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Messages - Texan85

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16
This is actually the thing that annoys me. From a cost benefit analysis this is a very cheap cost that they can do. It's not more content, story lore, or online gameplay; it is someone at each tournament walking around taking notes and essentially writing a story or blog about it.

And like most tcg tournaments they should have a list if all the cards in the books, they should publish the top 4, 8, or 16.

And I'm not trying to be mean, but as a consumer this is very disappointing because they already have people at this convention, and are even running it.

But then again it was yesterday, and it does take time. However, if AW or MW under performs in reporting tournament data then to me that shows a lack of commitment and thoughtfulness.

So, let's see what we get. Tournament play is going to be the difference between this game being a mtg like phenomenon versus a fad. The learning curve of this game entices a certain kind of gamer, and it's not really casual gamer.  It's the people that want tournament play.

17
General Discussion / So . . . who, what, when, how @ Dice tower con?
« on: July 08, 2013, 02:15:46 AM »
Mage wars FB says warlock took first?

Anyone have 411 to spill? As much info and details as possible is awesome.

18
Spellbook Design and Construction / Re: Cursing Warlock
« on: July 08, 2013, 01:52:22 AM »
Against the FM I would suggest:

Move forward and cast imp behind me, and then curses ring.  And then full cast a slayer and QC a trap like the new spiked trap. or a defensive gear item. or harmonize the imp.

By turn three I Would expect the FM to be on me and it would be time for a chest item QC, have a curse on the imp, and have an unavoidable attack ready or summon a gorgon archer in an adjacent zone.

The trick being what to use to consume the defense, but with 2 strong melee and two range would make the FM play by taking into account the warlocks creatures.

19
Mages / Re: Mages that you would like to see in the game
« on: July 07, 2013, 08:06:08 PM »
I think the "make x creature your pet" mechanic is old and should be kept to a minimum.

20
I do see the ambassador program as a good step in conjunction with that person being able to find a location and time that is great. IMO what would be good to mimic is a program like MTG's "Friday night magic," and a way to track wins for league play like in mtg and Yugioh.

As for other games, this is a niche game for ppl that wanted MTG/Yugioh/Pokemon but with tactical movement and less random draw factor. And the only barrier is the learning curve that it takes, which will then fix the problems with length of games.

21
General Discussion / Re: Mysterious red box!
« on: July 07, 2013, 07:23:14 PM »
There is a MW dice tower? I like that.

I wore my MW cap all day at fair park today.

22
So I have only played a few dozen games but I am one of the stronger players in my play group. ( I'm just qualifying that I'm a solid player but not necessarily a "Master".)

So the Harry Potter mechanic - is Wand Wars.    It appears that if one player can blow up the other player's wand while not getting his own blown up, that gives that player a nearly overwhelming advantage.   (Rarely when I play, if I'm able to be the player who's wands live, do I lose the game.)

This I believe is caused by a number of factors - Direct damage spells can be super potent, that and the ability to put teleport on a wand, can keep your Mage out of danger while he plinks away at creature and/or temples.  Not to mention putting Resurrection on a wand means you never lose the battle of "Ran out of Creatures in Spell Book".    It's hard to build an effective spell book based on Direct damage, because you run out of spells too fast unless you bind your direct damage to a wand.    Too many creatures to deal with and opposing mage to deal with.   You'd have to commit a huge portion of your spell book to direct damage, and that would leave you woefully short on Creatures and other utility spells you'd need to deal with problems that come up.

Someone who builds a deck based on creatures could probably get away without a wand....but the clock is ticking, the longer the game goes, the higher the risk of running out of creatures, where as this is not an issue for the Wanded caster.

The game can get really ugly really fast if something gets cast that you can't deal with like a nasty Curse put on you when you're out of disenchants.  So it's pretty important to stock up on those....but you only get 6.  Where as a mage who's wand hasn't blown up, by only having one disenchant in your spell book can cast it an unlimited number of times if he can keep his wand safe.

So the just of what I'm getting at is:  It seems to me that wands are just way too important in the game.   The game is often won or lost by blowing up your opponent's wand while keeping your own safe.  That seems to be the single most important factor in determining the outcome of the game.   I'm likening it to a Harry Potter wizard battle, whomever successfully casts "Dispelliamus" and disarms the opposing wizard wins.   (Of course that analogy is a bit exaggerated.  It is still possible to win without wands, but I have to say that the advantage is hugely in the favor of the mage who wins the wand battle.

Things to solve the problem:
Cantrips to me seem to be the biggest possible solution to the wand issue.   The biggest problem is when a mage can no longer deal with something;   He runs out of creatures to throw into the frey, or gets cursed and runs out of disenchants or gets hit with effects, and can't get rid of them (Like Weakness).   If there were utility cantrips out there that did everything you need to do, like disenchant, or get rid of conditions, or resurrection(Or animate dead...for evil folk) and the spell were a cantrip....but one that was harder or more expensive to cast than the non-cantrip version....at least every mage could still fall back on a cantrip to deal with something.

Another option is make Wands indestructible (By rule).   Then the wand battle goes away.   Just make a rule that "Spellbound" objects can't be destroyed.

Or maybe just release some "Indestructible Wands".

If the wands can't be blown up, then the focus of the game will turn away from trying to blow up each other's wands.   

I don't know that that's the best solution, but something. (I believe is needed),  to take the focus away from the early game "Wand battle" that can be so critical to the outcome of the game.

You make a lot of assumptions that are incorrect, and most likely because your play group isn't large or you don't get a challenge.

No one will go into a game without being ready to trash the Opponents wands, and honestly when everyone takes into account the wands then it is no longer an issue, and will likely rotate out of spell books because they are a Kill on sight item. So then what's wrong with them?

And before Harry potter, wands existed and have been about of fantasy genre, so it is honestly a thing that has always been in the game.

Secondly, the spell bound to the wand has to be paid for, so aside from not having to have more than one, there is no great advantage unless you cast it more times than copies of that spell in your book. Also it's a risk because if you cast the wand and it is dissolved you lose mana and take a hit in whatever strategy you want to develop.

23
Mages / Re: Mages that you would like to see in the game
« on: July 06, 2013, 10:55:16 PM »
After gw2, anything like a switching attunement kind of gameplay would be very cumbersome, and likely make it adverse to play because it would need to be at the core of the play style and with most claims that, like in chess, one wrong move could cause lead to an issue.

24
Strategy and Tactics / Re: Mana Denial: viable strategy?
« on: July 06, 2013, 10:46:25 PM »
Maxing out the new +pay mana spells would also be decent to load up with in a mana control build.
And including a lot of spells that can lead to rot conditions.
And more than one equipment that gives defense, so that any attack spells used would be wasted.
And you would also want to go after anything that boosts the opponent's mana gen.
But I think this style of play would also need to be played aggresively early on, so as to keep tempo.

25
Rules Discussion / Re: Goblin Builder
« on: July 06, 2013, 01:59:22 AM »
It is meant to save you an action, so that at planning you put it on the creature instead of yourself.

26
Spellbook Design and Construction / Re: Wizard Questions
« on: July 06, 2013, 01:54:15 AM »
arcane spells give the most versatility (whats what i meant by flexibility). But when it comes to actually killing the other other mage there is only the arcane creatures, and compared to other schools average at best.

i would say the Angles and Lord of Fire are worth while cards to play in most games, the invisible stalker possibly as well. the wizard will only get stronger when more elemental based creatures are released, imagine his choice of Earth ele, Water ele, Air ele or Fire ele and then the equivalent lvl 3 creature in that school.

Actually those jumbo creatures suck without support bc if they die you blew a lot of mana. They are better when included for a particular strategy.

But for arcane and the wizard the gorgon archer and hydra are amazing, but they are expensive for non-arcane mages.

27
Spellbook Design and Construction / Re: Wizard Questions
« on: July 06, 2013, 01:49:54 AM »
you have that correct.  the wizard however does not have a restricted school. 

this is not entriely true, if you take fire, your restricted school is water so you pay tripple for any water school


but lets be honest, with the forcemaster and warlord expansion, if your not takeing earth (air is the restricted) then your not playing the timmi build (iron gol, hydra, earth elemental)

Um where Is this in the rule book?

28
Mages / Re: Necromancer balance
« on: July 06, 2013, 01:46:27 AM »
When a creature dies, then it can have a ghoul or skeleton that auto rezs/summons when it dies.  Or give them a dismiss/canabalize your own creatures for a power up.

29
Mages / Re: Mages that you would like to see in the game
« on: July 06, 2013, 01:39:14 AM »
I think maybe combining elements should be more of an alchemist's job. I think for an elementalist, their strength should be adaptablity, switching between different tactics quickly and effectively. Here's my idea: while all four elements can be used for attacks, they also have different kinds of effects: water heals creatures and erodes armor, air is used to push things around or do things like allowing a creature to jump really high or temporarily run faster, earth is used for defending oneself from attacks and certain effects, and fire is all about all-out attacking.

That's what i think the elementalist should be about. As for the alchemist, he or she should be all about his special potions and experiments. The alchemist should have a deep understanding about what things are fundamentally made of. So that probably means training in arcane, like the wizard, but unlike the wizard the alchemist would be focused less on preventing his opponent's spells as changing their objects to his/her advantage, which would sometimes include destroying or inhibiting those objects in some way. The alchemist would be able to change the alchemical composition of an opponent's nonliving creatures in order to take control of and/or destroy them, reverse engineer some of their conjurations, i.e. making their mana flowers direct their extra channeling at him/her rather than their original caster, change the kinds of attacks that a creature is weak or resistant to, or even engineer an explosion, etc.

Of course knowing what your own objects are made of is important too. Building off of what Drealin said earlier, I'm thinking the bucket over the door trick could be used for a lot more than poison and such. It could be used as a way to give the alchemist's own creatures buffs and special effects and the like. Perhaps even effects that could change the alchemical composition of enemy objects upon contact. Also, I think there should be different chemicals that are more or less poisonous to different kinds of creatures. What's hazardous to a human mage might not be so much to a living metal creature, or a lava-dripping demon. I think that the whole poison thing sounds great for the alchemist, though. However, I think poison should be based on alchemical weaknesses. A creature would be poisoned when it consumes, is injected with or sometimes touches a chemical completely incompatible with its body. So if an alchemist throws a bag of water vapor into a zone where a fire creature is and the fire creature steps on the bag and breaks it, that creature as well as any other fire creatures in that zone would be poisoned, since water is anathema to them. That sort of thing.

An alchemist Mage would be turning lead into gold in his free time. And would have potions and like humunculus like creatures, and would be transforming one thing into another. Like in full metal alchemist.

And for an ele, adding extra effects would probably cause some serious balance issues. But a giant thunderstorm incantation would be awesome.

30
I think if we like this game it is important to work with AW and not against them at all.  They are a very young company. SO how about everyone cools off with the complain ought to do this thread.

IF you love the game then you love the game. Any change you want to make is likely BS because if it was a deal breaker you wouldn't be on here unless you just hated the game.

So. . . just talk it up, and create word of mouth.  Then go play the game, and teach people how to play. Get people excited about the whole game, and help them love it.

I didnt like the game until I saw a critical review of the game play, and I almost shit myself in love. 

Our goal should be to go out and recruit at least three people that actually buy the game. And encourage them to recruit one or two people.  Or buy at least one person it for Christmas. 

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