literally just fantasy Alexandria and Africa), rather suspiciously without his constant companion Dogi, and on an intact ship, at that. The normally aimless Adol has been lured to Xandria by rumors of a mysterious Phantom City, said to contain amazing riches. After being contacted by a wealthy merchant named Dorman, however, Adol is given the truth: the so called Phantom City is actually the lost city of Kefin, a prosperous nation that wielded tremendous power five hundred years ago through the power of alchemy. Recently, the Kefin desert has been expanding, consuming many towns within the area, and monsters have become numerous and aggressive, leaving Xandria at threat of becoming a barren waste. Wishing to gain access to the secrets of Kefin’s alchemy in order to halt this desertification, Dorman hires Adol to find six elemental crystals that are said to have the power to unlock the way to Kefin. Unfortunately for Adol, he really has his work cut out for him this time; many of Afroca’s citizens are fearful of him, due to ancient legends telling of a red haired man that will bring great havoc upon his arrival, and he’s harassed by a band of thieves called the Ibur Gang, who are out to take all the crystals for themselves. Though Adol makes several allies as well, such as Niena, the adopted daughter of the great adventurer Stein, who disappeared three years ago looking for the crystals himself, Massea, a woman who possesses knowledge of alchemy matched by few others, and Stoker, the spirit of a man who lived five hundred years ago, he also comes to find that several other forces are conspiring to use Kefin’s alchemy for their own destructive purposes, and that his client may be less trustworthy than he initially seems.
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While most of the classic Ys games had quite cliche stories, if understandably considering their age, Ys V is actually a fair bit more original, with some pretty decent moments toward the end of the game. Unfortunately, before that point, most of the story just consists of just wandering around finding all the crystals, with the random interferences Adol encounters being the only things spicing it up, such as being forced to undergo a series of trials, or being blown off a raft by a sandstorm and washing up in a different town, keeping the tradition of boating accidents in Ys alive and well. Despite the amount of important supporting characters around, most of them barely even show up for most of the story, which makes for a pretty underdeveloped and forgettable cast, with only Terra of the Ibur Gang sticking out thanks to reappearing in Ys VI. It also just feels very disconnected from the rest of the series, with Dogi completely missing, and a lot of plot elements that feel out of place for Ys. According to the book Ys Complete Works, a lot of plot elements had to be left out of V, which certainly explains why it feels so underbaked, and leaves a lot of potential for improvement if a remake ever materializes, but until then, while a neat step forward for the writing of the series, Ys V’s story ultimately just doesn’t fare very well overall.
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Gameplay: Here’s where things really start falling apart. The bump combat system is gone once and for all now, with Ys V using a dedicated attack button like Ys III, a system that remains in place even today. Unlike Ys III, however, the general gameplay is still much more similar to the other titles, overhead perspective and all, with the change in combat instead feeling a lot more like the 2D Zelda titles. Along with swing his sword, Adol can also now use his shield to actively block attacks. There’s also a jump button, though there’s not much platforming to be done. In theory, this isn’t a bad change at all, but in practice, combat is extremely stiff and awkward feeling. Unlike in Zelda, where Link always swings with a nice, wide arc, Adol is stuck jabbing things for most of the game instead. Each sword has a different range, with exactly one that actually has a proper swing, and the ones you’ll use the most, the second and last swords, only being capable of stabs. Annoying as this is, it wouldn’t quite be a deal breaker, if it wasn’t for how frustratingly precise you need to be when attacking. If you’re even slightly off center, you’ll just whiff. Meanwhile, attacks from enemies are given far more leniency, and even using the shield, you need that same level of precision in order to block anything. Needless to say, this gets very frustrating.
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Aside from just attacking physically, magic, or to be more accurate, alchemy, is also available, with spells being made by collecting elemental stones and having an alchemist combine three at a time, with six different elements and eighteen possible spells, which can then be attached to Adol’s weapon and slowly charged up until the magic meter reaches 100, at which point attacking will cast the spell and drain MP and spell charge. While a neat idea in concept, in practice, almost everything you can make is downright awful. Not only are many spells nearly identical to each other, but most of them are just really, really bad, with absurdly long casting animations, during which enemies are free to continue moving around and out of the spell’s range, wasting both your time and MP. About the only useful spells are the ones that hit everything on screen, which take an absurd amount of MP, and the basic fireball, which has no casting animation, and is mandatory to get anyway. Several enemies will also just absorb magic entirely and gain HP, so using it can often be an outright detriment. Even worse, the game basically forces you to use magic by separating EXP into two different types: physical EXP, obtained from defeating enemies with the sword, or from bosses, which boosts physical power and defense and magic EXP, which is gained from killing enemies with magic, and boosts magic power and defense, meaning if you ignore magic, any enemy using magic attacks will quickly wreck you. The stones needed to make the spells, along with a few other items like coins to be sold, are also mostly hidden across the different areas, and can only be found by rubbing up against every wall and object in sight, which is really annoying, and you really can’t afford to miss any of them if you want to make most of the available spells.
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Bosses are pretty dumb too, with a lot of them just coming down to standing in one places and stabbing until they die, chugging heal potions until they die, and considering the most basic healing item heals 60% of Adol’s HP, it’s not hard to do, either. In general, the game is overly forgiving. While still pretty annoying, the level system means it is pretty easy to end up overleveled with physical and magic levels combined, and rather than just dropping a set amount of gold, enemies instead drop gems, which can be sold to merchants for varying amounts. While this wouldn’t make much of a difference on paper, the gems are worth so much, and certain merchants have high enough exchange rates, that you can make a lot of money pretty easily, and considering the third and second best weapons in the game are sold in the first two towns, it’s even easier to break the game wide open. Most areas are also really short, with several dungeons literally just consisting of three or four small rooms, so you’re rarely ever in serious danger traversing them, with most of their length just coming from forced backtracking. While an improvement from how grind heavy most of the early Ys games were, the easiness just makes the experience even less engaging, to the point Falcom had to make a second version of the game, titled Ys V Expert, due to complaints.
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Graphics: The visuals of Ys V, to put it bluntly, barely even resemble the rest of the series, to the point it’s basically indistinguishable from any other SNES RPG. It doesn’t look outright bad, but whereas Ys usually uses a super deformed style with lots of colors, Ys V uses a more realistically proportioned style with really dark, dull colors, to the point that Adol’s usual distinctive bright red hair looks more brown than anything. Most areas are pretty forgettable, with pretty generic caves and ruins, but there are a few neat areas, like the rainy marshlands, which actually carry a pretty strong atmosphere, and the bosses look kinda cool, if a bit samey. You also get to customize Adol a bit, being able to change the color of his clothes and armor in the menu, along with his hair color, if you find a hidden NPC fairly late in the game, with the default option actually giving him his usual hair color. Overall, though, the visuals are still pretty unspectacular.
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Music: In yet another change from series tradition, Ys V forgoes the usual rock style of the soundtrack, and instead takes a much more orchestral approach, again making it stand out even less from its competition, only retaining a few traditions like the item collection music and the Theme of Adol. In this case, however, I can’t complain that much about the change, because the resulting soundtrack, in usual Falcom fashion, is still fantastic. From the peaceful Foresta Village, to the melancholy Misty Lake, to the mysterious Oasis, to the dark Sand Castle, to the adventurous Wilderness, there are a lot of great tracks to be found, and it’s absolutely worth looking up the soundtrack even if the rest of the game would drive you away.
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Conclusion: Overall, Ys V is not recommended. It’s not an outright bad game, and can still be decently fun. It’s short enough that it’s not much of an investment to play through, and it was still an important step that allowed Ys VI to fully modernize the gameplay of the series. As a whole though, it’s still a pretty underwhelming and clunky experience that’s almost completely divorced from the rest of the series. You’re not missing much by leaving it alone, and perhaps with the release of Ys IX, a remake of V could be next on the schedule. Either way, that’s about all I can even say about this game. Till next time. -Scout
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operationrainfall · 5 years ago
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Title Ara Fell: Enhanced Edition Developer Stegosoft Games Publisher DANGEN Entertainment Release Date March 26th, 2020 Genre RPG Platform PC, Mobile, Nintendo Switch, PS4, Xbox One Age Rating E for Everyone 10+ – Alcohol Reference, Fantasy Violence, Mild Blood, Mild Language Official Website
It’s kind of remarkable I didn’t play Ara Fell a lot sooner. After all, a friend gifted me the original game at least a couple years ago, where it quickly got lost in my massive Steam backlog. But then something wonderful happened – Stegosoft Games went and remastered the original game as Ara Fell: Enhanced Edition. That same friend suggested I review it for the oprainfall site, and I’m incredibly happy I finally listened. And while you could make the argument I would have enjoyed this whimsical adventure sooner, I’m glad I waited. Because Ara Fell: Enhanced Edition is just a much smoother, easier to access game with the same meaningful story intact.
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For all intents and purposes, Ara Fell: Enhanced Edition is the same game that was reviewed on the oprainfall site 4 years ago. However, there are some key differences. The battle system has been revamped, the user interface for menus is really easy to parse, and they even added new character classes and skills, apparently. They also upgraded the systems present in the game, such as crafting and enchanting, added difficulty modes, a handy autosave and more. While I wasn’t able to compare and contrast these changes much, not having played the original, I did find a few videos online, and I can say the UI has been wonderfully streamlined. Battle menus aren’t clunky, and it’s clear and obvious what your options are, and even in what order attacks will happen. And while I’m not usually a fan of crafting, here it’s very well implemented. All you need is to buy the recipe for an item, have enough of the requisite ingredients, then hold A to craft. You can craft single use items, as well as upgrade your equipment to provide better stats for your team. Enchanting is also very easy to do, and works pretty much identically. The key difference is you can attach up to 4 passive enchantments of your choice to character equipment, such as increased health, critical hit rate, the capacity to poison with regular attacks and much more. By contrast, crafted items have set properties.
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Steve was dead on when he said the game is one of the best RPG Maker games ever. I honestly didn’t even realize this was a RPG Maker title at first, since it has such polish and poise. Sure it looks like an old game, the same way Chrono Trigger looks like an old game. Meaning this looks totally authentic to a certain time period, and that’s not a complaint. Ara Fell: Enhanced Edition could easily have been a touchstone RPG from the 90s, chock full of heart, great gameplay and a really interesting story. Take it from a wannabe fantasy author, that last part is hard to do, especially in a genre full of cliches and overused tropes. And while the story isn’t the most complex, it also does a great job of introducing key elements organically and tying them together in a satisfying arc. The tale revolves around a floating continent, a mysterious relic, elves, vampires and one fierce young woman. I don’t want to ruin it by saying too much, but trust me that it’s a joy to experience, and the lore of the world of Ara Fell is really intriguing.
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A large reason I enjoyed the story of Ara Fell: Enhanced Edition so much is because of the characters that populate it. Lita LeCotta is the spunkiest, most deadpan little tomboy you could ever want. She’s delightfully snarky and full of personality, with hilarious one liners aplenty. What I especially love about Lita is that she fights against the mantle of hero, and just sees herself as someone that stumbled upon her destiny. But her strength of character, determination and desire to protect her loved ones makes her truly heroic. Or take Adrian, Lita’s childhood friend who has grown up in harsh circumstances, yet found the drive to become a knight. Sure he gets taken by the occasional schemer, but he’s always there to protect his friends, and he may even have some feelings for Lita. Then there’s Seri Kesu, a strong and beautiful sorceress with some serious hard edges. She’s a master of her craft, and her only weakness is one bad relationship that’s soured her to this day. Finally there’s Doren, a mysterious turban wearing bard that’s immensely passive aggressive, and who seems to have a surprising reservoir of knowledge of ancient times. It’s a great cast, and their interactions make the whole story a delight to experience. Even the villains set against them are complex and unexpected. All in all, the entire cast of Ara Fell: Enhanced Edition makes for a very compelling tale.
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None of that would matter if the game wasn’t fun to play, but I can say that Ara Fell: Enhanced Edition is a glorious retro RPG. I played on the normal difficulty, and found the combat easy to understand, yet challenging. It’s turn based, with an ATB showing the turn order. One unique aspect is the Injury system, where your character is weakened if they perish and are revived, and only fully recovers by healing at an Inn or other safe location. As the game progresses and your team fills out, the challenge scales accordingly, but I never found anything unbalanced. It’s really fun and hard to put down. You select attacks and engage the foe, and as you battle your Ultimate bar fills up. This allows characters to use super powerful attacks against the foe, but you can’t rely on these. Each character’s Ultimate takes a different amount of time to charge, and your entire team uses the same Ultimate bar. So once I use any Ultimate attack, the bar resets. Thankfully, you have a lot of control over how your team grows, and even can tweak how they fight. Every time you level up, you are allocated points to distribute to various stats, and the game clearly tells you what each corresponds to. I decided to focus on making Lita a speedy assassin, while I supercharged Seri’s spellcasting at the cost of her speed and defense. As you wander the world, you’ll find magical stones that an be used to augment your character’s abilities. At first all you can do is make them more powerful, but once you have fulfilled their class quests, your options blossom. You can pick from one of two advanced classes for each character, with pros and cons. Once that’s done, you can choose branching options for your abilities, such as Adrian’s Whirlwind attack healing your team, or Doren’s Holy Light affecting all foes. You can even tweak their Ultimate attacks, allowing for a lot of customization options. By the end of the game, I had a really powerful team that was capable of taking on any foe without worry.
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The combat is a lot of fun, but so is just exploring the world of Ara Fell: Enhanced Edition. Normally I don’t like getting lost in games, but this one was built to accommodate exploration and reward you for it. You’ll constantly come across natural resources you can harvest for use with crafting and enchanting. Lita will grab fish from the water, pluck leaves from various plants and mine ore from cavern walls. I just wandered and wandered, and probably spent a good extra 4-5 hours enjoying myself. It’s fun to jump across ravines, crawl through narrow tunnels and swim all around. The world of Ara Fell is a big one, and it’s truly beautiful. Since the entirety of the game takes place on a floating continent, you’ll see eerie sights like waterfalls descending hundreds of miles, or haunting ruins suspended in mid air. Yet, as much as I explored, I only got lost a handful of times in my 20+ hour playthrough. Once was late in the game when a group of damn faeries got me mixed up, and later I couldn’t find the class quest for Doren. Thankfully most activities are well signposted, and you can always check the pause screen for a reminder where you’re supposed to go for continuing the main quest. The only optional quests that were really flummoxing to locate were the various Bounties, of which I only managed to find half.
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Visually, this is a really attractive game. The portrait art for the characters does a great job of expressing their personality. Meanwhile, the overworld and sprite work is both faithful to the retro focus and eye catching. Pretty much all the enemies are distinct, with no color swapped nonsense. The game runs at a smooth clip most of time, and I only had very few moments of slowdown, and only while exploring. The music does its job. I wouldn’t say it was the best soundtrack ever, since it’s mostly low key, melodic and occasionally haunting. If you’re coming here for snazzy rock and roll tracks, don’t bother. But all the music and sound effects do their jobs well, if perhaps without much distinction.
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Honestly the biggest negative for me is that Ara Fell: Enhanced Edition ends at all. I really got lost in this wonderful RPG world, and was sad to see it end. I know I love a game when I even enjoy the puzzles in it. Thankfully there’s an epilogue after the credits roll, which does a decent job of tying up plot threads while still leaving room for a potential sequel. Suffice to say, I really hope Stegosoft Games has a sequel in the works, cause I desperately want to return to this fascinating world. If you love classic RPGs and want something you can get lost in for only $14.99, look no further. It’s easily one of my favorite RPGs of 2020 thus far.
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[easyreview cat1title=”Overall” cat1detail=”” cat1rating=”4.5″]
Review Copy Provided by Publisher
REVIEW: Ara Fell: Enhanced Edition Title Ara Fell: Enhanced Edition
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chronoscasuals · 6 years ago
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Sentinels of the Multiverse: Adelphophage’s Archives (part 1: base game villain promos)
Welcome all to Chronos Casuals. My name is ChronosMysty and today will start a number of posts relating to Adelphophage’s work, linked here: https://boardgamegeek.com/thread/1678967/adelphophages-archives or more directly, this Google Drive: https://drive.google.com/drive/folders/0ByiShKnxkMCuRU5DMXJKYVFtMlk Before I start going over my experiences with his work, I just want to mention that I will only be reviewing content that I have actually played with, not all of it. I will also not mention every detail, instead going over general mechanics and feel.
Additionally, the oversized villain cards have two additional notes: • For many of them, they have numbers/phrases in the format A/B/C. That means A applies in H=3, B in H=4, and C in H=5. This is most commonly found in the health section of the card. • The setup instructions no longer say “Put this into play, this side face-up.” That seemed really redundant. Instead, the front side contains a setup box, even if that setup box just says”No Additional rules”.
Now that we’ve got that out of the way, let’s start off with the oversized villain cards, of which i will probably do in batches of expansion. Sorry that they’re a little blurry, snipping tool seems to be the best way to get the image up without it being ridiculously oversized.
Baron Blade: Black Hole Generator
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This version of Baron Blade takes the mechanics of both regular baron Blade cards and combines them with some extra twists. The first half is reminiscent of the first stage of the regular Baron Blade character card in that at the start of his turn, if there are a certain number of cards in the trash, the heroes lose (in this case, 20). However, it adds additional steps along the way, adding more pressure and incentive to finish him off early. Additionally, he now has an end of turn that will accelerate the clock or play another target, adding to the pressure. The second half does what Mad Bomber Baron Blade’s back half should have done - used it to charge up the weapon and then play another card, ensuring his most powerful cards get played while drastically increasing the damage of his single target attack. Overall, this card does something Baron Blade desperately needed: a powerful character card to make him an actual threat.
Citizen Dawn: Solar Empress
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While not much is particularly wrong with regular Citizen Dawn, Adelphophage wanted a version that focused less on her powerful Ongoings and more on her Citizens, and so a promo was made to functionally turn her ongoings into one-shots that reset her board, fill her board back up (in varying ways depending on the Ongoing), and skip her end of turn damage ability. This mechanic is designed to stop Citizen Dawn or falling too far behind (both things that ruin tension a lot), but it sometimes can make a battle feel cut up into stages, as all the work you put into destroying her Citizens feels put to waste. However, given the next mechanic, this was likely intentional. The secondary but very relevant mechanic, however, is her 2 sunshield counters, providing 1 damage reduction to whoever they are on, with one of them being moved to a Citizen when it is put into play and it being moved to another non-shielded Citizen when a sunshielded citizen leaves play (with the exception being Citizen dawn, who will take both if no other Citizens are in play). Managing these requires threat assessment, as wiping out all of her Citizens will give her 2 damage reduction, which, along with her massive health score, will make her near-impossible to kill. Overall, this version of Citizen Dawn reinforces ideas I learned facing the original Citizen Dawn: sometimes destroying the Citizens isn’t worth it and you just have to go for the face.
Omnitron-V
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i know your first thought might be “256 HP!? That’s ridiculous.” Well, don’t worry, if you notice the setup box, it says to set Omnitron to 35/50/60 HP. If Omnitron really heals up to 256, it means you screwed up and are probably going to lose.
Omnitron-V (based on Sentinels tactics) starts off without the one-shots or Adaptive Plating, just an entire deck of Drones and cards that are turned into Drones. He plays then at an accelerated rate and is immune to damage, only giving you the option to destroy them until there are 8 or more at the start of Omnitron’s turn - in which case, Omnitron gets up and pulls a 180, removing the actual Drones from the deck, adding back in those one-shots and armor, and revealing two Components. But the components now indestructible and Omnitron no longer using small drones, you must defeat Omnitron quickly before his most powerful cards and growing collection of components finish you off. Overall, this Omnitron is much more consistently a threat rather than being usually easy with the occasional powerful card.
Grand warlord Voss: Gene-Bound General
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Grand warlord Voss had two big problems: 1. He was super front-loaded and then kind of did nothing - alt least until a Forced Deployment happened, in which case, you basically lost the game. 2. AOE damage kills his swarm pretty easily except for the 1-2 of them that resist that type of damage.
This fixes both by reducing his initial Minion count to none and making playing Minions much more consistent. Forced Deployment doesn’t have its usual effect and instead just makes grand warlord Voss flip, causing him to be immune to damage, skip his end of turn action, and deploy H minions during the round (although you have a chance to deal with them before they strike). To reduce AOE’s prevalance, his Minions now engage heroes they deal damage to, giving them 2 damage resist from other heroes and making Grand warlord Voss 2 damage resist engaged heroes. Note that Minions don’t have lowered damage against targets they aren’t engaged to, meaning that AOE attacking-minions will likely engage multiple heroes during their AOE attack - although they’ll only stay engaged to the last one they strike, meaning you can usually choose which hero an AOE attacker is engaged to at the end by ordering the damage correctly. each minion becomes one hero’s problem that they must deal with before they can attack Voss.
Overall, I find the fight feels much more rewarding, with each hero only having to deal with their own engaged Minions (if any) before taking the fight to the Thorathians. I would also just like to note that the Advanced clause on both sides “Villain minions have a max HP of 5″ is written more like a Challenge clause due to being passive on both sides, but given how few people are going to remember Challenge mode exists or what the Challenge mode is, I’m fine with it being Advanced mode.
And that’s all I’m going to cover right now. I’ll see you all next time, and remember, keep it casual! EDIT: Added something referencing GW Voss’s advanced clause.
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