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Messages - Drefan

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16
Off topic / Re: Can't open octgn
« on: December 31, 2017, 02:41:42 PM »
I guess the issue has resolved itself since I've seen you online. But incase it has not perhaps its worth talking with the library IT department and ask them to update their computers since you cannot run software you need to.

17
Spells / Re: favorite enchantment
« on: December 31, 2017, 02:12:11 PM »
I love Enfeeble. I feel that I've overlooked this card recently but It's one of the ones I usually come back to after a while

18
Spells / Re: favorite creature
« on: December 31, 2017, 02:10:14 PM »
I really love Thornlashers and anyone who've played my Druid knows that I do :)

Besides those cute things I really like the new archers that were introduced in Academy Warlord. Especially the Straywood Archer caught my eye, being able to move and shoot is something I consider extremely powerful.

19
Spells / Re: favorite conjuration
« on: December 31, 2017, 01:58:02 PM »
Vine tree duh!

Besides that one, I'd say Pillar of Righteous Flame for obv reasons :)

20
Spells / Re: favorite equipment
« on: December 31, 2017, 01:55:24 PM »
I like things that are somewhat different and spices things up.
I really love Spiked Buckler since its both a weapon and a defense.

21
Rules Discussion / Re: Strategist helm + halberd + attack spells ?
« on: December 31, 2017, 01:50:42 PM »
I think I might have been unclear or that you misunderstood my argument.

I wasn't arguing that rerolling the effect die would be advantageous compared to having a Colossus Belt.

All I said or meant to say was that I preferred having a Vet belt instead of the Colossus Belt since the vet belt works against all attacks and Colossus only vs effects. This combined with the Warlord legs that let you re-roll effect die while not losing out on the armor feels like an overall better combo in my eyes.

22
General Discussion / Re: Organized Play
« on: December 31, 2017, 11:44:13 AM »
No one is challenging the problem of game length at a convention.
What I'm arguing for is that you introduce a time-phases to competitive games to make them more challenging for the players while also giving them a more steady game pace. Games at conventions will be played faster which may result in more player mistakes due to time constraints and nerves.

23
General Discussion / Re: Organized Play
« on: December 30, 2017, 06:33:09 PM »
Even if players could be counted on to time their own phases you still have to time the matches due to the restraints of your venue. This just isn't a realistic way to go.

Well as I said earlier I accepted that time-constraint due to the venue would be a factor and argued that it only increased the incentive to have timed-phases since more actions = higher chance of someone dying.

If we accept the fact that time will always be an issue, why is that not even a bigger reason to introduce time-based phases? From my perspective the more actions that are being played in a game, the easier it's to see who's playing better and who is more likely to win.

Will time-based phases be a disaster for the competitive community? I wouldn't think so at all, I think it would introduce a wider variety of books resulting in a more developed meta. Would this change not be for everyone? Probably, it will require both more deck design and game knowledge but also produce them as a result.

I think every mage wars competitive match should end up with a winner or a loser, preferably by killing the other mage. With more actions, it should be an easier task to accomplish but in case no one dies, perhaps the judge would step in and call a winner. Since the judge has seen the match, both decks and can, therefore, make an educated guess about who would win if the game went on further.

You would only have Winners or Losers, making scoring a lot easier.

24
General Discussion / Re: Organized Play
« on: December 30, 2017, 04:59:19 PM »
All the solutions we have are unacceptable, it seems. Either it costs too much money or it interferes with the balance of the metagame. I think maybe we are at a point where ANY possible decision that can be made regarding this issue with the current constraints could potentially harm the game in a serious way, if it hasn't already.

Or maybe we could try the thing I recommended earlier in this thread which  seems to have been ignored, which was that if we don't have enough time or tablespace to run a quality competitive mage wars tournament in the convention hall, we need to get at least some of that time and space somewhere else where it is cheaper. Either reserve space at a restaurant, or if weather permits go to a park and use picnic tables, then have only the semifinals and finals in the convention center proper. Or maybe just raise the ticket prices for entering mage wars tournaments at conventions, so that AW can afford more time and tablespace?

Just a thought.

I don't mind conventions being restricted by various conventions variables themselves, I just want the overall competitive scene to be more strict, however, that might just be me.


If you play a tournament at a convention center its more or less implied it has to be finished at it. There's no real way around it that is worth exploring.

25
General Discussion / Re: Organized Play
« on: December 30, 2017, 04:39:28 PM »
The idea that tournament matches won't be timed is not open for debate for any event occurring at a large convention, at least in North America. Due to constraints of space and logistics timed matches are the only possible option.

As for timing phases. I do not see forcing people to play faster than they're comfortable with being an option. Time limits are outside a judges control as stated earlier. However a judge has an obligation to make an event as welcoming to ALL players as possible. Limiting time phases penalizes new players as well as individuals who just play a little slower than average for whatever reason.

If we accept the fact that time will always be an issue, why is that not even a bigger reason to introduce time-based phases? From my perspective the more actions that are being played in a game, the easier it's to see who's playing better and who is more likely to win.

Will time-based phases be a disaster for the competitive community? I wouldn't think so at all, I think it would introduce a wider variety of books resulting in a more developed meta. Would this change not be for everyone? Probably, it will require both more deck design and game knowledge but also produce them as a result.

I think every mage wars competitive match should end up with a winner or a loser, preferably by killing the other mage. With more actions, it should be an easier task to accomplish but in case no one dies, perhaps the judge would step in and call a winner. Since the judge has seen the match, both decks and can, therefore, make an educated guess about who would win if the game went on further.

You would only have Winners or Losers, making scoring a lot easier.

26
General Discussion / Re: Organized Play
« on: December 30, 2017, 01:57:26 PM »
I disagree that you should've timed based tournaments. I do understand the reasoning behind it, you want faster games but also the ability to create timetables for tournaments. Since it's still a relatively small community basing the official tournament standard around fitting into time slots at various conventions might be a bad thing in the long run.

I would rather see another time aspect. Instead of having X-minute games, I'd rather see time limited phases. Imagine if we instead had 20sec Upkeep phase, 2-3min planning phase, 20sec quick cast phase (Will you act or not) and 20sec creature action phase (which creature will be activated). Limiting these aspects of the game would give it a more natural flow.

I think this type of time limit would compliment the game more overall since it's more designed around one mage killing the other than who has more hp left when the timer runs out.

I also believe it will open up the meta for more creative books while at the same time also increasing the quality of games. I believe games will be a lot faster paced but with more mistakes and where the player who made the least comes out on top which usually means more fun games for the rest of us to watch.

I understand the most of the X-minute based books will have to disappear or be modified but I think it would be for the greater good to move away from that format. And I also doubt that games within my suggested format would be longer than 2 hours.


27
General Discussion / Re: Why does MW Academy get so much hate
« on: December 27, 2017, 05:25:32 AM »
If Academy came first perhaps my views would be different but since it didn't and instead I got into Arena first it made me appreciate the complexity of it. Therefore when I play academy it just feels a bit lackluster since I'm missing out on what I like most about Arena.

I'm not saying Academy is bad, I feel like it's a great way to get people into MW that would otherwise be a bit intimidated by the size of Arena and all the different ways to approach it.
But for someone who is already heavily invested in Arena, Academy just doesn't scratch the right spots for me.


28
Rules Discussion / Re: Strategist helm + halberd + attack spells ?
« on: December 27, 2017, 05:18:39 AM »
Veteran's Belt is superior to Colossus Belt, especially for a high armor mage.

Agree.
Also, the fact that tempered faulds are in the game makes stacking tough a bit unnecessary, especially since its already difficult to hit anvil throne with them.

29
Mages / Re: This might be interesting. A poll dudes and dudettes
« on: May 16, 2017, 06:08:10 PM »
Favorite Mage:
My favorite Mage is the Druid. I consider her to be one of the strongest Mages since the vine tree opens up the board so fast for you and you can quickly gain board control and momentum. It also helps that the nature enchantments are pretty much core in all builds since they are pretty much always high value. That combined with cheap rust, dissolve etc just makes her a lot of fun to play. You can in one game play a more buffed up mage that swings at your opponents, with plant conjurations helping you to deal with anything from equipment to creatures. And in the next game, you can play full support with your druid. Just pumping out creatures and supporting them, and all that in one book, a book that doesn't have to sacrifice a whole lot to fit different playstyles.

Best Mage:
I generally consider the Druid to be one of the stronger ones, if you don't have a bad dice day, I feel the druid really very heavily on dice compared to some other mages. Other than the Druid, I feel that the Necromancer has to be one of the strongest ones if not the strongest. With the Paladin being a contender since that mix of holy and war is a very deadly combination, and can be very difficult for both the Necro and Druid to deal with.

30
General Discussion / Re: Time Gentlemen, Please!
« on: April 24, 2017, 12:27:47 AM »
The length of the game is not often the issue for me, the only issue is when people take an excessive amount of time in the planning phase.
Using 2-5min in the planning phase is ok, but when someone is constantly doing 10min in planning phases I just zone out. Nothing against those players but It's just too long for me and I start to lose focus in the game.

So basically long games are fine, they are usually action packed. However long games due to planning = the worst ones for me.

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