Ok time to redo my list one year later with tons more of experience.
First, that assume good or great play and start 0 xp.
Since the game is pretty easy with experience, what usually causes a loss is a lack of damage. And rarely a lack of control of the damage to deal during the last turn of a monster.
Good games never lose at level 5, even with bad luck.
You will see a +1/0/-1/-2 rating on characters. Add them, and if you got -2 or below, that will be a very difficult game.
1)
Sensei (+1): even on bad games, if you manage to give him experience, he will be able to give some xp to the whole table, and you can never be far behind with it. You can be behind and still be able to have a chance in level 5 thanks to his 6. He lacks of damage which is extremely bad, but the xp send is extremely good.
2)
Hunter (+1): I really want to put it lower, but his 4 saved some games. One big thing is that if hunter is alive during the last turn of an encounter, if you got some bad rolls, he still can use a 4 to have another turn. That makes some plays like missing 5 hp for last turn and 2 alive be much more probable to kill. I still think maxing 4 is unecessary, and upgrading once is best.
3)
Lancer (0): great damage, some support
4)
Stargazer (0): great damage, good support. Just stay in sun, upgrade the 4, and play it as support by giving 2 xp with downside and upside on someone else. Then upgrade 12 once, and you already got a great character with 1/2/4 being great rolls.
5)
Death strider (0): this one is tricky, you got the downside of needed to not be healed fully, but you still got lots of damage. You got the possibility to max 12 or max 56 which let you adapt. He got no support ability (outside of his 4 on some rare fight), which is annoying.
6)
Blood mage (-1): on a bad game, he can manage to get his own xp. One big upside is being able to take all the damage of the team, and make the three others characters alive during the last turn. But he is dependant on them, if those character don't have much damage, since he can't put the damage himself, that will be pretty bad.
7)
Commander (-1): he lacks of damage, he got tons of support which makes it really hard and interresting to play for himself and others, but that's still not enough on my opinion. The lack of damage (because the 12 upgraded once can rarely deal more than 4) makes him want to take the damage of the team with it's armor and his 2 or 4 roll, but that make it dependant to others.
8)
Medic (-2): lack of damage, can't do much things. His 4 upgraded once is it's best ability because it heals for 2 the whole team (8heal is above average) but that's usually the second upgrade, that's dependant of others hp, that's dependant of others, and that anti synergise with death strider. The damage is low, the 2 maxed is nice but bad games don't goes until that point. The 2 not upgraded is good turn 1 or 2, especially with hunter. And the 6 could let you make someone else be alive next turn. Lots of support around.
Now let me re-read the post
Ditto11 wrote: ↑19 June 2023, 02:35
8th) Commander: it's really interresting to play, but I feel like his only good ability is his 4 which add armor, which can be really bad sometimes
I am going to SOOO disagree here.
I LOVE the commander, he's my main guy I use as often as possible. I find he is the best overall character:
- highest damage potential.
- very tanky : can soak a lot of damage and offers excellent group damage mitigation to others (which rivals the medic's healing)
- his bonus 6 can trigger so many different abilities ... it's such useful utility.
So...
The highest damage doesn't really matter, if you manage to max an ability, either you already won, or you spend team ressources for that, and get it for level 5. You can deal 12 but that will usually make someone else deal less, like let's said -2 overall, so you deal 10. Or more often you will deal 8 for no or few downside, which is still above average, but not that much higher.
The tankyness is completely true, and really nice, that require some xp in 34 which is fine but still annoying. Maybe the problem came from the bad team. If you got a -1 or -2 team, you will already got one character which is bad to support. So you take damage for the team, but that character will not do much with the extra hp he got from commander's defense.
6 with sensei give extra xp which is really good as you said, that can win the run with that combo alone.
Hunter is very situationnal, but his 4 can protect him at peril 4.
Lancer is extra damage which is good.
Stargazer is interesting, guess I should change my gameplay with it, since it let the stargazer switch the sun/moon more often. And if it's maxed, that got some really nice upside.
Death strider is nice early to get the damage missing, and only nice later on if it's maxed.
Blood mage is bad/situationnal.
Medic is a small free heal. You prefer damage but that's fine.
So yeah only hunter and sensei look really nice with it.
And so Kevin rated Commander higher again. I should try it more, with more focus on 4 maybe? Let me wrote three 'random' team with commander which sum to my -1:
a) commander/bloodmage/lancer/hunter: (-1)+(-1)+0+1
b) commander/medic/hunter/sensei: (-1)+(-2)+1+1
c) commander/lancer/stargazer/death strider: (-1)+0+0+0
Team A can play aroud hunter, and got lancer for damage, so that look a pretty good team even with that -1. They got everything it seem. Peril 4 for everyone look to work. If you replace lancer by stargazer, then we got lots of differents peril. Peril 2 can work, but that seem annoying.
Team B extremely lack of damage. They got lots of support, they could survive with a lucky monster 1&2 or make sensei carry the game by maxing it. If it's the second, the game will look hard, but I can totally see a win. Again the peril doesn't look great.
Team C is full of damage, but lack of everything else. And peril 3 is absolutely great.
Here is my last lost with a -2 team, included commander:
https://boardgamearena.com/archive/repl ... s=84207926; .
My second last lost, with again a -2 team:
https://boardgamearena.com/archive/repl ... s=84207926; .
My third last lost with a -4 team:
https://boardgamearena.com/archive/repl ... s=84207926; .
And my forth last lost, with a -3 team:
https://boardgamearena.com/archive/repl ... s=84207926; .
So commander is only present twice. Which is interresting.
3medic/bloodmage/stargazer
2commander/strider/sensei
1lancer
0hunter
tarongot wrote: ↑23 June 2023, 16:28Other characters are pretty much at similar level. All have theirs strong and week sides, and need cooperate with others.
I strongly disagree though. I don't think the game is well balanced.