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Messages - Milevan_Faent

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61
Alternative Play / Re: Mage Wars Arena: Ascension Mode
« on: December 22, 2016, 08:41:57 AM »
By "successive level of enemy triple-cost school", what exactly do you mean? Are you saying I can choose to make Arcane an enemy school (while using say a few Fire creatures) to make my max level 7, and take another in a different school to make it 8?

Okay this training thing is more complicated than I thought. I should have realized it's not merely the presence of an enemy school that is important but also *which* enemy school it is. How about something like "your Mage can only have training in its own schools and subtypes, and their levels must add up to 6"?

By that do you mean to say spells outside of your "trained" school/subtypes are enemy schools?

No just double cost not enemy. TBH I'm not sure this format will be balanced without enemy schools, but I'm not sure how to calculate them.


Sent from my iPhone using Tapatalk

You could do like I did and make the enemy schools a list where X school automatically has Y enemy.

62
Alternative Play / Re: Mage Wars Arena: Ascension Mode
« on: December 22, 2016, 08:38:27 AM »
By "successive level of enemy triple-cost school", what exactly do you mean? Are you saying I can choose to make Arcane an enemy school (while using say a few Fire creatures) to make my max level 7, and take another in a different school to make it 8?

Okay this training thing is more complicated than I thought. I should have realized it's not merely the presence of an enemy school that is important but also *which* enemy school it is. How about something like "your Mage can only have training in its own schools and subtypes, and their levels must add up to 6"?

By that do you mean to say spells outside of your "trained" school/subtypes are enemy schools?

63
Alternative Play / Re: Mage Wars Arena: Ascension Mode
« on: December 22, 2016, 08:26:45 AM »
By "successive level of enemy triple-cost school", what exactly do you mean? Are you saying I can choose to make Arcane an enemy school (while using say a few Fire creatures) to make my max level 7, and take another in a different school to make it 8?

64
Alternative Play / Re: Boss Battle!
« on: December 22, 2016, 08:14:14 AM »
I suppose I could do something like that. If possible I'd like to try and make something like this work though.

65
Alternative Play / Re: Boss Battle!
« on: December 22, 2016, 08:00:37 AM »
The game mode is fairly straight-forward. One player picks a creature whose level must be 4 or higher as their Mage. The following changes are then made to that creature.

  • Health is doubled.
  • In-School is treated as the Creature's Schools -1, plus the Creature's Subtypes. (Example: Alandell has Holy 4 and Knight)
  • Creatures with different Subtypes than yours are always treated as Opposed Schools.
  • The Mage has all the abilities of the normal Creature with only a few exceptions.
  • You have Channeling 10 if your Life is 30 or less, and -1 Channeling per 10 if it's over 30 Life (60 Life would mean Channeling 7.
  • You still have to pay Upkeep for yourself if you have the Upkeep trait.

In addition to this, the following Schools always have these as out of school:

  • Mind: Non-Mind Creatures
  • War: Arcane
  • Arcane: Nature
  • Nature: War
  • Holy: Dark
  • Dark: Holy
  • Fire: Water
  • Water: Earth
  • Earth: Air
  • Air: Fire
(This list is tentative at best and open to suggestions for improvements)

I'd like to come up with something for the mana cost of your chosen creature too, but nothing I've come up with is balanced. Thoughts? Good idea? Bad idea? Let me know! Share your ideas for how to improve it!

EDIT: Also, some things that should be obvious: <Name> Only cards can only be used with said <Name>. Thus, Sardonyx cannot use Libro Mortuos.

I think you need to balance the training and stat increases with each individual creature's abilities, rather than using a blanket rule. I suppose maybe you could try something where you can use spellbook points to customize your own ability card? But knowing how many spell points to cost certain abilities would be a pain. Probably better to turn non-Mage creatures into fan-made Mage-variants of themselves one creature at a time. Kind of like what I did with Alandell. Still, if you can find a way to make this work that would be pretty cool. I think I tried to make something like this previously and it probably wouldn't have worked but I don't remember the rules I made for it...

I considered doing each creature, but that's a lot of potential creatures, unless I limit it to only certain ones.... which I suppose I can do, but I don't really have the time right now to work on that. Or the attention span. I tried to come up with rules that would help make it work though. Probably still need work, but it's something that can be used to a point at least.

66
Alternative Play / Boss Battle!
« on: December 22, 2016, 03:45:38 AM »
The game mode is fairly straight-forward. One player picks a creature whose level must be 4 or higher as their Mage. The following changes are then made to that creature.

  • Health is doubled.
  • In-School is treated as the Creature's Schools -2, plus the Creature's Subtypes. (Example: Alandell has Holy 3 and Knight)
  • Creatures with different Subtypes than yours are always treated as Opposed Schools.
  • The Mage has all the abilities of the normal Creature with only a few exceptions.
  • You have Channeling 10 if your Life is 30 or less, and -1 Channeling per 10 if it's over 30 Life (60 Life would mean Channeling 7.
  • You still have to pay Upkeep for yourself if you have the Upkeep trait.

In addition to this, the following Schools always have these as out of school:

  • Mind: Non-Mind Creatures
  • War: Arcane
  • Arcane: Nature
  • Nature: War
  • Holy: Dark
  • Dark: Holy
  • Fire: Water
  • Water: Earth
  • Earth: Air
  • Air: Fire
(This list is tentative at best and open to suggestions for improvements)

I'd like to come up with something for the mana cost of your chosen creature too, but nothing I've come up with is balanced. Thoughts? Good idea? Bad idea? Let me know! Share your ideas for how to improve it!

EDIT: Also, some things that should be obvious: <Name> Only cards can only be used with said <Name>. Thus, Sardonyx cannot use Libro Mortuos.

67
Alternative Play / Re: Alandell, Boss Knight
« on: December 22, 2016, 03:25:33 AM »
This is ingenius... but you're not taking this far enough. *goes to make a new post*

68
Alternative Play / Re: Lost Grimoire on OCTGN
« on: December 20, 2016, 10:36:12 AM »
When I click the link I only get to a folder with the MWCards.o8c files. How do I get to the scripts? I remember doing it for PvS but somehow i can't change folders in the dropbox anymore

You don't need to download the scripts or cards anymore, just the images. Everything else was finally automated.

69
Alternative Play / Re: OCTGN General Update
« on: December 17, 2016, 11:23:37 PM »
There are several cards where the alternate art versions have the wrong card data (It's a skeleton, but I don't have OCTGN open in front of me so I cant say for sure which one it is, or which cards have the error). It's been like that for a while though.

70
Rules Discussion / Re: noob question - counterstrike
« on: December 17, 2016, 07:10:00 PM »
On a related note: If I counterstrike (via any method) with Sectarus, does that count as "attacking and damaging" the enemy creature for it's effect? Or do I still need to use a normal action to do it?

71
Alternative Play / Re: XP Wars
« on: December 15, 2016, 09:54:00 PM »
it could be interesting.
lvl 2 spells that stick out atm:
deathlock
timber wolf
zombie minion
venemous zombie
harshforge plate
explode
teleport
mage wand
elemental wand
cassiel
varieties of walls
gravikor
raincloud
Idol of Pestilence
Mordok's Obelisk
Suppression Orb
Suppression Cloak

First player to Lvl 2 would have a significant advantage. That said, this format seems to mostly just draw out the match, forcing a bunch of set-up rounds before becoming "strong enough" followed by starting something resembling a normal Arena match... except whoever gets to their critical level first gets a head start on dealing significant damage.

That said, I'd love to see a level-up mechanism in a dungeon crawl format if one ever comes; perhaps a co-op or one-vs-many format, which has been remoured about for a while, that can be played in a multi-session campaign. But that's very different from the typical 1-on-1 duels we're used to.

Any suggestions on how to improve the format into something that is more than just drawing out the match? I am hoping to make an interesting and fun format out of this.

72
Alternative Play / Re: XP Wars
« on: December 15, 2016, 12:15:55 PM »
Substantial numbers of my spellbooks have no cards above Level 2...

That doesn't surprise me much, but there is still potential for an interesting game mode. Even if the casting limit has little impact, the power-up to your mage as the game goes on can have a big impact.

73
Alternative Play / XP Wars
« on: December 15, 2016, 08:18:08 AM »
So, this is just a concept for an alternate game mode that might be neat to try some time. The rules are pretty simple.

Each player starts as a Level 1 Mage. You cannot cast spells of a higher Level than you. Each time you or one of your cards destroys another card, and every time you or one of your cards do damage to a Creature equal to or greater than its Level, you gain 1 XP Counter. Every XP Counters grants you 1 Level until you reach Level 3, then every 2 further XP Counters grants you a Level until Level 5, and 3 XP Counters grants you a Level at that point for the rest of the game. There is no cap for Mage Level btw.

The only exception to the Casting Limit of your own Level is any Spell that is Class/School Specific. Those spells may be cast at any time, regardless of your level.

Your personal damage for your Mage is also adjusted based on your Level. At Level 1, you start with 1 Dice for Basic Attacks. If your Attack has more than 1 Dice, then at Level 2, you gain an additional Dice back, and at level 4, you gain a third Dice back. Mages with "Melee +1" or similar effects on their Mage Stats Card start with that bonus in addition to their normal 1 Dice. Starting at Level 7, and for every 3 Levels beyond, the Mage gains Melee +1, Ranged +1, and Channeling +1. Might add bonus Life to the effects gained, but I haven't decided yet.

Aside from this, the game proceeds as normal. This is something I've mostly been thinking about and part of it was even made up as I was typing this, since I hadn't fully detailed it. Thoughts and suggestions for improvements are welcome! Maybe it can be tested some time if anyone is interested.

Alternately, to slow the rate of XP gain, it could take 2 XP per level starting once you reach Level 2, rather than Level 3, or even from the start of the game. Personally, I think those first 3 Levels need to be quicker to allow for more decks to be viable though.

EDIT: Cards that target Minor creatures can be cast on a Level 1-2 Mage, but are immediately destroyed when the Mage reaches Level 3.

74
Spellbook Design and Construction / Re: Vampilock (Vampiric Warlock)
« on: December 12, 2016, 07:28:34 AM »
Hello, tried bulding a somewhat similar deck a while ago on top of an older AC warlock book, still work-in-progress 'cause I didn't have enought sps to include everything I wanted from the new card pool.

Anyway, these questions popped to mind:

what if the enemy mage abuses defences as well? No falcon precision or similar tech. You have curses, but only 1 copies of most, pretty easy to dispel/remove curse, even if just the damage ones.

Similar concerns about heavily armored enemy, no rust or acid balls.

No teleports, tanglevine will stop you. The lash will ofc disintegrate tanglevine quickly, but it can always be disarmed/dissolved/whatever, so multiple copies of tanglevine will pretty much negate your melee dmg. You have a ranged option, but if the wand gets dissolved, you have limited attack spells, not to mention these eat mana meant for curses/other contingencies. Ranged backup is nice, but you should have more ways to get to deal your primary dmg. Stopping you also potentially negates healing from Vampirism, if they kite and use no other creatures. Similar concerns regarding the Blood Demon as well, if maim winged/knocked down+ tanglevined outside of party square, it will spend at least 2 turns biting away the vine with demonic link, 3 without the link.

You have 2 dissolves, that can potentially be used to solve either the defence or armor issue (but leaving no spares for wands/other key items), but if they have multiple copies of said tech, or defence+armor at the same time, it could prove to be a problem. Happened to me once against an AT warlord.

How about stun books? Holy and lightning come to mind. You do have several incantation 'attacks', though drain soul and drain life are very expensive. 3 siphon lifes are nice, how about a mage wand to spam those even more? Helps against heavy defence/armor as well.

Regarding your healing, it's formidable, true, if left alone. But what if the enemy casts poisoned blood and arcane wards it? No seeking dispel, reveal magic, decoy or ward of your own to pop the enemy ward, you would have to use both of your dispels to get rid of a single PB. Most mages I've seen carry at least 1, many have 2 copies. After the second PB you might be in trouble. Similar problems with enfeeble+ward etc. As with tanglevine, stopping you causes trouble if they baited your dispels. Cheetah speed would help here, mage wand as well.

After shutting down your healing (fighting a druid comes to mind looking at this book =) ) be it with deathlock or PB, acid ball/rust on you and a falcon precision on a strong creature would start to look scary.

This is speculation, of course, maybe the opponent doesn't have the actions/opportunities/tech (most have the tech though) to carry out those actions, maybe you get to deal your damage quickly. A lot depends on the match up, as you said yourself.

Death link is excellent, I usually carry 2 because the first one often gets dispelled. If you feel only one is enough, maybe consider a ward to protect it?

Oh, and maybe add 1 bear strength for yourself for good measure? I find it excellent to be able to punch with 6 dice using only 1 action and 5 mana to prep, even when weapons got destroyed/didn't use them.

Just some thoughts, AC lock is one of my long time favourites.

Thanks for the feedback. This deck is still a bit of a work in progress. I only really play casually, so I don't take into consideration more competitive strats most of the time since they dont come up as often. Tanglevine usually dies the turn its cast even without teleport, and definitely the next turn. For that reason, I don't fear them too much. Annoying, but I can deal. Personally, I hate that you are basically required to have Teleport + Tanglevine or lose. That's a very annoying thing in a game like this where the decks are so flexible. Since my Lash is my back-up weapon, I usually won't play it unless I need the burn or fire damage for something, or I've lost my Sword. Because of that, it's usually not dissolved before it can destroy a tanglevine.

As for Defense+Armor, about half my damage tends to be Direct, either burns or Curses. Both bypass the Defense and Armor of my enemies, so I can generally ignore them. Stun is a bit more of a problem, but there's only so much that can be done about that. If I have to, I Tanglevine + Magma Golem + Plagued + Stench of Death and they're taking damage that completely bypasses all their armor and defenses, while I still have a moderate chance to hurt them with my attacks. It does mean my healing is weaker, but I just switch over to my direct damage Incantations to heal instead of Vamping. Not an ideal option, but enough to potentially kill the opponent before I die.

PB is annoying as hell, but that's what I save all my Dispels for anyway. If I can't get rid of it, I usually just forfeit then and there and call it a bad matchup. I've been thinking of other ways to deal with those problems that stop me from healing, but haven't made much progress.

I'm thinking of removing the Dancing Scimitar, but it's so damn useful as either an extra defense or bonus damage that I'd rather keep it. Not sure where else I can squeeze SBPs from though.

75
Alternative Play / Re: OCTGN General Update
« on: December 12, 2016, 07:07:16 AM »
Just tested Alandell again and figured out what was wrong. Tested him against an Earth Elemental, which is resistant to his damage type XD No wonder it was weaker than it was suppose to be. Automation > Me fml

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