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Player Feedback and Suggestions / A few suggestions
« on: January 28, 2014, 06:53:56 PM »
I'd like to add my thoughts on how to improve the existing mages.
1. If there is going to be any hope of getting a small swarm from the warlord going, there needs to be more in-school level 2 soldiers. He just doesn't have the mana supply (even with meditation amulet) to hope to get a barracks build working right in a short enough time with level 3 creatures and the level 1 creatures at his disposal just aren't up to the job without help. Butcher is nice, but he needs more for the strategy to see merit.
2. There needs to be a nature school 'attack spell' for the johktari beastmaster to become truly competitive and play to her strengths. It wouldn't have to be anything ridiculous like hurl rock, just something that doesn't require her to spend 30+ points in the book on attack spells. Even with only one spell, it would likely cut her attack spell points used down to below 20. I almost cried when I saw that she couldn't use burst of thorns because it was so perfect for her (minus the vine token part).
3. Resilient is just plain too beefy. I get that resilient creatures are supposed to be tough to kill, but it is too much right now. Even the old Iron Golem(which, I believe nobody will dispute, is already a top tier card) pales in comparison to a zombie brute, and the brute can move and attack on his own! There needs to be some kind of counter, other than the usual 'Don't be there', or 'Rush the mage' arguments. +X vs nonliving is not enough either as the bonus dice are too unpredictable. There needs to be some kind of direct counter like there is for incorporeal. A 'critical damage vs. nonliving creatures' attack trait would not be out of line if used sparingly and tastefully.
1. If there is going to be any hope of getting a small swarm from the warlord going, there needs to be more in-school level 2 soldiers. He just doesn't have the mana supply (even with meditation amulet) to hope to get a barracks build working right in a short enough time with level 3 creatures and the level 1 creatures at his disposal just aren't up to the job without help. Butcher is nice, but he needs more for the strategy to see merit.
2. There needs to be a nature school 'attack spell' for the johktari beastmaster to become truly competitive and play to her strengths. It wouldn't have to be anything ridiculous like hurl rock, just something that doesn't require her to spend 30+ points in the book on attack spells. Even with only one spell, it would likely cut her attack spell points used down to below 20. I almost cried when I saw that she couldn't use burst of thorns because it was so perfect for her (minus the vine token part).
3. Resilient is just plain too beefy. I get that resilient creatures are supposed to be tough to kill, but it is too much right now. Even the old Iron Golem(which, I believe nobody will dispute, is already a top tier card) pales in comparison to a zombie brute, and the brute can move and attack on his own! There needs to be some kind of counter, other than the usual 'Don't be there', or 'Rush the mage' arguments. +X vs nonliving is not enough either as the bonus dice are too unpredictable. There needs to be some kind of direct counter like there is for incorporeal. A 'critical damage vs. nonliving creatures' attack trait would not be out of line if used sparingly and tastefully.