Arcane Wonders Forum

Mage Wars => Player Feedback and Suggestions => Topic started by: nitrodavid on June 06, 2013, 10:57:55 PM

Title: goblin builder fix
Post by: nitrodavid on June 06, 2013, 10:57:55 PM
I understand that once you release a card you can't change it so all you can do is implement other cards to buff/nerf.

I think it is near universal opinion that the goblin builder is one of the worst cards in the game and I had an idea to fix it.

add an enchantment called "work tools" which can only be attached to a creature with repair skills (I think that's what the builder has, don't have cards on me). this would either make the repair a quick action or increase the repair by 1d.

change the values for balance and such
Title: Re: goblin builder fix
Post by: MrSaucy on June 07, 2013, 01:16:21 AM
I understand that once you release a card you can't change it so all you can do is implement other cards to buff/nerf.

I think it is near universal opinion that the goblin builder is one of the worst cards in the game and I had an idea to fix it.

add an enchantment called "work tools" which can only be attached to a creature with repair skills (I think that's what the builder has, don't have cards on me). this would either make the repair a quick action or increase the repair by 1d.

change the values for balance and such

I think it would be useful if they made the following changes.
1) Can cast as a quick action.
2) Can remove 3d damage from a corporeal conjuration ("damage" rolled on 3 dice)
Title: Re: goblin builder fix
Post by: nitrodavid on June 07, 2013, 01:27:58 AM
well I think both of those options would be a bit over powered. so I suggested the OR option.
so you can choose to constantly repair one structure easily or run around the field doing 1 damage repair as a quick action.
Title: Re: goblin builder fix
Post by: The Dude on June 07, 2013, 02:34:14 AM
I don't think wasting time healing conjurations is what you want to be doing in the first place... Sure, it would be great to save to spawnpoints/conjurations/chanelling, but in all honesty, if they are wasting time to attack those things, you are gaining at least 1 tempi, why not use that to your fullest advantage?
Title: Re: goblin builder fix
Post by: MrSaucy on June 07, 2013, 03:36:50 AM
I don't think wasting time healing conjurations is what you want to be doing in the first place... Sure, it would be great to save to spawnpoints/conjurations/chanelling, but in all honesty, if they are wasting time to attack those things, you are gaining at least 1 tempi, why not use that to your fullest advantage?

I agree. That is why the Goblin Builders wouldn't be overpowered if you made the changes I suggested. I admit, I think it is silly to repair conjurations, but that is precisely why if you DO want to repair your conjurations you should be able to do it swiftly and efficiently. Trust me. Nobody is going to complain about Goblin Builders being overpowered if they heal conjurations with 3d dice. On average you will remove 3 damage. Even then I probably wouldn't use Goblin Builders. But the way they currently are I don't see ANY competitive spellbooks using them, which isn't surprising. 
Title: Re: goblin builder fix
Post by: Wiz-Pig on June 07, 2013, 07:13:16 AM
Maybe there would be some way to make it so he could actually augment corporeal conjurations by increasing their life, armor, or melee. Now that is a Goblin Builder I would use. Have him build a wall and then attach spikes to it! It is possible that with future sets and more conjurations released he will becoming more useful, but his repair ability is pretty underwhelming.
Title: Re: goblin builder fix
Post by: The Dude on June 07, 2013, 08:35:42 AM
I like the way you think, Pig man. Would make the title "Builder" slightly more thematic as well. +1 armor  might be a little OP though. Would cast right after battle forge and pump +1 Armor forever. Or something even more spicy like death lock. Granted, it's not the BEST thing you could be doing, but saving your important conjurations while ACTUALLY advancing your board state isn't bad, even if the change is minuscule.
Title: Re: goblin builder fix
Post by: MrSaucy on June 07, 2013, 01:35:08 PM
Maybe there would be some way to make it so he could actually augment corporeal conjurations by increasing their life, armor, or melee. Now that is a Goblin Builder I would use. Have him build a wall and then attach spikes to it! It is possible that with future sets and more conjurations released he will becoming more useful, but his repair ability is pretty underwhelming.

I like this idea too.
Title: Re: goblin builder fix
Post by: Wiz-Pig on June 07, 2013, 06:14:55 PM
Thank you Padwan  ;D , any augmentation ability would have to be limited of course.
Title: Re: goblin builder fix
Post by: baronzaltor on June 07, 2013, 11:10:06 PM
As a side note, I'd have liked builders to be able to put load tokens on war machines.
Title: Re: goblin builder fix
Post by: MrSaucy on June 08, 2013, 12:46:27 AM
As a side note, I'd have liked builders to be able to put load tokens on war machines.

That would have been really neat. All of these suggestions, which are balanced and sync well, make me realize how much of a missed opportunity Goblin Builders were.  :(
Title: Re: goblin builder fix
Post by: The Dude on June 18, 2013, 02:35:34 PM
But GB in beastmaster. You'll see how great it can be.
Title: Re: goblin builder fix
Post by: Wiz-Pig on June 22, 2013, 06:55:28 AM
explain Padwan, what is he building for you.
Title: Re: goblin builder fix
Post by: reddawn on June 22, 2013, 07:30:44 AM
explain Padwan, what is he building for you.

Totems and walls I'm guessing, since GBs can't cast Tanglevine.

It might be ok actually, at least for the walls, since most BM builds aren't exactly going to win an attack-spell war.
Title: Re: goblin builder fix
Post by: MrSaucy on June 22, 2013, 06:08:11 PM
But GB in beastmaster. You'll see how great it can be.

Ehhh... I'm still not convinced.
Title: Re: goblin builder fix
Post by: Mrmt on July 27, 2014, 02:08:12 PM
Now forged in fire has come out, I am looking at goblin builder again.

The master engineer adds armor to walls, so fine, but the builder is still not performing. I think increasing his cast distance to 0-1 or making his cast a quick action would be an elegant solution.

I don't see why the restriction existed in the first place... But either way, he probably remains too slow to be useful. Given speed, he could be much more interesting.
Title: goblin builder fix
Post by: Sailor Vulcan on July 27, 2014, 05:37:14 PM
The goblin builder is a soldier. Hold the line! Quick march for getting to and healing conjurations quickly. As for the Bloodwave warlord, the builder is ok with him, but he's not THAT great. It is good to have an extra action for casting outposts and stuff, which is still quite valuable.

My assessment could be completely wrong though. I have only little experience with the warlord.
Title: Re: goblin builder fix
Post by: echephron on July 27, 2014, 06:11:34 PM
I think this should be moved to the "spells" section rather than suggestions

I'm sure [mwcard=FWC04] Goblin Builder[/mwcard] suck so much because they were too good in some obscure combination which never came out.

Here are some things they are good at:
non-legendary(6 out at once), not mage exclusive
cheap: 5 mana, level 1
comparable to goblin grunts(1 more mana, 2 more life, one less damage, pest)
the only conjuration familiar
one of only two things which can heal (nonliving nonskeletal) conjurations

The power of goblin builders is based on the power of conjurations. because most conjurations are zone-exclusive, these builders only spend every second turn building something, which is the dealbreaker for most people. As more conjurations come out for all mages, these builders will become better. If good non-Zone-Exclusive conjurations come out for non druids, these guys will rock without any changes.

Current non-zone exclusive conjurations i would use for them(I'm not counting [mwcard=DNJ08] Seedling Pod[/mwcard] or [mwcard=DNJ06] Nightshade Lotus[/mwcard]):
[mwcard=FWJ06] Mangler Caltrops[/mwcard]

Walls including: [mwcard=FWW01] Wall of Pikes[/mwcard] [mwcard=MWSTX2FFW01] Wall of Earth[/mwcard]

[mwcard=MW1J15] Mohktari, Great Tree of Life[/mwcard]

[mwcard=DNJ02] Corrosive Orchid[/mwcard]



I would enjoy one of these overpowered changes:
1)Can repair walls, which isnt a big deal, except for regenerating armored walls(which could heal 8 damage per turn from creatures)
2)Some way to allow them to build 2 zone exclusives in a row(can move after building, can build as a quick action, let them build at range, ect)
3)Let them "pray" at the construction yard for one mana like priests do at altar of skulls
4)Casting him is a quick action like tataree

I am curious to see how these builders will interact with upcoming terrain. Unless terrain is "attached" to a zone, they may need an errata.

now that i've thought about them, I'm going to dream up a book that uses conjurations(from builders) to block and ranged creatures to damage.
Title: Re: goblin builder fix
Post by: sIKE on July 27, 2014, 07:25:07 PM
One thing they are more useful now for is Building Outposts like Archers Watchtowers and Garrison Posts for a Altar of Domination/Talos play.

Would like to see them loose the Pest trait since they are they are soldiers but currently they cannot be used for Conquer.