Being able to hit for 3 damage gets this over several key HP breakpoints in Chapter 2 content. And if you find yourself unable to deploy this as an attack yourself, having to commit to a primary fighter is a nice consolation.
Being able to hit for 3 damage gets this over several key HP breakpoints in Chapter 2 content. And if you find yourself unable to deploy this as an attack yourself, having to commit to a primary fighter is a nice consolation.
As a seeker, you'll often have access to the clues needed to get the bonus damage. We'll have to see how future Chapter 2 campaigns shake out, but in just the core, there are a startling number of enemies that have 3+ health even in the very first scenario, so there will be a lot of situations where this does not serve the job of "get the enemy off of me, permanently." Could still be worth playing, particularly if you have concerns about the rest of your party's ability to fight through an Elite enemy - being able to have your add in 2 damage will make it a lot easier for your fighters to defeat an enemy with 5 HP.
You get a bunch of healing (potentially 6 or even 8 horror, if the whole party is grouped) which alleviates a lot of stress, AND ALSO draws a bunch of cards. It's not as flashy as something that directly advances the game by collecting clues, but I think this will silently do a lot of work in mid-game situations when playing with 3 or 4 players.
An action and two resources to help someone draw one of the top three cards of their deck is a bad rate of return. If you put this in your deck, it's to be an emergency horror healing option, if you don't want to commit all the way for Occult Records. And as a side effect, they get to stack the top of their deck to get the best card sooner and time when a weakness hits, or if it's an especially bad weakness they could perhaps choose to not heal and instead shuffle it away.
This does have decent skill icons, so when you don't need the healing, it can also help you pass a clutch Investigate.
An easy comparison is to new Seeker staple Gather Intel. Both cards have fairly common trigger conditions (granted, most locations will have clues at some point, but enemies spawning around you will also happen regularly). This draws you 3 cards; Gather Intel draws you 2 cards, but it's Fast so you could spend an action drawing to get to 3 cards, and GI is still ahead a resource.
I think I would always play GI over this, but if I feel I need even more card draw in my deck, I wouldn't feel too bad about including these as well in a Chapter 2 card pool.
In a legacy card pool, this is also competing against Deep Knowledge (+2 curses for -2 resources spent and the ability to share cards), Thorough Inquiry (similar efficiency, but ability to share cards, and fantastic skill icons), and Grim Memoir (probably drawing you cards, but if it ever isn't drawing cards, it's probably gaining you clues you would otherwise miss). I don't think I would often play this with all those stronger/more flexible alternatives available.