So, on July 13 - The Journey (Zaejin).
Goblin Pathfinder without Extra Turn - really nice add!
What, no guts to add extra turn for Goblin Pathfinder?
Any thoughts?
So, on July 13 - The Journey (Zaejin).
Goblin Pathfinder without Extra Turn - really nice add!
What, no guts to add extra turn for Goblin Pathfinder?
Any thoughts?
Has it really got no extra turn wtf.
Before we moan a lot, is there any other goblins, that dont have extra turn.
Ok. The invasion and raid troops both have extra turn.
The only goblin without a chance of an extra turn is Skulker,( ps.skulker has the blackheart slay chance )which is a very new troop. So have you guys employed someone new. That doesnt know goblins get at minimum a chance of extra turn.
As no extra turn goes against Goblin Lore.
Thoughts:
Conclusion:
This is a fantastic example why you shouldn’t let someone try their hand at something they are spectacularly underqualified for, like game design. Anybody with more sense than a bag of hammers would have avoided ever attempting to run a goblin journey.
I mean the community tried getting a response as to why Skulker (the new faction troop for Black Heart) never got an extra turn, even though it is a Goblin. And here we are with the same type of issue with a Pathfinder Goblin with no extra turn.
An extra turn with a Goblin Pathfinder should NOT exist imo. (Even though it makes sense) But what makes a troop typing unique anymore? I honestly don’t know…
Its really easy to nerf a goblin pathfinder, with an extra turn though.
It could be a green troop, but make red or brown gems for instance.
Im sure itll mske green, but the games becoming stupid as hell.
Goblins with no extra turns.
A dragon kingdom, with the worst dragons.
Whats next, some sort of water creatures in drifting sands ffs ![]()
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Then it wouldn’t be a real Pathfinder, they always create their own color. There isn’t any reasonable way to fix this and stay true to established mechanics, except to not have a goblin journey.
The “blue Knight” pathfinder from Silverglade should have already set the precedent that it’s okay to have the pathfinder deal damage AND create gems AND do something else. And therefore there should not be an issue with having the upcoming Goblin pathfinder get an extra turn along with the rest of “the usual” pathfinder spell.
There’s still time for the developers to “fix” this prior to that event. That doesn’t mean that they will, but we’ve seen troops get modified between their description being released to the spoilers pages and their release.
Then the spell could just say “win the battle”. You can already get pathfinders to loop as reliably as before the nerf. If you add an extra turn, it’s virtually impossible for them to ever stop looping. Might as well then just save us all the repeated clicking and immediately move on to the next battle.
There’s a definite difference between 12 gems max with shiny and brown astral spire node and 15/16 gems pre-nerf. As reliably… ![]()
You’re looking ahead at troops and content that isn’t final – this one especially coming in JULY, is well away from being final.
That being said Journey troops normally all have the same style of spell, so there is a chance the troop will not have the traditional extra turn component to it.
When Skulker came out, I said it only really makes sense if “Skulker” is a new type, like “kobold” being half-goblin with half-chance-at-extra-turn.
The new pathfinder should be like Sir Ailuin, who gets all the usual pathfinder spell plus an extra effect (his is summoning). It doesn’t have to have a guarenteed extra turn. Make it a kobold and give it a 50% chance (have the other 50% chance give it a stat boost or something, like other kobolds). OR make it “Skulker Pathfinder” and make it more like Skulker, in that it has a chance at an extra turn. Maybe boosted off allied goblins, or whatever colour gem it creates.
Failing that, if it stays as a “Goblin Pathfinder”, it HAS to create gems then get an extra turn. It just HAS TO.
And yeah, I know this is a spoiler, based on stuff not out yet, but they have to get this one right, somehow.
You are absolutely right, @Jeto!
Yes indeed - it’s not final, it’s still in the Spoilers section. It will only arrive in July, which is actually coming very, very soon!
Apologies (just in case) for raising questions upfront, but that’s simply an old habit of mine and, as you know, old habits die hard.
You mentioned that “Journey troops normally all have the same style of spell”. So maybe, after all these years, it could be the right time to start adding a bit more variety and creating useful Event troops “out of the box” in general.
Now, specifically about Goblin Pathfinder - what would really happen if you added the classic Goblin Extra Turn? Would it truly break the game?
Previously, you created Murk, Lurk, and Durk - and personally, I like this troop a lot. They are neither too strong nor too weak, and they have an Extra Turn with three different options that are ALL useful! But the main thing is that the trio is INTERESTING, and they genuinely feel like goblins from Zaejin. By the way, I also really like the artwork!
In conclusion, I don’t expect anything, but maybe, just maybe, keep those sneaky goblins from Zaejin interesting and useful, instead of giving them a “made by default” label.
Have a creative weekend ahead!
Like, Create # Gems OR get an Extra Turn?
No. I was thinking “Deal [magic+4] damage to an enemy. Then create 2 green gems, boosted by goblin allies. Gain an extra turn OR gain 10 magic. [2x]”
So, just like the other pathfinders, it does damage and creates gems, then (unlike them) it has a 50% chance for an extra turn, or if it doesn’t get an extra turn it gets a stat boost like some extra magic.
I’d actually be fine with this being balanced by it doing less damage, so it’s not automatically stronger than other pathfinders. Maybe half magic, if it gains magic when it doesn’t get an extra turn. So, it would scale up to the same damage eventually. (The pathfinders already have low damage, though, for how risky their spell is, so it needs a way to scale damage up, ideally.)
Assuming it was a “skulker pathfinder”, I’d be looking more at something like this:
Gloom Skulker, type: Goblin/Rogue, spell: “Deal [magic+4] damage to an enemy. Then create 2 green gems, boosted by goblin allies, with a 30% chance to gain an extra turn, boosted by 2% for each green gem created. [2x]”, traits: Shock, Stealthy, Pathfinder.
Exact chances for an extra turn might need tweaking. 50% seems right to me, but dunno what the devs think.
And artwork would have it be a goblin, looking like Skulker, but with a pair of mini-crossbows instead of daggers, throwing stars at his waist instead of potions, a similar hood, different clothing and a different shaped face.
I like the idea of it being an assassin that lurks in the shadows, firing off a bunch of ranged attacks with low damage that stacks up. Hence shock as a trait.
It’s 3 + 2x + shiny + astral, so 13 gems max. I might be misremembering the old spell though, I seem to recall 2 + 3x for a total of 14. ![]()
It was 3 + 3x boost so max 15 gems.
Shared recently elsewhere in the forum, here’s a screenshot from a video that came out just after the release of Seekra Darkwood, one of the old pathfinders before they got nerfed. It shows the old spell.
Brother..
3 base is the shiny. Just look at any non-shiny version. 2 base.
2 +1 + 8 + 1.
Old version was:
3 + 1 + 12 (no astral available)
Ino your our inbetweem to the devs.
And ino, cos im not silly. That a guaranteed extra turn. Would make troop way to O.P. it would be a new green meta. So we cant have gyaranteed.
But how about, a 50% chance on a 4 match. Or if you guys want to, if its even possible. A 50% of extra turn on 4 matches of only green.
Just please have at minimum a chance of extra turn. Just to keep it a real goblin.
Pretty please, with a cherry on top.