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Messages - Nihilistiskism

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16
Strategy and Tactics / Re: What to Do Against Arcane Enchantments
« on: December 03, 2012, 10:09:42 PM »
Quote from: "Hedge" post=4866
our you could play a decoy and get your two mana back.




Hedge


Head of nail...meet hammer.

-nihil

17
Spellbook Design and Construction / Re: Game Changing Cards
« on: November 30, 2012, 11:37:35 AM »
Here's a simple truth of spellbook design:

A well-rounded spellbook will and should defeat a myopic one every time. There are so many ways that you can "change" the flow of this game that I might just be inclined to argue that nearly every card is a "game-changing" card. It all depends on the circumstances.

Here's a few:

Teleport: The ability to throw something wherever you want it is incredibly strong. The ability to do it as a quick action is devastating.

Dispel: The ability to tear down enchantments is a cornerstone of balancing enchantments. When played on the right enchantments at the right time, Dispel is easily in the top 3 for the "game-changer" category.

Cheetah Speed: Giving Fast to your Mage or one of your creatures can completely throw off another player in terms of positioning, or surprise an opponent at an opportune time. It can be used to facilitate your Mage's escape from a bad spot, or it can be used aggressively. It is similar to Teleport in these regards.

Poisoned Blood: As someone else pointed out, it can seal the deal in games during the late game. Most Mages will include at least a few "Oh SHIT!" Healing Spells in their spellbooks, and if you drop this on a Mage when you're close to victory, they have to waste a precious action on Dispelling it (if they have one left) or be doomed. Either way, it's a strong play and can definitely change games, if not outright win them.

Seeking Dispel: While it's a shot in the dark, Seeking Dispel is incredibly cheap, both for spellbook inclusion and for casting. It can cheaply pick away carefully laid defenses or traps. The obvious fear is that you might hit a Decoy, but it's a risk worth taking more often than not.

Any quick action attack spell that hits 2 or more squares away and has the opportunity to Stun, Daze, or Push an enemy. Timing is everything, and if you pull of a lucky shot on one of these it can DECIMATE a player's carefully laid plans for an entire turn.

Reverse Magic: It's expensive, but it can ruin the day for your opponent if they throw a particularly bad spell your way. It can change games.

And the list goes on ad infinitum. There are just SO many ways to "change" the game that it's almost easier to pick out the spells that are not game-changers in one way or another...

-nihil

18
No offense intended, but, you call something a "problem" because you don't quite agree with the ultimate decision made by the design and development team for this game. Forgive me for calling that "arrogant."

Maybe that wasn't your intention, and it's possible I'm reading too much into it, but, damn, you sure are cocky in your assertions of what constitutes a "problem."

On conjurations: As soon as you add cards that make it easier to destroy conjurations you skew the theme of design. Conjurations were given specific armors and hitpoints based on the balancing act of numbers. Start throwing things into the game that alters how the numbers are calculated and you throw the game OFF balance.

On recovery: You are advocating for the inclusion of an entirely new mechanic, and I just have to wonder:

a) Why?
b) Do you REALLY think that the design team is so stupid that they overlooked recursion? One of the most prominent staples of CCG/TCG/LCG/BG core mechanics in existence? They didn't include it, presumably for reasons. It's possible that they just couldn't fit everything into the game that they wanted to fit in. It's also possible that they decided against it. Either way, I'm going to go out on a limb and surmise that the design team isn't completely ignorant of game design, and thought about recursion during the initial design process.

On memoriZation: Again, you are advocating for a change to the core mechanics.

On footwear: Change to core mechanics via equipment.

On jewelry of the neck: So you think that all mages should have access to equipment that allows them to completely mirror one of the core abilities of another mage?



So here's where I'm going:

From my perspective, and, again, this is just my perspective, I would say that you have found several things that you don't "like" about Mage Wars, and dubbed them "problems" that need "fixing." I'm taking this stance because most of what you're talking about would just completely rewrite how this game works on a fundamental level. To me that says you want Mage Wars to be a different game than it is, and that leads me to think that you are having trouble separating the concepts of things you don't "like" from things that are actual "problems."





-nihil

19
Strategy and Tactics / Re: Equipment vs Equipment destruction balance
« on: November 26, 2012, 06:09:07 AM »
@ghbell: Your rabbit hole into playstyle and general play strategy was not an address to cost v. effect, and not withstanding to my comments at all. You are factually wrong to say that there is not an implicit advantage to a proactive card over a reactive card. Start debating the actual argument at-hand. All you actually said in those prosaic paragraphs is "there is strategy in the game," which isn't something that was being debated in the first place.

It is, in fact, true that a proactive equipment will yield a greater or equal cost:effect ratio than a purely reactive equipment destruction card, because the best case scenario for the caster of the destruction card is that he/she expended equal resources to destroy the item, and did so prior to any gains from the item coming into play.

You are trying to argue against points that I did not make by utilizing theory that does not apply to my argument.

-nihil

20
General Discussion / Re: Valshalla - wrath tokens?
« on: November 26, 2012, 12:19:25 AM »
I use my opponents' tears...

-nihil :evil:

21
General Discussion / Re: Organized Play
« on: November 20, 2012, 10:36:22 AM »
Got it. Great. Thank you.

-nihil

22
General Discussion / Organized Play
« on: November 15, 2012, 10:42:48 PM »
My retailer has given me a green light for running events. He gets in touch with his distributor on Monday, but I wanted to ask:

Are the OP kits offered through distributors or are they sold by AW directly to retailers?
How much do OP kits cost retailers?

-nihil

23
Strategy and Tactics / Re: Late spawnpoint = No victory?
« on: November 15, 2012, 05:09:27 PM »
Quote from: "Shad0w" post=1788
Action advantage is the core reason to use spawn points. The trick is though a spawn point burns an action to cast it. So the first creature you summon still has you down an action. The second creature you summon breaks you even on actions. When you get to the third creature and beyond that is when you start get an advantage on actions. If I do not plan on having more than 3 creatures in play over the course of a match. It is hard to justify the spawn point.

That said in swarm books it is easy to gain action advantage for even one spawn point in play.


That's only one perspective:

It's always action advantage, because regardless of whether you are "breaking even" on actions over the long-haul, you are immediately not having to use precious actions from your Mage to create creatures.

That said, there is some severe discrepancy between the effectiveness of spawn points. Look at Gate of Voltari vs. the imminently crappy Warlock options, for example.

-nihil

24
Strategy and Tactics / Re: Opening moves
« on: November 15, 2012, 05:06:32 PM »
Quote from: "Haema" post=3621
Playing as a curse enchantment heavy Warlock:

Open with Morloch's Torment and Ring of Curses and move one space towards middle column.
14 Mana left (19-5)

Turn two, move two spaces up the middle column and set Ghoul Rot
21 Mana left (23-2)

Turn three, activate Ghoul Rot before Upkeep, pay for Morloch's Torment for 3 damage (and repeat every turn). Then set and activate Magebane and set Nullify on opponent mage.
16 Mana left (28-5-1-4-2)

After that, during the next two turns (with a total mana of 34), put out Idol of Pestilence and try to put on a burn with Fireball (or by Exploding opponent equipment), and bring out Malacoda. Then again, can't plan that far ahead and need to react to whatever opponent is doing.


It seems like a lot of dedication to a strategy that is easily disrupted and/or stopped dead.

Example: I see you coming and put a wall between us. Now you can't see to curse me or throw a fireball at me.

Example: I see you coming and put a nullify or reverse magic on myself. Now you have to throw your timing off to seeking dispel my enchantments that could bite you hard in the ass should you choose to ignore them.

Secondarily: You are rushing the board without any thought to defensive measures. Against the Priestess, for example, she could 1st turn drop Brogan and Bear's Strength to severely harm your Warlock if he comes in for what is, in reality, very small ping damage.

A very good discussion was held in another thread about the overall weakness that Curse play suffers. Curses are easily dispelled, don't do very much harm if ignored, and detract from defense and more effective offense.

-nihil

25
Creative / Re: Custom wood/stone board:
« on: November 15, 2012, 04:57:23 PM »
Finished with the gluing process. The board folds very nicely and smoothly. There's a bit of extra base on the sides in certain locations that I will sand down so that everything is flush. It's coming together.

You'll see that what I couldn't before describe very well (the hinges) are now properly done, hidden in the frame so that only the small tubular "bump" is present/visible when the board is open. I have to allow the wood glue to fully set for 24 hours or so before I can staple/screw the frame solidly into place. Once stapled/screwed, the frame will be fully prepared, and I can begin the work of laying the tiles etc.

More pictures!

[attachment=56]20121115_165039.jpg[/attachment]

[attachment=57]20121115_165033.jpg[/attachment]

[attachment=58]20121115_165021.jpg[/attachment]

[attachment=59]20121115_165004.jpg[/attachment]

[attachment=60]20121115_164958.jpg[/attachment]

26
Creative / Re: Custom wood/stone board:
« on: November 14, 2012, 01:58:59 PM »
Going well enough. I only have 4 clamps that are suitable for pressing the 1 1/2'' pine frame to the base, and, in the interest of only having to do it once, I'm gluing/securing each section of the frame to the base one at a time. This will also help me ensure that everything is lining up appropriately during the framing process, and if any small modifications need to be made to either the base or frame I'll know it now, and will be able to make those corrections as I go.

I forgot to mention:

When I took the 27'' x 35'' piece of lumber to Lowes they miscut the wood, leaving me with two pieces, neither of which would be suitable for the project. Lowes didn't have any decent unwarped birch in 4x4 sheets, so I got a 4x4 sheet of 1/4'' Oak, and had it cut into two pieces that were slightly (in the neighborhood of 1/4'' too large all around. I'll have to sand away that 1/4'' when the frame is secured.

-nihil

27
Creative / Re: Custom wood/stone board:
« on: November 14, 2012, 07:08:43 AM »
I'll be setting the frame and possibly getting as far as the elmers/water pour over the cracked tiles, today. I'll post updates this evening with results. Cross some fingers for me.

-nihil

28
Spellbook Design and Construction / Re: Online spell book builder?
« on: November 13, 2012, 10:32:25 AM »
Sorry to necrobump, but I'm really curious about any current developments on this front.

-nihil

29
General Discussion / Re: Website Server Work Being Done Tonight
« on: November 13, 2012, 10:12:37 AM »
Quote from: "SeanDeCoy" post=3567
Haha - thanks for your patience Nihil. My guys are working right now to restore the old posts and post counts. We'll find a way!


Am I the only one who finds it odd that apparently the only person who isn't even remotely "fixed" is the board administrator?  :whistle:

-nihil

30
Creative / Re: Custom wood/stone board:
« on: November 13, 2012, 10:10:33 AM »
Quote from: "SeanDeCoy" post=3565
This looks a LOT like the prototype boards that we used to use! We used tiles on a pool table :-)


Except mine is 10x better because:

a) it's done by me
and...
b) because the word "prototype" will have no place in the finished product.  ;)

...and because it's done by me. That can't be said too many times, as each occurrence of repetition is an entire microcosm of enough awesome to both break the internet and make the goddam Batman crap skittles in amazement simultaneously.

-nihil

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