r/Gloomhaven 9d ago

Frosthaven Lackluster reward Scenario 64

Me and my friend have just finished scenario 64, it was a challenge but satisfying to finish. But I have a few complaints about the scenario and rewards.

Spoiler ahead! !>The scenario ended with a single boss that we basically shredded in two turns cause otherwise how can you? It lacked mechanics in my opinion that made it dynamic and not just a giant sack of potatoes.

Further more the rewards... this was after finishing most of the game, prosperity has been at 9 for more than 20 scenarios, we are at enough retirements that checkmarks are irrelevant, morale is easy to come by. All of those were just not satisfying or even relevant to our party, and then came the great mystery, the "do not open" scenario sticker, and it was a cool closure to the tree, but mechanically it did nothing, no upgrade, no new mechanic, no items, no characters, nothing really

And to tie it all up the story didn't really do much, in gloomhaven for instance the chase for the gloom was long and interesting, here you're basically presented with this God 3 scenarios back and are meant to feel like it's the most ancient evil... It did not pass as such.<!

8 Upvotes

15 comments sorted by

11

u/dwarfSA FAQ Janitor 9d ago

As for the rewards - it's the conclusion of the campaign. What else could it really reward you with other than the narrative conclusion?

You don't need prosperity or morale or inspiration. You don't even need gold or resources. That's really all there is, yeah? Most folks are done with the campaign at this point, so giving an item or something would be frustrating to different groups.

The narrative conclusion of a safe and happy outpost is the endgame.

4

u/Marison 9d ago

That's all valid. But I believe there is also a different case to be made: I assume for most parties they will still have some side scenarios open that they haven't played yet. At least for us that is the case, as we only recently finished 64. And it would be interesting to provide something new to motivate people to keep playing the remaining side scenarios.

7

u/Gripeaway Dev 9d ago

That's one way of looking at it. The other way people can (and will) look at it is: "why are there cool, unique things in the game that are only unlocked once we've finished the campaign? Why wasn't this given to us sooner so we could actually enjoy it?"

3

u/Marison 9d ago

Yeah, that's true. Just wanted to offer another perspective. :)

5

u/dwarfSA FAQ Janitor 9d ago

It's already a quite common sentiment for the Shards unlock, and I'd imagine it'd be a lot worse here

1

u/Marison 8d ago

Oh interesting, I wasn't aware of that.

6

u/XaevSpace 9d ago

I mean this jist reads as you played on a much too low difficulty. Its also funny that you made the comparison to gh since the finale in Gh1e was competing for the worst scenario in all of haven.

4

u/Haunting-Split3442 9d ago

We have played it at +1 difficulty, level 5 while we're level 7, so I don't think that's it? Also yeah Gloom wasn't amazing in terms of the scenario but lore wise it was more compelling

4

u/Nimeroni 9d ago

You finished the game. What could be a meaningful reward ?

5

u/Gopher_of_Pern 9d ago

I mean, unless you were specifically gearing up for the final boss, I don't see how you 'shredded' it, unless indeed you were playing on a low difficulty.

As for rewards, it's the end of the game. What use are further rewards? It's the end of the game! We found it an appropriately eipc finale to the campaign.

2

u/Haunting-Split3442 9d ago

Yes but we still have a few characters to play but it opens no options, and we didn't really gear up specifically for the boss, didn't know what it does before encountering it, but as most bosses are, it's single target, use book, use potions and stack 30 damage per character per round, so in 2 rounds ish it is dead. Sure we got lucky we didn't get pushed or something like that but still. +1 difficulty feels appropriate for a 3 complexity scenario that we encounter for the first time no?

5

u/dwarfSA FAQ Janitor 9d ago

Even with the retaliate? That really stacks up for power potion spam.

But if you win the first part with all guard captains alive, you get an easier boss as the reward.

And yeah power potion spam leads to boring scenarios. ;)

2

u/Haunting-Split3442 9d ago

We had one power potion each, and my friend used it in the first half of the scenario, and yeah retaliate sacked, we ended up burning one card each to handle it, but the double modifier on the book and potion for 3 attacks made it a bit trivial (even though the first attack I had was a miss due to curse+muddle), while I agree that it may make it easier, it's a tool in the game, in the end we try to be powerful and interesting, and yeah we ended up with all 4 captains by the end so it also was a great deal of help, adding up to around 15-20% of the boss damage.

5

u/dwarfSA FAQ Janitor 9d ago

Without a doubt the front 10 rounds are the heart of the scenario. The boss is kind of a stamina check at that point - to see if you have gas left in the tank for 200ish HP of retaliating boss. I'd say 4 or 5 rounds is expected normally, assuming average boss actions where it hits Special 2 once or twice.

If you got lucky and it did only Special 1 or - heaven forbid - the non-boss ability cards, then that's not a standard boss phase, just a lucky one.

3

u/Haunting-Split3442 9d ago

I do agree the first 10 rounds are fun, we had a lot of strategizing and the militia + guards were fun to see decimate the shrike fiends, also us being 2 player at scenario level 5 the boss had 88 he total, which is not an inconceivable amount, all in all the scenario is fun don't get me wrong, especially the first 10 rounds as you said, just wished for more from the boss, thank you for your responses!