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Daniel Cruz

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Posts posted by Daniel Cruz

  1. 17 hours ago, Morgan Vening said:

    Sí, creo que cometieron un error con la implementación allí. Todavía puedes usarlo, pero requiere tal investidura de diseño de equipo y estructura de juego, que simplemente no vale la pena.

    El problema es que probablemente querían solucionar el problema (y creo que OG Lucid fue un problema) con una sola carta (el Soñador), en lugar de todas las cartas con Lucid Dreams.

    ¿Ha dado Lucid Dreams la opción de barajar cualquiera de las dos cartas guardadas de nuevo en el mazo? Tal vez demasiado barajado. O haz que haga algo además del efecto Lucid (Empuja esta miniatura 1/2/3" hacia una Pesadilla amiga, dependiendo del valor de la carta eliminada del juego). Dale un TN mediocre si es demasiado potente. ?

    Pero aún podrías haberlo hecho con Dreamer. Tal vez algo donde, en lugar de devolver la mitad, Dreamer podría descartar cartas para mantener las cartas eliminadas (algo así como descartar cualquier cantidad de cartas de la mano para mantener 2/4/6 cartas fuera del juego por cada carta descartada). Así que mantener 6-8 cartas fuera del mazo es factible, pero mantener las 20+ que causaron que sea un problema, no tanto.

    I guess they have decided to leave out Dreamer 1 because they don't know what to do with him and focus more on Insomniac than on him if he fully benefits from lucid dreaming.

    because if it is true that it is as you comment at the end you do not have "free action" or that sensation is what it produces.

    Still, Dreamer 1 seems like a lot of fun to me and has the power to summon.

    if it is true that I want to try Insomniac for its range, mobility and being able to revive chompy

  2. On 4/2/2022 at 23:02, SEV said:

    En realidad, una de las raras ventajas del nerd Dreamer es el hecho de que puedes eliminar cartas altas con menos miedo. 

    Antes, tenías que tener cuidado porque Stitch era tu única opción para traerlos de vuelta a tu mazo. Ahora Dreamer también lo hará (pero aún estás perdiendo un turno).

    Obviamente, depende del juego, pero por lo general eliminaré el débil cuando pueda, si solo hay moderado+ eliminaré la carta más alta si me queda puntada. 

    I see, so before only the Stiched could recover the cards, so I understand why I have read so much on the forum that the Stiched Together were so good.
     

    Even so, now it is quite difficult to keep many cards out, the little I have played I keep very few out and as soon as I start losing nightmares, I practically do not have cards out.

  3. 4 hours ago, Adran said:

    Stitched change the outlook on how you use Lucid dreaming. You are right that in general the best approach is to try and remove low cards, but once you start using models that can use these removed cards, there is more of a case to remove high cards, because then those cards are acting as card draw. Exactly how much you want put high cards is up to you, and how much you are going to use models like stitched, which hit very hard for their price, but with the risk that they can hurt you. 

    It will probably take several games to work out how much you want high cards to support Stitched, and how much you want low cards to just improve your deck. It will vary from playstyle to playstyle.

     

    Precisely for this reason it seems complicated to me, knowing when I have to discard high cards from the deck, because of course doing that makes me penalize myself for improving the deck by removing the low ones. 
     

    I think they would be easier to carry with Insomnia since you always remove the highest ones

  4. Good morning, Yesterday I tried the Dreamer with the list that I told you about against kaeris.

    The first impressions I had were quite satisfactory.

    About the Dreamer himself, sometimes it's hard for me to know how close I have to get close to him because his range is not very high and in the end I had to resort to Protected (Nightmare) so that he didn't die, that poor Stiched Next to whom he received the damage he was a brave man. he otherwise teleported Chompy and summoned and when he could he put Shielded.

    I like Lord Chompy Bits more and more, although I have a doubt, if he has the Inhuman Reflexes improvement, and they fail the terror duel, they cheat destiny, can I move 2 inches? Yesterday Chompy was quite absurd against the toughest models of him hitting hard and mitigating with terror, inhuman reflexes and soulstones.

    Coppelius used it to complete missions, with movement 7 he could get practically anywhere, my partner ignored it.

    Daydreaming makes me a bit panicked that they have upgrades because of how fragile they are, I feel like I can lose a lot due to carelessness, but they were a very useful support.

    Teddy burned to death, poor thing, but he ate a FireGaming, he hurt Elijah, but Elijah does a lot of damage.

    Finally, the Stiched Together, when I play I feel like I don't get the most out of them, because normally it comes naturally to me to remove the low cards from the deck, but the high cards are used more, and that their ranged attack can go very wrong.

  5. Thank you all very much for your comments, this week I'm testing the dreamer against a friend who is starting with Kaeris.

    I'll try this list, I still need to get some Insidious Madness so I'm going with what I have.

     

    -The Dreamer

    -Lord Chompy Bits (inhuman Reflexes)

    -Daydream (Ancient Pact)

    -Daydream (Ancient Pact)

    -Coppelius

    -Teddy

    -Stiched together

    -Stiched Together

     

    7 Stones

    • Like 1
  6. 3 hours ago, Regelridderen said:

    My lynchpin is the Insidious Madness.

    They’re fast, so they’re great for running schemes.

    They have a Stat6 vs WP, meaning they are great healers for the rest of your crew.

    But more importantly. They’re able to pacify even the toughest opponents by handing out Distracted - and from across the board. So even if they end up away from everything in order to grab a symbol or something, they will still have an effect on the fighting.

    You’ll often hear players lament on how Dreamer, Serena and Stitched got nerfed, but Insidious Madness became some if the most powerful models in the game with the changes to Focus/Distracted.

    -

    I like to bring in Candy OOK, although she’s lacking the keyword Candy is a true nightmare. 

    The truth is that the Insidious Madness seems to me to be a magnificent miniature at the modeling level,

    I am glad to know that they are very useful. I have to get hold of the models that are hard for me to get.

    The Stiched, what have you nerfed? because starting to play now, I have only seen their current rules.

    By the way, I've seen that no one mentions Copelius, how is he?

  7. 10 hours ago, Adran said:

    The first dreamer is a summoner, which means that its often worth hiring the best possible critical models for your crew, and then use the summoned models to fill in gaps. As such you are often less likely to hire the models that you can later summon in anyway. (The down side is you will want to own most of the possible summons to get he best out of this, and knowing what you want to summon in any given situation is harder to learn). 

    If you really push the lucid dreams approach it was possible to be removing 8-10 cards a turn. With the addition of Vivid nightmares it requires you to keep using it to keep the bad cards out of the deck. Its still a very useful mechanic, as you can be looking at keeping half the weak cards out of the deck (if you really focus on it). This is a lot stronger than people think at first because the most common damage flip is done at :-flipso you flip 2 cards and pick the lowest. that results in about 60% of those flips being weak if you have a normal deck. A deck with half the number of weak cards is something like 40%. 

     

    So I see that what you really need to know is how you want to guide him if Lucid Dream or take the strongest minions supported by summons, I will have to try both options, if it is true that I see it quite hard to maintain the management of Lucid dream that you mention.

    And about Insomniac, what advice can you give me? I have seen that it is quite recent.

    By the way, thank you all very much for all the help and information you give me.

  8. 11 minutes ago, Maniacal_cackle said:

    Vivid nightmares was added as a bandaid solution to how broken lucid dreams turned out to be.

    Some people even like to get Dreamer killed turn 2 so that they can lucid dream harder xD

    So the reason it seems like lucid dreams doesn't work with dreamer is that it doesn't really make much sense anymore since the change.

    Seriously, so that´s why the rule didn´t fit me. Kill the dreamer? How sad it seems.

    I understand that if it´s a very powerful mechanic they nerf it but from there to cancel it, because i really don´t see who takes advantage of that, you can remove 4-6 cards per turn, and you have to return half in the end there comes a point where you get stuck and you can´t get more and lost free actions,  especially when the free action of almost the entire band is to enhance that.

  9. 18 minutes ago, Maniacal_cackle said:

    Basically there's two routes to go with original Dreamer:

    You can go enforcer/henchman heavy. This is what I do (basically snag 4 henchmen/enforcers from the keyword, 2 daydreams with ancient pact, and 5-7 stones for your cache). My favourite list:

    • Dreamer & Chompy
    • Teddy
    • Widow Weaver
    • Bandersnatch
    • Serena Bowman
    • Daydream with Ancient Pact
    • Daydream with Ancient Pact
    • Stones for summoning, damage reduction, other suits as needed.

    What's nice about this build is it starts out pretty powerful, and has a lot of good tools to unbury the minions that are summoned (especially Terrorize is absolutely fantastic). The two spiders together make an incredible pair for trying to score points while the rest of your team handles the enemy crew.

    Or you can go heavier into the minions. This lets you play more into Lucid Dreams, but that has been nerfed. But you still get a lot of extra cards to power up your stitched.

    For Insomniac you're almost certainly looking to do lots of lucid dreams (you probably need 4-6 in your list).

    Just my take anyway!

    So the First Dreamer is based on wearing strong models? Note That i Thought that his mechanic would be Lucid Dream, to remove cards from the deck, but then i saw his own Vivids Nightmares rule, which forces you to return half of the cards so i really did not understand much the uselfulness of his rule.

    And the Insomniac seemed more complicate to play at first glance, but much more support and with more mobilitie, Ithink that this version, i will like to play more, especially for being able to revive Chompy.

  10. Hello everyone, I dont play much Malifaux, several years ago I played a couple of games, but this i hardly played.

     

    i Have made a large part of The Dreamer gang and its version Insomniac, that seem to me to be fantastic miniatures aesthetically. I’m missing things like Teddy, Serena and Insidious Madness.

     

    That’s why, if it’s not a bother, i would like the most veterans to talk to ne about it, both about tips for playing it, lists or fun things that can be done with it.

     

    Thank you very much in advance

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