![]() The effect is wasted if you kill your target. Inconsistently poisoning enemies isn't that great. If you do flip one of these in Melee, you can take some risks with your positioning. You're never really sad to flip an invisible card out of nowhere. On the flip side, rolling modifiers also make disadvantage less bad, as it makes it possible to flip a 2x even when at disadvantage (rolling modifier gets ignored in disadvantage). Note that rolling modifiers can make your modifier deck flip nulls if you have advantage. These overall add extra damage while helping cycle through your deck. The rest of these cards have varying use and effects depending on your party makeup and what your play style is. ![]() By removing the +0's after you've removed most of the -1's, you will flip green cards more consistently. ![]() This perk doesn't make your deck more powerful until after you get a few other perks first. Similar to above, taking out the -1's helps make your attacks more reliable. These make your damage overall more reliable. Once you take this out, you will miss your kills far less often. When you're trying to kill a monster with 4 health left with an Attack 5, there's only 2 modifier cards that will stop you: the Null attack and -2. It will stop you confirming kills more often than not. The -2 attack card is the closest thing to a Null attack card. Take this early and save yourself a lot of pain.
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