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Healing - overrated?


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7 replies to this topic

#1
VonWibble

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At first I included a lot of healing abilities in decks, but, events aside, they take 2 actions to get the first heal done.

I have since looked at removing the healing, using allies to take hits and generally going for killing stuff before it does enough damage. Seems to have worked so far, though I do only play standard difficulty so this could be a bad idea on harder.

Thoughts? Do people put in the effects where relevant (blue and purple decks) or do they leave them out?

#2
MightyToenail

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Yeah, I never really use blue healing, and purple healing maybe a little, but it isn't as needed as in Lotr.



#3
phillosmaster

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I don't mind Emergency Aid since it's more action efficient than the alternatives (I value actions way more than resources).  Also Painkillers and Smoking Pipe can be used to move stuff around strategically.  Some good plays I think is Painkillers + Pete S. in Agnes.  Also Smoking Pipe in Roland to offset his poor sanity and perhaps move that damage onto an ally.  The nice thing is those sorts of plays don't slow you down which is the real problem with a lot of the healing cards released so far.

 

I never use First Aid or Medical Text anymore.  Also I'm not super hot on Clarity Of Mind.  Anything that equates to heal 1 point for one action and requires you to play a card for an action seems just too costly for me.  I'd much rather just play some chump ally and kill them off.


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#4
Samea

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With frail Daisy, using her extra Tome-action on Medical Texts has often saved my bacon. You cannot always avoid taking damage, but I don't want her health drop so low one strong hit could take her out and I find healing more efficient than putting tanky assets into the deck.
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#5
phillosmaster

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In Daisy Medical Text is perfectly playable since she get's the bonus action to use it, but I usually drop it eventually for Encyclopedia.  That's just my preference I guess.  I find Encyclopedia and Old Book Of Lore are more universally useful.


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#6
Skelton

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I still run it. I would rather have it and not need it than need it and not have it. Quite often it gets discarded from card abilities rather than something else but that itself is useful enough.

#7
VonWibble

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I don't mind Emergency Aid since it's more action efficient than the alternatives (I value actions way more than resources).  Also Painkillers and Smoking Pipe can be used to move stuff around strategically.  Some good plays I think is Painkillers + Pete S. in Agnes.  Also Smoking Pipe in Roland to offset his poor sanity and perhaps move that damage onto an ally.  The nice thing is those sorts of plays don't slow you down which is the real problem with a lot of the healing cards released so far.
 
I never use First Aid or Medical Text.  Also I'm not super hot on Clarity Of Mind.  Anything that equates to heal 1 point for one action and requires you to play a card for an action seems just too costly for me.  I'd much rather just play some chump ally and kill them off.


Yeah, that pretty much mirrors my thoughts. Anything which saves actions or provides extras is great in this game imo.
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#8
meathook

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The amount of healing that I use depends on how deep in the campaign I am, and how bad my character has been beaten up. I started a fresh Roland recently and started with 1x emergency aid and 1x smoking pipe. I auto failed a rotting remains test that caused me to take a mental trauma. I then added 1x first aid to 1x art student to ensure that I don't take further mental traumas. I really like the elder sign pendant, but the cp cost is too high for me to invest in it. I think action economy is very important in this game, and I try to get the most out of every turn. I stay away from 1 heal for 1 action if I can. I love the art student in Rolands deck as she discovers a clue for you, then she takes 2 horror and goes away for my beat cop or Dr. Christopher.