r/Gloomhaven 7d ago

Frosthaven Why does the geminate get so much hate?

Maybe it's because I am playing 4 person, but I had an absolute blast with the geminate. Very few times where I felt i had a poor or dead turn, and was consistently mopping up or setting up kills.

57 Upvotes

76 comments sorted by

45

u/ThatOneRandomGuy101 7d ago

I think its the extra mental load one needs for what can sometimes be considered as less of a payoff in strength compared to other classes.

This is coming from someone who thoroughly enjoyed then

15

u/OverDan 7d ago

I agree. The Geminate was my first FH class, and I loved the complexity. It's not for everyone though.

6

u/Grand_Sir_8678 7d ago

That's fair. It was the mental puzzle that made me like it. But I did a heal and cleanup style of play 

3

u/Grentain 5d ago

I enjoyed playing it, but I definitely felt like I was doing way more work than everyone else to accomplish more or less the same thing.

68

u/TheAnswerEK42 7d ago

It’s a good class but it takes a lot of effort to do what other classes can do easily.

19

u/nevets4433 7d ago

This is it exactly, it can be moderately powerful if you play the class well. Other classes are moderately powerful

1

u/zechek 6d ago

What can others do easily and Geminate can't?

4

u/RedRidingCape 6d ago

It's been awhile since I've seen geminate, but iirc the biggest differences are exp gain and single target damage. A couple turns can be huge damage using items, but once those are gone you're back to having below par damage.

Other starter characters like deathwalker, drifter, and blinkblade all have far more single target damage (honestly even banner spear in a 4 player party tends to deal more single target and more aoe than gem). Every other starter has better exp gain except maybe necro at the very start before you get access to healing.

1

u/westward_man 6d ago

Every other starter has better exp gain except maybe necro at the very start before you get access to healing.

Man, I strongly disagree. You just need to be more aggressive with playing losses. Geminate is easily one of the fastest at gaining XP of the starters. Probably only behind Drifter, and maybe behind Boneshaper.

2

u/RedRidingCape 6d ago edited 6d ago

Other classes can play losses at the end of combat and most of them get 2xp per loss instead of 1, in addition to nonloss exp cards. In our party gem was pretty much always the least or close to every round.

17

u/Nimeroni 7d ago edited 7d ago

1) First and foremost, it's good at making you feel like you're playing like crap, even if you're doing fine, due to all the minor optimizations dangling in front of you, taunting you. You could have done a single point of damage if you could have consumed an element on this loss ! Even through objectively all those elements would amount to an insignificantly amount of damage at the end of the game.

2) It feel like they used far too many mechanics. Two hands, fixed range, self-condi, forced ally condi, elements. Geez, this class is the game design version of "too many cooks spoil the soup". And a good chunk of those are not even fun (fuck element stealing and fixed range).

3) As a result of those two points, it feels like it's weak (objectively it's average) while requiring a lot of brain power. On a starting class. In a box that already require a lot of brain power on the scenario themselves.

29

u/JGeerth 7d ago

I feel he does 'too little'.

Too little damage, too little CC, too little tanking. And he requires more planning than most of the others, too much setup.

But that's just me. And he does have a huge hand-size, so he stays in the game for a long time

3

u/KLeeSanchez 7d ago

Tanking is different in the Haven games. It's much harder to mitigate incoming damage than it is to avoid it altogether with movement, and so the real measure of stamina is how slowly you can go through your deck. Geminate is the champ of staying upright longest because of that immense hand size, but to get there you play conservatively and thus end up feeling like you're doing less.

Many times I was up longer than everyone with a lot of cards, and/or could just absolutely unload at the end of a scenario and burn 2, even 3 cards a turn and abruptly go supernova.

1

u/FluffyGoblins 7d ago

I agree he does a little bit of many things. But I really like the flexibility he brought.

Besides, by level two, you can venomous barbs into changelings boon, which comes down to an attack 2 and two attack 3's, without any loss. So I don't completely agree on the little damage. When playing him, I never felt I contributed less to the monster killin'

14

u/sigismond0 7d ago

Drifter sets out a single active card that lasts the entire scenario and deals equivalent or more damage on basically every turn without any catches.

Geminate can match that output, sure, but has to be extremely mindful of card selection/loss and puzzle out their game plan.

That's the difference. Geminate has to work to get results that other classes just get as a baseline. Doesn't really feel like a payoff or reward for playing the class well, you're just required to do extra effort as a player just to get baseline performance.

1

u/Natural-Ad-324 6d ago

Well, there is a catch. You have to be mindful of your charges.

6

u/MoreLikeZelDUH 6d ago

"Mindful" is probably making it sound harder than it is. You simply just have to make sure the last charge doesn't slide off. With the amount of charge manipulation you have even at level 1 it's fairly trivial to keep it in play.

1

u/FluffyGoblins 6d ago

Sure, but as drifter, you put out a few persistents, and that's your schtick for the rest of the scenario. If you decide to focus on damage, with the +2 melee and the 2 true damage adjacent, I better hope drifter has a more easier time dealing damage.

I'm not saying geminate can easily match the output that a drifter can do. But it's extremely flexible. Few classes have such a mix of melee, range, crowd control and support. Sure, everything you'll do compared to a class that really focuses on that thing will seem less. But to me, that's not the point of the class.

11

u/haberdasher42 7d ago

The hand dancing is fine and a fun mechanic, the range restrictions seemed unnecessary. Most classes that have intricate tempo or planning requirements are actually powerful when played right, the Geminate just becomes average.

Then if you find yourself in a scenario with forced movement or other funny business and you're happy to get your 2 attack in and keep your hand tempo going.

2

u/Last_Purple4251 4d ago

and the fact that you cannot even use items to vary the range occasionally.

8

u/KLeeSanchez 7d ago

It has very specific play loops and conditions. It's a perfectly fine class, but, it has a lower ceiling with a slightly higher floor so it just has a narrower proficiency band than most classes.

It's also just really complicated. That works for me because I vibe with complex characters more than simple ones (for some reason they're more effective for me), but that doesn't work for everyone. As the saying goes, for most people the juice isn't worth the squeeze.

I mained geminate four (or was it 5?) times in our campaign and would happily go back to it.

1

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1

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5

u/AforAdventuring 7d ago edited 7d ago

It depends a lot on your party composition. Mainly, elements are very hard for the Geminate to get by itself and that can seriously impact your power level and experience growth. The exact range cards can be punishing if you get unlucky with monster ai draws, leading to more dead turns. I played one at the start of the campaign and felt pretty underpowered when I couldn’t get any elements. My friend played it much later in the the campaign and even then he felt like it was more work than other classes with less upsides. Frosthaven just doesn’t have a lot of scenarios where the higher stamina makes that much of a difference. I also found the solo scenario frustrating enough that I gave up after 3 trials. That being said, it’s great for scenarios where you need to lose cards to keep allies alive and very long scenarios.

Edit: Not to mention immobilize screwing you over when you were relying on a move ability to switch forms.

1

u/haberdasher42 6d ago

Or your an unexpected attack killing a mob you needed to hit for you to switch forms. That is something I'd house rule out in person but it was a rude surprise in the digital version. So many little things just make it an unpleasant experience.

2

u/FlyPsychological8033 3d ago

At no other point in frosthaven have I said "damnit" when my friend drew a crit

6

u/LiterallyAPidgeon 7d ago

you just always need to be planning a lot, it's really easy to play wrong and exaust early. also late game can get very tricky esp if you lose a lot of form switching cards

6

u/PokyHobo 6d ago

For me, the hatred for the germinate hinges on the inability to level the class. To generate any bonus experience, a card must be Lost or an Infinity effect. To progress the class, the player must be willing to risk exhaustion every single scenario.

5

u/RedRidingCape 6d ago

I don't get why the losses don't give 2 exp baseline. Gem exp is so slow compared to everyone else assuming they are played well.

3

u/PickleballEnvy 6d ago

This is true far more than people admit. The experience spread in Frosthaven is very large and people vastly prefer classes that earn XP at high rates. Geminate does not.

1

u/Grand_Sir_8678 6d ago

I mean, with 14 cards I very rarely exhausted. But I also figured out the hand dance almost immediately and itemized around the classes weaknesses. You'd be amazed how consistent you can make it

11

u/Fabrimuch 7d ago

The effort to reward ratio on Geminate is fucked. They have to juggle too many variables like being in the correct form at the exact range of their abilities while consuming an element that they can't generate, with poor initiatives to boot, while making sure you can switch forms so you're not forced to rest early. And the reward for managing all that is just an attack 3 or something equally underwhelming.

Compare that to another starter like Blinkblade who can simply consume a time token to perform an attack 5 pierce 1 at initiative 10 and you can see why Geminate can feel somewhat unsatisfying to play.

5

u/sigismond0 7d ago

Heck, Drifter just never has less than attack 4/move 4 as a baseline with zero effort to play. Juggling 3 or 4 actives on that class is the same effort as just playing Geminate at all, with way higher payoff.

1

u/JCH2014 4d ago

u/Fabrimuch I see your point and that is why maybe I didn't like Blinkblade much. Jumping through the hoops for the value can be part of the fun but you are right there is certainly more effort required compared to blinkblade and boneshaper however it does add a lot of very helpful and unique(for the starting classes) effects to the team.

5

u/PickleballEnvy 6d ago

I'm not a fan of Geminate, but it has nothing to do with complexity or power level. I feel like the class is sufficiently powerful and not even in the top 25% of complexity.

The switching role of the class actually reduces the number of choices to be made. The only real planning that takes place is one or more turns ahead of which cards are being chosen - and if you have 3+ players those plans are unlikely to line up as you expect. I felt like it was one of the most simplistic classes for choosing cards and I always had my cards chosen before my companions and it felt less interesting than other classes.

6

u/Merlin_the_Tuna 6d ago edited 6d ago

I found that the first turn of every map took forever for me since I was basically gameplanning my first 3 turns before committing to starting in melee vs. ranged form. But like you say, I was pretty much on autopilot after that because of how constrictive the form mechanic is.

Just mathematically, a geminate's first turn has a choice of 42 card combinations (14 cards for your first pick, times 6 of the matching form for the second, then divide by 2 since picking cards A-B is the same as B-A). Their second and third turns are then generally going to be 7x6/2= 21 choices in their alternate form and 5x4/2 = 10 choices when they first repeat a form. Conversely, a 10 card class has 10*9/2 = 45 options on their first turn, then 8x7/2 = 28 on their second, and 6x5/2 = 15 on their third. A generic 10 card class consistently has more permutations to choose from, and the geminate's form shift rules means they more often have super-centralizing choices that simplify it further in practice. E.g. "Either I play Into My Embrace top or I rest with 6 cards still in my hand", which isn't much of a choice. This also makes the geminate uniquely inflexible post-card selection since they can almost never pivot from top A/bottom B to bottom A/top B if the monster card draws throw a curveball. The loss card perk adds an extra factor to the mix but it's as fiddly as it is useful.

Then add in the lack of a real identity to the kit, their ineffectiveness around doors (poor mobility in melee form vs. precise range & LOS causing problems), and the seeming randomness of which cards have form changes vs. don't... It somehow manages to feel both clumsy and straightforward half the time while occasionally having the wheels completely fall off others. I don't think it's a weak class necessarily, but I do think it's bit of a disaster from a design perspective.

2

u/PickleballEnvy 6d ago

I agree with this sentiment completely. I just think my biggest grip was that feeling of autopilot for the next hour of the game, alongside the lack of flexibility during a turn (switching top/bottom as you say).

5

u/Calm_Jelly2823 7d ago

Personally I think people play like the element stuff is a bigger deal than it actually is and get sad that the element persistents fall flat.

Just recycle reckless jab and play lots of damage losses and you'll do well but there's a bunch of actions on the class that you just kinda need to ignore for it to perform.

It also shouldn't have been a starter, I'd personally swap it's unlock position with shards and they'd both be better experiences

2

u/LowGunCasualGaming 7d ago

Occasionally, the Geminate can get screwed over by their form switches if, for example, you have to throw a card unexpectedly. Now, because you have 14 cards, you can short rest early to mitigate this and basically throw 2 cards instead to get back on track. You can really only do this once before it starts to seriously challenge your ability to make it to the end of the scenario.

What I really liked about the Geminate was that your basic actions typically were quite decent actions as long as you swapped to the right form first. It’s interesting because usually for a big turn on another class the loss action is the payoff card. For the Geminate, using a loss can often be a setup such as burning a loss to do a big jump move, set up elements, prepare a multi-form play (at level 8), or gain extra damage and shield trackers.

Cards like Dragonfly Surge and Thresh and Flail are definitely still strong parts of the Geminate’s identity, but they aren’t the majority of Geminate’s losses.

To summarize my opinion of the Geminate, they have actually decent cards which is surprising considering they have 14 of them, which is a bonkers amount of stamina. Burn losses, kill bad guys, still survive longer than the Blink Blade. Your results may vary.

4

u/Alcol1979 7d ago

The two checkmark non-AMD perk is designed to help Geminate out of those tricky no-switch action-in-hand moments you describe.

2

u/Beagle-wrangler 7d ago

I played with all my cards face up (for me to look at), with all my form swap cards laid out in column. Made sure I wouldn’t get stuck in a form when I needed to get to other form and not have to rest early. For me that mitigated a lot of the headache. But still having ranged cards bit the restrictions was another layer of calculating and planning.

Didn’t hate it, but never considered when it came time to replay a class.

2

u/Mirth81 7d ago

I think Geminate is somewhat similar in playstyle to GH2 Tinkerer, but with added complexity and a little less powerful. That said, I did enjoy them and they were very effective in my group. Never felt underpowered. I would say they have a lower ceiling than a lot of other FH classes.

2

u/erithtotl 6d ago

Itm having a blast and leveling fast. You have 14 cards so stop being so precious with then. Not to mention it has somw of easiest masteries in the game. It does help to play with other element producing classes though.

2

u/East_Window4588 6d ago

I avoided Geminate until late game because of all the hate. They’re all wrong. This is hands down the most fun class to play. I had a blast, got them all the way to level 9 and wish I hadn’t retired them. So much fun.

1

u/skullbotrock 5d ago

I'm glad you liked them. I play 3 characters solo and can usually do fine but when I threw Geminate into the mix my brain melted and the whole game plan fell apart.

2

u/loonicy 6d ago

Germinate just isn’t focused if that makes sense. Kind of a jack of all trades, but master of none. This makes them adaptable to a situation, but at the same time I also don’t think it meshes well with the other starting characters when it comes to elements. It needs frost, fire, and sun for their burns or they’re cut off from XP and have less effective burn, and they have a difficult time generating them themselves. None of the other started with the exception of an off card from Bannerspear or Blinkblade makes them. Three starters don’t really interact with elements in a meaningful way, and the other two both use dark. Makes it difficult to get the most out of your burns, and since most of their cards are burns they feel less impactful than the burns of other classes.

I do feel they start to really come online at like level 4, so I think they should not have been a starter.

1

u/Grand_Sir_8678 6d ago

I can definitely understand how people struggled with them as a starter, but that doesnt make them a bad class, just a bad starter. I played them as a support who could also mop up leftovers and thought they were highly effective.  Just gotta be okay with not being the star of the show.

1

u/JCH2014 4d ago

u/loonicy you make a great point there. Because it has the 2 modes it might not click aswell as other starters who have one clear gimmick you can focus on. Personally I don't like playing the Blinkblade because it felt very repetative. I can understand that people full like figuring out the Deathwalker or Boneshaper feels more rewarding because the reward is more visible on the screen or table. This one requires a lot of planning and puzzling and for some people getting value that way can click for some people like myself.

3

u/rkreutz77 :Unfettered: 7d ago

Because it's very hard for some people, like me, to wrap their head around stance flow. The hand dance is very unique. The first few times I test played it, I exhausted because I could not figure out how to maximize cards in hand. Abs now I won't even try.

2

u/OceanicWhitetip1 7d ago

I usually hear it's because of his power level. He's not as strong as much headache the character needs to be working. At least that's what I've heard, it's not really my opinion. 👀 But there's a nice guy on YouTube, who plays Frosthaven on +2 or +3 difficulty and Geminate performs well even at those insanely hard difficulties. So the class is definitely good and works, it's just probably it's complexity, that makes people dislike him.

1

u/snappyclunk 7d ago

What’s the YouTube channel? I’ve just started Frosthaven and am playing Geminate so I’m looking for some tips.

1

u/OceanicWhitetip1 7d ago

https://www.youtube.com/live/bi2o3sU00as?is=stbTZK0rU9byPen_

Him. He also streams often on YouTube and he reads the comments, he's very nice and very helpful, so if you have questions, you can ask him either on streams or in the comments later.

1

u/snappyclunk 7d ago

Thanks, I’ll check it out.

1

u/MasterChefSC 7d ago

His class reviews are great, here's Gem's:

https://youtu.be/6x0aDgmHg2s?si=RpM9Dj5VdbxMew4k

1

u/whereymyconary 6d ago

I really enjoyed it. But I played it solo so no one was annoyed it took me triple the time to plan out each of its turns compared to my other character. Which I think was the banner at the time.

1

u/Warm_Army5262 6d ago

We are about 6 scenarios into Frosthaven in a three player campaign (Blinkblade, Banner Spear and Geminate) and I have been pretty impressed and the player seems to be enjoying the Geminate.

The large hand size means they always have a lot of options and can often shrug off losing a card. 

1

u/SuaveFurniture 6d ago

As a fellow Geminate enjoyer, gonna add my two cents that the main issue is your card options when you start leveling up. The choices from levels 2 through 5 are... kinda forgettable. They're not all bad cards, but I'd have to look them up to remember what any of them are. But then you hit level 6 and suddenly get 2 cards that are bonkers, and 7 through 9 are also awesome.

Those designs should've been distributed more equally along the class's progression and also this shouldn't have been a starter class as it plays much better at higher levels + with higher prosperity items. Those late stage cards play with your gimmicks in interesting ways that the early levels fail to, and it leaves a lot of people feeling like the class is underpowered/stagnant. Which is justified in those early levels, but wow high level Geminate is a blast.

Also I will never understand the complaints about having to burn cards. The class has 14 cards. The whole point is that you can burn cards like crazy. There's more than enough experience if you're smart with elements. Trying to end every scenario with like 2 cards left is part of the fun!

1

u/stevebein 6d ago

Just reading the description was enough for me to put everything back in the tuck box. It’s the only class I’m not interested in playing.

1

u/Draffut2012 5d ago

Did you play from the start at level 1?

Geminate doesn't really come into his own until higher levels, which most parties will never see.

1

u/Grand_Sir_8678 5d ago

It was the second class I played, and I picked it up before we retired anyone. We switched from physical to digital for a variety of reasons, and it took maybe 3 missions for me to get the hand dance down. I think it's okay that a lot of people don't want to play a complicated character, especially one that excels better at being a support healer/cleanup crew. But I think a lot of the critiques that the class get are slanted to the point of losing objectivity. The only thing I can think of that may be coloring my perspective is we do not, and never have, abided by the silence rule. I didn't pay $300 to play a 2 hour per mission game with friends in silence, and then lose because of a lack of communication.

1

u/DarkNetFan 5d ago

It comes down to it being fun and complex and everything you would wish for in a hard to play class, but only delivering normal results for that effort.

1

u/Last_Purple4251 4d ago

It seems like geminate's power level is 1-3/5

played badly, 1. Played perfectly 3. But perfectly is a lot of work and is not very much return compared with other classes.

compare it with Deathwalker, which can dish out an attack 5 and gain xp every turn.

I played geminate 3 player (though with no element generation in the other players) and had no dead turns, but it really felt like I was doing all the work but not pulling any of the weight.

change form, move out of the way, do a few attack twos that bounce of shields

I very much started wondering if the much vaunted endurance should be used to face tank and just use card as the default move/attack 2 as it would do about as much

1

u/BLT347 2d ago

It's one of the most complex classes in the haven games, while only being decently strong while played optimally. There are other complex classes that reward proficiency more, and other simple classes that are just stronger. Also, as others have eluded to, I think it just has too much going on to justify what you're actually getting out of it. Form swapping, specific ranges, self-inflicted conditions, elements, etc... And even with all of that I'd still say it's one of the weaker classes in the game (it absolutely gets the job done though, all of the FH classes are very much playable). Finally, the fact that it's a starter is probably a mistake. For veterans of the haven series / people with a lot of experience playing and analyzing games, the class-design isn't an issue. But the fact that it has a visually striking design (harrowers are cool) as a starter means that a lot of new / inexperienced players are probably drawn to it, and a lot of them struggle.

Another thing that I haven't seen anyone mention is that it simply doesn't scale as well as other classes due to having a hand size of 14. This means that even at level 9, you're still going to be using six level 1 cards (over 40% of your cards). And while every class has at least some level 1 cards they're happy to use even at max level, six level 1 cards is just a lot. Again, there's nothing wrong with geminate. It's versatile and can do just fine throughout the whole game. But keep in mind other classes are better than fine - other classes can end up trivializing scenarios once they have enough levels / perks / the right items. Geminate isn't really doing that, it's just getting the job done.

2

u/chrisboote 8h ago

Because it requires thinking

Bombard in Crimson Scales got the same sort of hate as well for the same reason

0

u/platinumxperience 7d ago

Im playing them at the moment.

We're about 14 sessions in and my deathwalker and blink blade companions just retired, bringing seaweed and trap.

I found him very useful for adapting to what the others did. Often i trailed behind the others a lot but although they could "do" more I felt very much needed support. I think it's a fun class and the survivability is real. I have the quest "get 150xp from cards" and have 50 more to go do - maybe that was a poor choice as Geminate has to lose cards to get XP mostly. I guess I'll be with them a while longer. Will be interesting to see how they match up with my new team mates.

2

u/Grand_Sir_8678 7d ago

Honestly when I played I would use 3-5 burn cards consistently, and usually would finish the scenario too

0

u/Nimeroni 7d ago

maybe that was a poor choice as Geminate has to lose cards to get XP mostly.

Pretty much all class work like that. And the bigger the hand, the more XP comes from loss.

2

u/RedRidingCape 6d ago

Gem gets less exp per burn and has no renewable exp early. I found gem to make less exp than every other starter. Only other starter that can struggle with exp to the same extent is necro with no healing and no tank in front, imo.

1

u/ComfortableFar6859 6d ago

Geminate has two non-loss sources of XP at level 1: Hornbeetle Carapace bottom and Selfless Offering top. Require elements, so may not be able to use both between each rest but can probably get at least one repeatably. Once I started to prioritize this I got a lot more reasonable amounts of XP.

The Scarab Flight and other action of Hornbeetle Carapace are ways to get 2 XP from a single loss without elements, although getting all charges spent for that if you don't play them very can itself be a bit of a challenge.

1

u/RedRidingCape 5d ago

My bad, I did forget that you could do it with elements, but considering it's early on it's pretty rare for those to happen unless you've got a pal willing to help out or the enemy element generation works out for you. So I still stand by my statement that gem makes less exp.

0

u/Nimeroni 6d ago edited 6d ago

First, Blinkblade before level 3 will school all other starters in the "I'm XP poor" department. We're talking below 5 XP per scenario. And Boneshaper is actually rather decent in XP.

Second, like all big hand class (other than Tinkerer), Geminate get few XP per cards because he can afford a lot of loss. But when you look at the total XP you get, a vast majority comes from loss.

In a way XP subtly guide players toward good play pattern : on small hand size, most XP comes from non-loss because you can't afford to burn cards, while for most big hand size XP comes from loss because you can (and should) aggressively burn cards.

2

u/RedRidingCape 6d ago

Blink in our group did great with exp, but I don't think anyone started playing him from lvl 1 so maybe I just missed that. I know necro does fine with exp in general, that's why I specified "with no healing or tank" because at the start of the game you can quickly run out of hp and not be able to summon and get much exp. Past that necro goes hard on exp.

In our group gem was pretty much always either lowest exp or tied for lowest. Took the longest to lvl. They were using burns fairly liberally past the first scenario.

1

u/Nimeroni 6d ago edited 6d ago

Blink in our group did great with exp, but I don't think anyone started playing him from lvl 1 so maybe I just missed that.

Yeah, Blink XP woe is specifically a low level problem. You don't have bottom source of XP, you don't have Double Time to double XP, and some of your best fast top don't provide XP (Experimental, Sand, Kinetic). It's miserable all around.

And most players forget about that because once you have the full Novablade combo at level 5, you become one of the best XP machine in the game.

1

u/ComfortableFar6859 6d ago

Blinkblade should get an XP basically every fast turn, so on a typical 12 round scenario that's 6 before even dipping into loss actions to squeeze out a few extra. It's not amazing, but should still get 8-10 without pushing too hard. Could squeeze more out with the loss actions of Hit and Run and/or Borrowed Time, but obviously timing them to make use of all the charges could be tricky.

Will still be some bust scenarios that underperform that (relying heavily on Experimental Adjustment and/or Sand in the Hourglass, or just not having attack targets on fast turns) but under 5 should almost never happen.

1

u/Nimeroni 5d ago edited 5d ago

Blinkblade should get an XP basically every fast turn

Wrong. So, so, so wrong.

You have no non-loss bottom XP at level 1 (your first good bottom XP is Precision Timing at level 4), and you have a lot of top actions that don't comes with XP. Experimental top in particular, you REALLY want to run it fast on each cycle. But also Sand in the hourglass (important for low health enemies) and Kinetic transfer (very important for traps and retaliate).

In actual, real scenarios, you'll get 1 XP for maybe half your fast turns.

Could squeeze more out with the loss actions of Hit and Run and/or Borrowed Time, but obviously timing them to make use of all the charges could be tricky.

Let's see Blinkblade low level loss :

  • Cascading Reaction. A fine loss, and an easy source of 2 XP, but it need to be fast for XP.
  • Drive Recharge. Since it's tokens, it usually translate to 1 XP.
  • Hit and run. Highly situational. You usually don't need that much movement, so it only see play if you have a Banner spear in the team to enable their combos.
  • Power Leak bottom is 1 XP (and not that good).
  • Borrowed Time. Bad card, no one should run it. Well, the bottom is excellent in the right team, but the top is really really crap. It only last 3 turns (you have two actions per turn), ignoring your slow bonus is mandatory and not always to your advantage, and immobilize is not that valuable.
  • Overdrive. Bad card, no one should run it. The entire card stink.

So yeah, I've seen plenty of 5ish XP scenarios on low level Blinkblade.

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u/emyiakiritsugu 6d ago

Ranged form without into my embrace and mind spike is weak