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Messages - webcatcher

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16
Like SC Grizzly, I think this is going to be a repeat of the last thread, so I'll just say that I think B Frog's solution would work fine and be minimally invasive, though I think we should add nullify, as well.

17
Don't forget cards that negate psychic immune so forcemaster doesn't have to leave half her cards at home.

18
General Discussion / Re: When the next spoilers begin?
« on: March 02, 2014, 06:39:54 AM »
I, also, am anxiously awaiting the time when the world of Etheria takes the leap from standard fantasy to off-the-wall fantasy. Tanks or dinosaurs or robots (golems don't count) are fine with me, but I'll be happy when we get there.

19
Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: March 01, 2014, 08:26:20 PM »
Laddin, I believe you're right. We've debated the pros and cons of various wizard fixes pretty exhaustively. Some people think the game might be ruined if the wizard isn't fixed quickly, others think the game might be ruined if we do change the wizard quickly. At this point I think we're spinning our wheels. I believe the design team has all of the input they're going to get from the community (anything else will likely just repetition), so I'm going to bow out of this particular conversation unless the design team needs some additional input from us on the issue.

20
Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: March 01, 2014, 04:39:44 PM »
Quote
Option 1: a few very major changes to the game implemented in a single expansion.
Option 2: several minor changes to the game which requires two expansions to see results.

But you're still only considering new cards. An errata could go into effect as soon as they playtested it enough to see if they thought it was balanced. Now we're talking about a month vs a year.

21
Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: March 01, 2014, 10:48:59 AM »
I think tournament scenarios could work to disrupt things a bit and add variety.

The labyrinth - organizers provide 12 walls of stone at the beginning of the match. Before rolling initiative players take turns placing the walls until all are placed. No fair walking in parts of the arena.

King of the hill - one of the two center squares of the arena (randomly determine which) lies on a magical leyline. Any mage in this zone during the upkeep phase generates 3 extra mana.

Etc

22
In my most recent OCTGN games, I've noticed that my mana crystals or mana flowers tend to have a pretty short lifespan. I've played against several opponents with very fast openings and they usually target my mana generating conjurations first. This has worked so well that I've started doing the same thing in my real life games, to solid effect. So is this a general thing? Are mana conjurations out of style except for the few builds that can protect them well (wizard, necro, druid)?

23
That's an interesting change. The DI version has the advantage of not giving my opponent a chance respond because I can reveal at the beginning of Brogan's turn, costing less mana with ring of asyra, gaining me one health, leaving me free to still cast a second (cheap) spell that turn, and using up a 3 sp spell intead of a 4 sp spell. The teleport version has the advantage of preserving my epic DI. I'll have to think about it to decide how those balance out since DI is so good.

24
Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: March 01, 2014, 06:45:23 AM »
Quote
Eight months to two years is certainly too long for me, as it is for many of the players I know in real life. And even then there isn't a guarantee that it'd go as predicted. Many of the problems aren't realised until after the set is released, so waiting an extra 4-8 months ll go well. for that problem to be fixed on top of the original problem is just too much.


I agree with this. If we're faced with two solutions, one of which is fast and requires few changes (even if one is an errata), one of which is slow and requires many changes, and both of which will have an uncertain effect on game balance, I think the first solution is the obvious winner.

25
General Discussion / Re: A little positivity.
« on: March 01, 2014, 06:34:14 AM »
1) No random draw

2) The individual pieces are cheap like a card game, but I get to move them around a board like a miniatures game.

3) Slow release schedule means I can keep up with the expansions for less than $100 a year

4) Very balanced (I know we all complain about this a lot, and there are some serious problems which need to be addressed, but compared to other games I've played MW is a dream balance-wise).

26
Spellbook Design and Construction / Priestess book - Calvin and Hobbes
« on: February 28, 2014, 09:33:12 PM »
This is my first serious try at a Priestess book. I've playtested it once, and things went well, so now I'm turning to the forum for help fine-tuning.

[spellbook]
[spellbookheader]
[spellbookname][/spellbookname]
[mage]Priestess[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA04]2 x  Hurl Boulder[/mwcard]
[mwcard=mw1a01]1 x  Blinding Flash[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j08]1 x  Hand of Bim-Shalla[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c06]1 x  Brogan Bloodstone[/mwcard]
[mwcard=mw1c07]1 x  Cervere, The Forest Shadow[/mwcard]
[mwcard=MWSTX1CKC06]1 x  Guardian Angel[/mwcard]
[mwcard=mw1c22]1 x  Knight of Westlock[/mwcard]
[mwcard=mw1c28]2 x  Royal Archer[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e01]2 x  Bear Strength[/mwcard]
[mwcard=mw1e10]2 x  Decoy[/mwcard]
[mwcard=MWSTX1CKE02]1 x  Divine Might[/mwcard]
[mwcard=mw1e11]1 x  Divine Intervention[/mwcard]
[mwcard=mw1e12]2 x  Divine Protection[/mwcard]
[mwcard=FWE03]1 x  Falcon Precision[/mwcard]
[mwcard=MWSTX1CKE03]2 x  Healing Charm[/mwcard]
[mwcard=mw1e29]2 x  Nullify[/mwcard]
[mwcard=mw1e32]1 x  Regrowth[/mwcard]
[mwcard=mw1e36]1 x  Rhino Hide[/mwcard]
[mwcard=mw1e37]1 x  Sacred Ground[/mwcard]
[mwcard=MWSTX1CKE01]1 x  Armor Ward[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1q09]1 x  Enchanter's Ring[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=mw1q16]1 x  Leather Gloves[/mwcard]
[mwcard=mw1q19]2 x  Mage Wand[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[mwcard=mw1q24]1 x  Ring of Asyra[/mwcard]
[mwcard=FWQ10]1 x  Storm Drake Hide[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i06]3 x  Dispel[/mwcard]
[mwcard=mw1i07]3 x  Dissolve[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=mw1i13]1 x  Group Heal[/mwcard]
[mwcard=mw1i14]1 x  Heal[/mwcard]
[mwcard=mw1i16]1 x  Lay Hands[/mwcard]
[mwcard=mw1i17]2 x  Minor Heal[/mwcard]
[mwcard=mw1i25]2 x  Shift Enchantment[/mwcard]
[mwcard=mw1i28]2 x  Teleport[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

The meat of this book is the synergy between Brogan Bloodstone and Cervere. Neither rolls a ton of attack dice, but armor and defenses are ineffective against Brogan and kiting is ineffective against Cervere, so most enemy mages will only be able to mount an appropriate defense against one of them (once I figure out which one, I can cast Bear Strength on the other). Plus, they cost 15 mana apiece, so a 10-channeling mage can cost them on turns 1 and 2.

I have two potential openings for this book. The first is the medium-speed opening, which is turn 1 Brogan, turn 2 Cervere, turn 3 chestpiece, turn 4 royal archer, knight of westlock, or guardian angel depending on what my opponent brings out. The second is a faster opening to kill spawnpoints or other strong openings that need to be dealt with right then. That's turn 1 Brogan, turn 2 DI Brogan across the field and have him kill stuff, then follow up with the mage to keep him alive and summon support.

Since this book doesn't depend on that many spells, there's room left over for 2 mage wands, 2 teleports, 3 dissolves, and 3 dispels, so I can play with the big boys if it comes down to it.

27
Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: February 28, 2014, 08:28:13 PM »
So we've got two opposing schools of thought running. One says fix arcane/wizard by slowly (by necessity) releasing cards that make other schools better. The second says errata the wizard and/or the rulebook. And some folks fall in between the two, sure, I'm generalizing. I think we've established that there are two schools of thought. Is there any way to reconcile them and, if not, is there any way to decide which is the best solution? I personally think they're both necessary to bring the wizard under control, so I'm not going to be too upset whatever we decide, I just want us to decide something.

28
Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: February 28, 2014, 04:15:03 PM »
Quote
I know. I was the first to highlight your idea when it came up as interesting. It is based on yours. Props.
But I was just looking at everyone talking about multipliers (even you with your great Arcane level 1 idea).
When what is really needed is a constant adjustment.

I did notice that, and I wasn't particularly surprised since you and I seem to agree a lot. I think the main objection to your standard-core-spells idea will be that it cuts down on choice for those who don't necessarily want those spells. I might suggest 2 or 3 core spellbooks that mages could choose from to add a little more variety in case someone doesn't want the blocks or they'd rather pay for decoys than seeking dispel or something.

29
Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: February 28, 2014, 03:10:51 PM »
I think Baronzaltor is right. With major access to 5 spell schools and 1 of them the best school in the game, it will be very difficult (without an errata) to make other mages good at a faster rate than you're making the wizard better.

@ Deckbuilder

I think your idea will work, with one tweak. Make the mages pay for those spells out of their 120, but all paid as if they were in-school (note that this is similar to my everyone-trained-in-level-1-arcane idea). That way you don't have to deal with trying to restrict bloated spellbooks.

30
Player Feedback and Suggestions / Re: Bringing all mages on par!
« on: February 28, 2014, 01:02:12 PM »
I'm not quite that pessimistic about the game balance. Around here we just don't play the Wizard and that solves most problems. It's an unsatisfying solution, but I'm used to the idea (from Warhammer) that some armies you just don't play unless you're going to or prepping for a tournament.

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