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Messages - Aylin

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436
Player Feedback and Suggestions / Re: Cursed Equipments
« on: November 19, 2013, 06:45:35 PM »
I dont think it will ever see the day.

Its gonna be too easy to screw over opponents who have PREPARED spells they cannot cast because they have to dissolve on themselves first.
Then you nullify them and its gonna take them 3 steps to get an item on.

Get rid of nullify - dissolve - cast equipment
Nothing else takes 3 steps to get done. Why? because it is impossible without a spawnpoint or familiar - and they should be optional not mandatory.

Hell... The Battleforge is gonna serve a brand new purpose of spamming curse equipment while the warlock do curses on his own.

I guess Dissolve -> Wall of Thorns -> Force Push doesn't have three steps. Perhaps I miscounted?

437
Spellbook Design and Construction / Re: Rosa Parks
« on: November 19, 2013, 02:59:42 AM »
We currently have 5 Humans, 2 High Elves, 2 Wood Elves, and 1 Orc. The first race is obviously predominant, but I believe having 4 races to choose from provides a nice bit of diversity.

*Facepalm.* Did you really miss the context there?

We'll have 10 mages after DvN is released. 8 are white (Priestess, Priest, Straywood Beastmaster, Wizard, Forcemaster, Druid, Necromancer, Warlock), 1 is obviously non-human (Warlord), and 1 is black (Johktari Beastmaster).

438
Spellbook Design and Construction / Re: Rosa Parks
« on: November 19, 2013, 01:15:59 AM »
The Rosa Parks is more because she is a black woman that don't take nothin from no white man more than anything. And conisdering every other mage in the game is white (The Warlord loves mayo and Full House), I thought I'd give her an edgy title.

I think we just need some more racially diverse mages. I always find it really silly when almost everyone in a fantasy setting is either white or obviously non-human.  :(

439
Spells / Re: Meditation Amulet
« on: November 19, 2013, 01:13:16 AM »
However about sectarus,

I use a quick cast to place a retaliate / reverse attack and then full round to channel 3 mana.

You declare an attack against me and now I have extra mana to reveal / place a curse on you (if I went with retaliate) or I just channeled the extra mana to turn a block into a reverse attack with only minimal setbacks.

Be cautious of the Necro equipped with sectarus. Counter attacking with a main [sic] wings on the back end puts flyers in a bad place. Not to mention Rise Again, Whats better than channeling 3 extra mana to help pay for a counterattack that ends with you getting a creature you just destroyed?


It's not meta changing, but it adds some new options to the mana management department.

My point was that when meditating, you cannot move normally (you could use force push or teleport I suppose, but that would be a bad choice except in specific situations hence I am ignoring it), making it harder for you to be in melee range when you want to be.

I'm not saying that using Retaliate to hit a flying creature with Sectarus (and simultaneously applying a Maim Wings) wouldn't be effective, but doing that requires you to have a new Retaliate every time you do that trick (which probably won't work more than once against an opponent), and you have to hope they don't Seeking Dispel your Retaliate or have a Block/Reverse Attack. Reverse Attack on the other hand isn't limited to Sectarus issues, so I have no idea why you brought that up.

A Mage Wand on the other hand can have a spell bonded to it with a range of 0-2 (lessening positional issues), and doesn't have as many requirements to be useful at the same time as your Meditation Amulet (no need for Retaliate, chiefly).

The main thing you're buying with Sectarus is the ability to apply curses while doing something that a melee-oriented dark mage wants to be doing anyway; punching the enemy. Using a Meditation Amulet prevents you from doing that though, which is why I think you'd be better off using an item that lets you use it during your quick cast.

Now, I think a Necromancer without Meditation Amulet can use Sectarus almost as well as a Warlock (no innate melee +1 and no curseweaving are minor detriments).

440
Strategy and Tactics / Re: Headshots and Forestfires.
« on: November 18, 2013, 08:13:25 PM »
Does Idol of Pestilence give a poison condition? That's gonna make a huge difference because wording of Idol says all Living creatures take 1 poison damage at upkeep which is different than what some people make it out to be.

The poison conditions in the game:

Tainted
Cripple
Rot
Icthelid Larva
Weak

(I might have missed one; I don't have my set in front of me)

441
Player Feedback and Suggestions / Re: Cursed Equipments
« on: November 18, 2013, 08:08:13 PM »
I think cursed equipment would be pretty cool.

They would need some text preventing them from being replaced by the equipped mage without first being dissolved. It would probably just be a new Keyword.

I loved using Cursed Equipment whenever I used to play Descent: Journeys in the Dark.

442
Spells / Re: Meditation Amulet
« on: November 18, 2013, 08:00:56 PM »
When they have a battle forge, sectarus, libro, graveyard, and pentagram out (an exaggerated theoretical situation )

An actually impossible situation, unless you're house-ruling that a Necromancer can use Warlock-only spells or vice-versa. Though I'd say that Sectarus does not mesh well with Meditation Amulet due to positional reasons, so you'd probably be better off with a Mage Wand in the off hand.

Quote
All that to say

I understand it's purpose, and the reason they wanted to include it, however I do not think that this card is going to make a lot of noise right now and I am not a huge fan of it. But who knows, maybe in 3-4 sets this card will be the lynch pin of every book?

I would love for this card to be useable in many books... I just have no idea how they're going to make it desirable.

443
Strategy and Tactics / Re: Necromancer vs Priestess
« on: November 17, 2013, 03:50:26 PM »
Quote from: AylinIsAwesome
Actually, Adramalech costs a Necromancer 8 points to put into her/his book, whereas a Warlock spends 6.

Yes. I consider that to be not "many more" spellpoints. An Adramalech Necromancer build is possible.

True, I apologize.

444
Strategy and Tactics / Re: Necromancer vs Priestess
« on: November 17, 2013, 03:13:29 PM »
Adramalech doesn't take up many more spellpoints for a Necromancer than he does for a Warlock.

Actually, Adramalech costs a Necromancer 8 points to put into her/his book, whereas a Warlock spends 6.

445
Spells / Re: Multi-school spells
« on: November 16, 2013, 04:37:12 PM »
Yeah, I opened a door I shouldn't have with Red in Magic. As Red is also the colour of Haste, Pumping Attack Only (Firebreathing etc), Doube Strike, Artifact destruction, Temporary Change of Control (Madness) etc.

That latter associated effect is an example of how Magic took years to to fine tune the scope of each colour, Ray of Command was a Blue temporary Change of Control but blue had too much utility goodness so they turned it red. Magic made loads of mistakes in the early days, so many Restricted and Banned cards. Mage Wars is a paradigm of consistency for the same age maturity.

Yeah, for the most part Mage Wars feels pretty good with consistency to me. I think the plant creature/plant conjuration thing might be the biggest thing, especially without some in-universe reason for them to be separate categories. (Perhaps plant creatures have at least rudimentary intelligence and/or a soul, which is required for certain spells to work on them, whereas the plant conjurations do not? But then there are references that Mohktari is to some degree sentient as well. And then what about the undead skeletons? Bah!)

Quote
After consideration, you have won me over to change my position. Not because of theme (a Forge does not create Leather Gloves, Boots, Cloak etc.) as Forge is just a mechanic. More because I like its "Flame Immunity. Hydro +3" traits which does make it hybrid War/Fire.

I do love the Flame Immunity trait on it. My fiancee plays Warlock a lot, so when I'm Forcemaster I can Charm Adramelech without fear of my conjurations burning to the ground.  ;D  I haven't seen the Hydro +3 come into play yet, but that's probably just because no one I play with currently uses a water wizard/Druid. I really should start playing a water wizard; Battleforge builds are fairly common with my group.

446
Spells / Re: Multi-school spells
« on: November 15, 2013, 11:31:53 PM »
War for example should be the school for Artifice (the opposite of Nature), hence prevalent in Equipment and Structures. I don't actually like the Fire in Battle Forge because Fire is destructive, not constructive in theme, and it does not synergise with Equipment. I would have made Battle Forge War 1 Arcane 1 because it makes magic items.

I'm glad they didn't make it 1 War/1 Arcane: it would have been yet another slap in the face to the Warlord.

Though I think they made it 1 War/1 Fire since the forge itself requires fire to make the equipment, so mastering the fire aspect of it would be essential to make the shape of the object, with the actual item enchantment being done by the mage and not by the forge.

Incredibly I did read the whole of your post even if I only quoted part of it.

Fire is the school of wanton destruction. Not construction. The fact there is fire in the picture is irrelevant. Why not Earth for the steel that you shape with a Forge. It should be Fire because anyone who builds a Forge will be more likely to cast Fireball or Ring of Fire or Fireblast or Flamestorm?

I have always (until now) been in agreement with what you have written. Don't mix the fact that they don't have a Common school for all the utility spells with the totally separate fact that making a constructive card Fire is not conducive to strong theme.

Take Magic Red colour. There is nothing constructive in it. You may diss magic colours but at least it's consistent.

My argument isn't that someone using a Battle Forge is more likely to cast a Fire spell, or that it would make the Warlord even worse (simply because I expressed that I was glad this isn't so doesn't mean that I'm arguing from that position).

I think that the Battleforge is part fire because actual forges use fire, extensively. (I've been working with a group of blacksmiths for the past few months). Having it be Earth for the iron used in making items wouldn't make sense to me since those are things used by the forge, not what the forge is. The materials for the forging are supplied by the mage, and the forge works with them (using fire as appropriate for metalworking) to produce the finished product.

Also, from the spells we have available so far, every elemental school could be described at destructive. In the water school we have water attacks, dissolve, and Renewing Rain. Aside from that card, it's all destruction and offense, for example. I'm sure that the spells we see in the game will never be fully representative of all of the schools of magic, simply because this game is about defeating the other mage. Fire magic used in cooking, for example, isn't destructive (at least not any more destructive than the fire in a forge), yet we'll never see it because it doesn't help you defeat your opponent in some way. Fire has more uses than just blowing things up or setting things on fire to watch them burn, and I think that should be embraced. Using fire in the game in a way that mirrors how fire is used in real life (and would be used in daily life in Etheria) is, to me, entirely consistent with what fire is. I've always thought that games that view fire as only destructive are selling fire short of all of the awesome things it can do.

As for red in Magic not containing anything constructive, what would you call Agility, Arcane Teachings, Awaken the Ancient, Blood Moon, Braid of Fire, Bravado, Burrowing, Captive Flame, Cave Sense, Chance Encounter, Claws of Valakut, Clout of Dominus, Conquer, Crown of Flames, Crucible of Fire, etc, etc, etc?

447
Spells / Re: Multi-school spells
« on: November 15, 2013, 09:26:17 PM »
I'm glad they didn't make it 1 War/1 Arcane: it would have been yet another slap in the face to the Warlord.

This is because the designers refuse to believe there should be a Common School, utility spells where every mage is trained in.

Please don't refute the logic of Forge being War 1 Arcane 1 just because of the illogic of Warlord/game design.

I didn't.

If you had read the rest of my post you would have seen why I think they didn't make it 1 Arcane/1 War.

448
Spells / Re: Multi-school spells
« on: November 15, 2013, 09:09:17 PM »
Does it surprise you at all though. It seems like they miss every opportunity to support Warlord and fix his issues.
Great post though, I thoroughly enjoyed it!

At this point I'm fairly sure that someone really hates the Warlord.

449
Strategy and Tactics / Re: Headshots and Forestfires.
« on: November 15, 2013, 08:09:57 PM »
You are correct that Eternal Servant requires you to pay the full casting cost. There are other reanimating effects that have you only pay half the mana cost though. Animate Dead and Rise Again are two such cards.

Ah, I see. I was confused since it was in a paragraph otherwise dedicated to Eternal Servant.

450
Rules Discussion / Re: DvN rules questions
« on: November 15, 2013, 06:19:42 PM »
There's been an official answer for almost two months. This facebook photo has a comment from Mage Wars that should clear it up:

Joshua: If the spell it's a vine spell, can the seedling pod target a zone with the vine token instead of its own zone?

Mage Wars: Unfortunately, no. The seedling pod can only spawn something in its own zone as that is where it's growing it.

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