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From what I can gather the Pathfinder CCG doesn't even have a forum heading on this website, though granted, it did only come out yesterday. How do people like it, so far?
I think the basic mechanics seem sound, and I like the 6-way grid positioning, though I think it could use a better interface for sliding your minions around. It could probably use a better interface in general, and the sound design sounds really cheap, here's hoping it's just placeholder.
Another thing, it's probably just because they forgot their decimal point, but what's with everything in the store costing upwards of 350 Euro? You'd think that wouldn't get past QA!

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Pathfinder Duels is out for iOS and on GooglePlay, and I noticed something about the cartography on game board (in tutorial). It’s not Golarion, it’s Maine!
Mount Desert Island to be precise.
Critical Failure.
Posted images on Facebook here: https://www.facebook.com/groups/20416871387/permalink/10156159048886388/

Steve Geddes |

From what I can gather the Pathfinder CCG doesn't even have a forum heading on this website, though granted, it did only come out yesterday. How do people like it, so far?
I like it. I’m pretty sure I’m not very good at it though - both in terms of tactics but also it seems that everyone I play has way cooler cards than me. There’s obviously some way to get better cards I haven’t worked out yet. :)
I don’t lose every time, but probably 3 out of 4..

Franz Lunzer |
2 people marked this as a favorite. |

Yeah, what I disliked the most was that I could not switch languages before completing the tutorial. The german translation is not quite good (rather bad actually).
Also, on my iPad, there are black bars to both sides of the game screen... so it doesn't seem to be created for the right ratio.
And, as much as I like the syrinscape app for my games, in this app I turned off the sound rather early on.
Now, how to get the better cards (what are the better cards?), how to find players I like to play with...
Finally: Why has this not seen a big announcement on the paizo website?

Steve Geddes |

Now, how to get the better cards (what are the better cards?), how to find players I like to play with...
I’m starting to get a much better deck now just from playing through the “adventures” and not worrying about unlocking too many heroes. My best rank is 40something but at least I haven’t had to spend any money.
The arena doesn’t seem to work for me and I can’t work out why some battles don’t give xp (it’s a drag to slog through to a win and get nothing for it). I’m still enjoying it though. :)

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Finally: Why has this not seen a big announcement on the paizo website?
Yeah, I have no idea what's up with this game. By doing a bit of research online, it seems to be completely legitimate, but everything about it just screams of a cheap knock-off. After having played some more, I can say that I really like the mechanics and strategy of the game, but everything else from the UI, the sounds, music, grinding progression, etc..., just leaves me cold.
Maybe that's why Paizo hasn't announced it here, or anywhere, it would seem. Which is a shame, because I like Pathfinder, and I was kind of looking forward to the CRPG Paizo commissioned; however, with the extremely long and choppy Pathfinder Adventure launch, the MMO stuck in Alpha purgatory, and this weird Chinese phone game, I'm not so sure if anything with the Pathfinder brand that isn't a tabletop game can work.

Steve Geddes |

I think I've hit my limit - I got to rank 26 but can't seem to progress any further in duels.
A holy-focussed cleric deck is my most consistent winner. Other than that, I'm still playing the Magus and it seems to me that dread just seems inherently stronger than destruction.
Destruction does big damage, but it's a bit fragile in my experience. I can grind out significant damage early, but by the time the enemy gets below ten, they're starting to build up significant defenses and/or managing to heal faster than I can keep hitting. I pretty much only win with destruction if I get some well timed Overlord's Presence (?) In contrast, dread builds a little slower but is more resilient (and has lots of lifesteal critters to keep you alive plus venom cards to ruin your opponent's heavy hitters).

Steve Geddes |

I find it fascinating to balance high cost and low cost cards. It's probably the mark of a good game that each time I tweak the makeup of my deck in that way, I immediately regret the choice I've made.
It's similarly tantalising choosing which of the four initial cards to keep once a duel commences.

Chris Caldwell Accountant |

I played this game over the weekend, and had a lot of fun. Quite honestly, I had more fun than I anticipated. Here's my experience:
Pros:
- Strong neutral cards. If you fill your deck with all of the class cards only, you will not always be better off. This allows players who don't spent any money out of the gate to compete using just the free cards.
- Fast matchmaking. I never had to wait longer than 45 seconds (maybe had 1 or 2 minute long queue's).
- Good class identities. The class cards do seem fairly synergistic and on theme with the Pathfinder class for the most part. Provides lots of strategy on how to approach building your deck.
Cons:
- Soundtrack feels out of place. During a duel you hear a random scream even during card placement, it's hard to feel like the sound effects belong. I played on muted sound after about 45 minutes.
- Hand size. Once you get above 6-7 cards in hand (max is 9 btw, they don't tell you that though, more on that in a minute) it is very hard to see which card is which. I suppose that is more an issue of playing the game on your mobile, but it is still a problem with the game.
- Description of keywords. The game doesn't do a good job of explaining what certain keywords will do and how they interact with other creatures. I've played for probably 18-20 hours, I still don't know how the Adapt keyword works. A glossary would be a welcome addition to help new players learn how game mechanics work.
Overall this game was good fun for the weekend. Having played Hearthstone & Magic the Gathering I have had a lot of exposure to this type of game, and still found it very fun in its own way. I would definitely recommend giving it a try, it is free after all!

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- Description of keywords. The game doesn't do a good job of explaining what certain keywords will do and how they interact with other creatures. I've played for probably 18-20 hours, I still don't know how the Adapt keyword works. A glossary would be a welcome addition to help new players learn how game mechanics work.
Adapt creatures are all five colors. The keywords are pretty glitchy right now. According to the documentation, Fury is supposed to trigger every time that creature attacks, not just when you cast it. Revenge is super buggy right now and can trigger off any creature taking damage. And Colossal has problems when the creature is sent back to your hand.

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I played it a bit in the last week. Not too much, but some.
I have the same problem with this game as I have in other CCG's: I can't figure out what's a strong card, and what's a weak card, and how to build a 'good' deck out of the cards I have.
Can someone give me any tips or hints or links?
Someone on the reddit has been posting some pretty useful guides.

Cyrad RPG Superstar Season 9 Top 16 |

So far, I'm not really impressed. After already grown bored with Hearthstone, the last thing I wanted was yet another "Totally Not Magic: the Gathering." I'm tired of CCGs that focus on summoning creatures and casting spells gated by a mana resource system. The game doesn't do enough to set it apart from similar games.
It also feels out of place with the Pathfinder brand. I would have liked a game that focused on controlling an adventuring party or competing against the opponent in a dungeon crawl.

Eaywen |
screwed from the get go, the investigators class specialty has ruined the game.
in short the games 70% about card efficiency and causing your opponent to lose more cards than you, the other 30% is tactical use of abilities.
the investigators core ability is pretty much lots and lots of free resurrection and can easily get the unlimited creature through resurrection going with very little effort, and its near impossible to counter once started no matter how much more expensive your deck is.
this leaves you with either playing a deck that can somehow win in 5 or 6 turns, which is very hard even with hundreds thrown at the game, or just play investigator yourself and have a good laugh at the endless standstills.
in pvp high gold there is virtually nothing but investigators, non investigator whales, and in the highest pvp ranking nothing but investigator whales.
many battles comes down to which player gets bored the most with the most elite tactic being bleed the clock down every round so the enemy is frustrated and quits the game altogether out of boredom.
TLDR. only 1 class is viable due to a really dumb mechanic concept only they get.

Steve Geddes |

screwed from the get go, the investigators class specialty has ruined the game.
in short the games 70% about card efficiency and causing your opponent to lose more cards than you, the other 30% is tactical use of abilities.
the investigators core ability is pretty much lots and lots of free resurrection and can easily get the unlimited creature through resurrection going with very little effort, and its near impossible to counter once started no matter how much more expensive your deck is.
this leaves you with either playing a deck that can somehow win in 5 or 6 turns, which is very hard even with hundreds thrown at the game, or just play investigator yourself and have a good laugh at the endless standstills.
in pvp high gold there is virtually nothing but investigators, non investigator whales, and in the highest pvp ranking nothing but investigator whales.
many battles comes down to which player gets bored the most with the most elite tactic being bleed the clock down every round so the enemy is frustrated and quits the game altogether out of boredom.
TLDR. only 1 class is viable due to a really dumb mechanic concept only they get.
I don’t really understand the finer points of the game that well, but i have a reasonable track record against investigators (and I’ve only bought a few hundred gold once, to see how it worked). I think the key is targeting the hero early, plus those classes with access to purge can screw over even the most formidable of opponents.
It’s definitely possible to bump up against people with incredible cards, but although my win rate has dropped from around 2/3 (or even 3/4) when I started, it isn’t that bad. I generally win maybe somewhere between 1/3 and 1/2 I’d guess (in batches, obviously - as my ranking improves I generally end up out of my depth and lose half a dozen in a row. Then I start creeping upwards again).
Do you know how opponents are selected? I’d presumed it was purely based on ranking, but your post makes it sound like the amount of gold you’ve spent on your deck is a determinant. Is that right?

Larris Magpie |

So surprised to see my ranking on the leaderboard now. I don’t consider myself a good CCG player at all. I have spent time at this every day for a couple of weeks, though, and apart from gold/XP/gem/token grinding there are a few tricks to be learned from experience, particularly with regards to tactical card placement.
I'd be lucky to beat an Investigator, but the other classes I seem to lose and win against more balancedly. (I don't play an Investigator myself). Losing is fun, too, when you see skilled players field new kinds of card combos using common cards. So many times I've wished I could have thanked my opponent for a GG.
I really like the Rise of the Runelords story chapters, too.

Chris Caldwell Accountant |

screwed from the get go, the investigators class specialty has ruined the game.
in short the games 70% about card efficiency and causing your opponent to lose more cards than you, the other 30% is tactical use of abilities.
the investigators core ability is pretty much lots and lots of free resurrection and can easily get the unlimited creature through resurrection going with very little effort, and its near impossible to counter once started no matter how much more expensive your deck is.
this leaves you with either playing a deck that can somehow win in 5 or 6 turns, which is very hard even with hundreds thrown at the game, or just play investigator yourself and have a good laugh at the endless standstills.
in pvp high gold there is virtually nothing but investigators, non investigator whales, and in the highest pvp ranking nothing but investigator whales.
many battles comes down to which player gets bored the most with the most elite tactic being bleed the clock down every round so the enemy is frustrated and quits the game altogether out of boredom.
TLDR. only 1 class is viable due to a really dumb mechanic concept only they get.
This just sounds like it was written out of frustration, it's a shame you feel this way.
While the game isn't perfect, writing it off saying that it's unplayable because of one class is just plain wrong. I play in top 20 - 30 ranked, and you see almost no Investigators because their "resurrection combo" is very breakable and players who have figured that out can completely destroy most investigators who rely solely on the board grinding to a standstill and then resurrecting everything. On that note, I would say there is a healthy mix of about 5 classes: Druid, Sorcerer, Hellknight, Cleric, Magus are the ones I see the most. And that's not to say there aren't other classes, players just haven't quite figured out the best ways to play them yet.
There's lots of good resources (shoutout to Randomways on your class guides!) on the player-made reddit (/r/pfduels) to help you with strategy if you feel lost. I suggest reading there before making these harsh judgments about the entire game based on your experience being beaten by one class.

Steve Geddes |

Finally got my platinum VII reward (and then swiftly made master rank). :)
I think Hellknight has become my favourite deck - I find the games last longer but there’s lots of tactical choices to make and you’ve usually got at least some reply to whatever the opponent throws at you.
I have lots of success with Barbarian and Ranger too, but both of them just feel like brute force - either I get my cards working together and there’s nothing the opponent can do or I don’t.
Without question, Rogues and Sorcerers are my least favourite opponents. Once a sorcerer gets up and running with their “spray of random damage” it feels like there’s very little you can do. Rogues just irritate me by stealing my cards. There’s something irrationally upsetting about having my hero played against me before I’ve even managed to find room!

Steve Geddes |

Hats off to Beasters, trion maza and Mark555. They’ve all got well constructed decks, but they also all know how to play them. Their consistent high rankings are deserved. I can beat all of them some of the time, but I regularly wish there was a “nice move!” button when I’m playing against them.
Had a funny game against Beasters playing a rogue - they had one of those annoying “steal an enemy card” monsters. Luckily I happened to have a whole bunch of skeleton zombies so by playing everything else, I managed to fill their hand with unkillable 1-1 units. I still lost, but it was a unique tactical experience. I managed to delay the inevitable far longer than I thought possible. :)