May 06, 2024, 05:00:40 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - farkas1

Pages: 1 ... 25 26 [27] 28 29
391
Resources and Downloads / Re: Wizard and Wizard's Tower Errata
« on: July 05, 2016, 06:00:20 PM »
yep I totally agree.  Now you guys can focus on designing and expand the arcane school which is already awesome but now offer more unqiuness without upsetting the game balance so much with each new expansion. 

Having worked on every Mage Wars expansion to date, the Wizard has become a larger and larger design constrain while building new mages. This was the cleanest way to limit his constraint, while not impacting the core of his play. This errata is not meant as a direct curb on his power. It is however a way for us to open up design in the future.

392
Resources and Downloads / Re: Wizard and Wizard's Tower Errata
« on: July 05, 2016, 05:44:25 PM »
I like this idea of different Wizards focused in a different element with maybe unique ability card.  This could help with balance of the Wizards abilities and offer some choice and balance. 

Definitely more drastic than i expected. I'm not sure I agree with getting rid of the other elemental wizards. Sharing a school with another mage does not mean that it will steal that mage's tricks, so to speak. Just as the druid and the beastmaster do not conflict with each other's playstyles. And I've always thought of the wizard as four different mages with their own styles, not one mage with flexibility granted to him by his choice of school. I'm very interested in hearing not only why you guys chose this solution, but why you think that it's the optimal solution out of all other possibilities.

Might there ever be other arcane mages trained in a different elemental school?

Quote
Wizard is dead
I should hope not. I'm pretty sure that's not the intent of these nerfs.

393
Resources and Downloads / Re: Wizard and Wizard's Tower Errata
« on: July 05, 2016, 05:37:19 PM »
My random thoughts on these changes.

I'm very curious how this will impact the game.  I could see how the Wizard from the beginning has maybe slowed the development of other mages.

 I think this might be better in the long run because it now allows for more development of the arcane and air school to make the wizard even more unique than he was. 

 With the siren coming out soon and pretty much a water only trained school this would of made the wizard even more crazy powerful.  Will miss the choice and surprise of playing wizards.  It is sad and exciting at the same time to see what happens next.



I think too this still does not totally stop people using outside of school spells.

394
General Discussion / Re: Paladin vs Siren Spoilers
« on: July 04, 2016, 07:31:41 PM »
I second reveal of Paladin spawn point!  Curious to see what types of units or uniqueness the spawn point will produce!

Maybe reveal a high level angel or new spawnpoint (if there is one) One will the next spoiler be released?

The Paladin's spawnpoint is pretty dang interesting. I'm not sure when the next spoiler will come out, but it will be this week by the end of day on Friday, if not sooner.

395
General Discussion / Re: Paladin vs Siren Spoilers
« on: July 04, 2016, 12:54:54 PM »
Yes!

Thanks Aaron for the post.  This is a lot to think about.  Both of them are extremely cool mages...can't wait to try out!

396
General Discussion / Re: Paladin vs Siren Spoilers
« on: June 26, 2016, 03:00:43 PM »
With undead pirates joining the Mage wars universe, will there be a chance we see a pirate ship conjuration?!?!?

If we can have bone dragons and giant earth golems I hope this is a posibility.  I don't know how viable a ghost pirate ship would be, but I think it will be pretty sweet to play one against an opponent!

397
Creative / Frost
« on: June 23, 2016, 10:09:21 PM »
Just like many others wonder and are curious how the frost mechanic will function in Mage Wars.  I have read the forums,  borrowed some ideas, and created a version of the Frost mechanic.  I want to base this design on how I feel frost would function in the most thematic way possible.   Let me know what you think.

Frost mechanic.  Example: When hit with a frost attack trait: roll a d12 on a +7 add a frost marker . 

Frost funtions this way.  creature gains the slow trait and one direct frost damage. A creature with a frost marker attacks roll a d12: on a 7+ Creature may Attack

Secondly when frost stacks a second time, add another frost marker and creature receives one more direct damage.  On a third frost add 1 direct damage and the creature is now frozen.  Flip over both frost markers to frozen sides.

Frozen condition: creature is incapacitated gains +2 armor, upkeep 1 direct damage  and remove only 1 frozen marker per upkeep. 








398
General Discussion / Re: Paladin vs Siren Spoilers
« on: June 23, 2016, 05:49:36 PM »
Oops did not see the prior posts.  My guess it's maybe another subtype.  So my guess it's not dark school but maybe pirate subtype to go along with water themed.  Similar to her being trained in song subtype spells!

Full water school
Song sub type
Pirate subtype

Thing is, every seems to be forgetting that the siren seems likely to be trained in mind. Think of Greek myths.
I would love to see her being trained in mind considering her mythological roots.  I don't see it breaking the game if she is fully trained in the mind school either.  However I feel her being trained in the song subtype maybe reflects the designer's decision not to go in that direction since it could easily be used in mind trickery.   With that being said I think we will see a ton of mind school spells in this expansion, but again maybe they are closely linked to the  song subtype.

399
General Discussion / Re: Paladin vs Siren Spoilers
« on: June 23, 2016, 05:02:18 PM »
Oops did not see the prior posts.  My guess it's maybe another subtype.  So my guess it's not dark school but maybe pirate subtype to go along with water themed.  Similar to her being trained in song subtype spells!

Full water school
Song sub type
Pirate subtype

400
General Discussion / Re: Paladin vs Siren Spoilers
« on: June 23, 2016, 02:07:17 PM »
Fun card really adds even more nasty creatures to Siren. Not sure how I feel about the huge cost to put  the undead pirate in the book but he might be fun buddy build for the Siren or even a necromancer.  This expansion seems to have multiple play styles included in for each Mage which I appreciate.  it also gets better and better every time a new card is released, can't wait!

401
General Discussion / Re: So this is a cool interview.
« on: June 21, 2016, 10:43:03 AM »
Thanks for the interview.  I love when he talks..... giving away so much juicy bits of info about future expansions!!!!
Can't wait for paladin and siren.

 It also sounds like Arcane Wonders are on a creative resurgence and have a lot coming out in the near future.  Hopefully we see this re-energizes the community  and brings more new players into Mage Wars.

402
Custom Cards / Jungle warrior
« on: June 06, 2016, 11:40:34 PM »
Jungle Warrior- creature
Cost- full action 10 mana
Level 1 nature,  level 1 war

Fast

Life- 9
Armor-1
Quick range attack-spear throw- range 0-1
5 dice  piercing 2,  4+ bleed, add spear
   
Quick Melee attack-claw
3 dice

Full Melee attack-spear pull
Has to have spear in enemy
3 dice double attack
            4+ bleed and lose spear
            6+ bleed and regain spear
            10+ 2 bleed and regain spear

Jungle warrior provides a fast quick range attack unit.  he will spawn with 3 spear tokens.  He can only use his range attack if he has a spear token.  His spear pull attAck can only be used when the enemy has a spear token on them.

403
General Discussion / Re: Domination
« on: June 05, 2016, 12:09:53 PM »
yea interesting.  Not sure, but would make sense seeing that Domination games are faster to play.  You wouldn't have to run the same cards you would normally run in arena.  Quicker games means less cards being used throughout the game.  it may help open up for more experimental builds, using way more out of school spells to build books!

404
General Discussion / Domination
« on: June 04, 2016, 09:15:47 PM »
First game of Domination!  wizard verse wizard battle, and it was yet again.....another amazing experience!

Domination mode was really fun, and quick.  It gave me more clarity too on specific goals that I wanted to accomplish during the game, as well as make certain traits like fast, slow, and even a double move action really matter.  The movement and orbs made for a very strategic tactical experience.  Still like arena but Domination mode opens up the doors to quicker plays and hopefully more games. 

405
I wonder if we will see modified or updated cards.  I would like to see some card reveals as well even if they are similar to the already releases promos.

Pages: 1 ... 25 26 [27] 28 29