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Mage Wars => General Discussion => Topic started by: isel on January 26, 2014, 05:04:15 PM

Title: Druid need more plants
Post by: isel on January 26, 2014, 05:04:15 PM
Hello, i ve played several times with druid and i found a bit boring, because there are few creature plants, and necromancer have more zombies and squeletons, i believe there would be more variety of creature plants, becuase i like it construct my spell books with a specific tematic.
Title: Re: Druid need more plants
Post by: Zuberi on January 26, 2014, 11:19:56 PM
Druid seems to be more about conjurations than creatures. I think that's supposed to be her play style.
Title: Re: Druid need more plants
Post by: Shad0w on January 27, 2014, 03:04:38 PM
In playtest I called her the sim city mage. She is about the build up.
Title: Re: Druid need more plants
Post by: aquestrion on January 27, 2014, 10:36:14 PM
The druid has access to all the nature creatures, which are more plentiful than the demons of the dark school
Title: Re: Druid need more plants
Post by: Aylin on January 27, 2014, 11:33:36 PM
A level 1 plant creature would be nice I suppose... Though honestly I'd expect it to be suckier than the Vine Snapper (which is so bad I take non-plants over it for a Druid).
Title: Re: Druid need more plants
Post by: silverclawgrizzly on January 28, 2014, 03:59:22 AM
I would like to see some fungus or mushrooms make their way into the game. Maybe some Toadstool People or a fungus that does Rot even.
Title: Re: Druid need more plants
Post by: webcatcher on January 28, 2014, 06:09:39 AM
I think vine snapper is good.  It's a 5 dice attack with pierce for,  what,  7 mana?
Title: Re: Druid need more plants
Post by: Aylin on January 28, 2014, 01:11:41 PM
I think vine snapper is good.  It's a 5 dice attack with pierce for,  what,  7 mana?

The lack of uproot or any ability to hit anything outside of its zone hurts a lot.
Title: Re: Druid need more plants
Post by: webcatcher on January 28, 2014, 02:34:51 PM
Sure, but stationary creatures are a general theme with the druid. Even with the creatures that can uproot, you're not going to be doing it most of the time because it uses up your mana. Instead, the druid needs to encourage the other mage to come into her fortress, either through actively moving him (teleport/force push) or by using ranged attacks or damage over time.
Title: Re: Druid need more plants
Post by: isel on January 29, 2014, 05:39:30 AM
The druid has access to all the nature creatures, which are more plentiful than the demons of the dark school

I know that there are many creatures, but as i said i like to play a true druid, only plants and enchantments in relation with nature. I believe it´s bad for the game when i saw i druid (for example) with Mind spells or arcane spells, because i like that every mage have only his own type of spells, the last night i saw a druid with several dark spells, i dont like that.
Title: Re: Druid need more plants
Post by: Zuberi on January 29, 2014, 12:42:38 PM
Who is to say what a "true druid" is? We are all individuals. There are evil druids and devout druids, druids who prefer to think and those who prefer to act. There is plenty of room in the arena for everyone. We don't discriminate. If mages were just limited to their trained schools, the game would be a lot less interesting.
Title: Re: Druid need more plants
Post by: ACG on January 29, 2014, 02:24:21 PM
I would like to see more plant/vine conjurations with attacks for the Druid. I think that is an area in which she can really excel, and leads to a unique build (the conjuration swarm).
Title: Re: Druid need more plants
Post by: Zuberi on January 29, 2014, 02:53:31 PM
I will support the more conjurations approach.
Title: Re: Druid need more plants
Post by: Aylin on January 29, 2014, 03:04:09 PM
Furthermore, the animal creatures are associated with Nature as well...some of them being quite powerful in the hands of a Druid. Galador, for example, is wonderful.

It isn't good to focus too much on plant creatures, since it leaves you vulnerable to Fire damage.
Title: Re: Druid need more plants
Post by: isel on July 23, 2016, 08:37:13 AM
Waiting two years for more vine spells....

Too many Arcane spells
Fire spells...
Dark spells...
Animals....
Soon holy spells....

Where is the balanced between mages?
Why some schools have too many spells to choose to give support several tactics and Druid (vine spells) have the least?
For now in my community i can´t bring new players because all of them when see the database of spells, see the game unbalanced and don´t like.

One year and a half without playing because no new plants, no new mechanics, only wizards and wizards....

It´s a good game yet?

Wizard have a very good support thanks to academy, the same beastmaster.....and the other mages? We´ll have to wait 10 years to have more spells for our favourite schools?

This remembers me why i left warhammer, my sylvan elves had a new book every 7 years or more, while another more famous armies have one new every 2 years.

I ask this another time.

Do you believe that with this image you can say that all mages are balanced?

Title: Re: Druid need more plants
Post by: Boocheck on July 23, 2016, 08:50:53 AM
Hi Isel, long time no see.

Did you have a moment to check PvS, Priestess, Warlock and info about 4 new mages coming in a near future?

If your whole community stand and fall on plant creatures, i bet they must have been helluva gardeners :)
Title: Re: Druid need more plants
Post by: isel on July 23, 2016, 09:22:21 AM
Hi Isel, long time no see.

Did you have a moment to check PvS, Priestess, Warlock and info about 4 new mages coming in a near future?

If your whole community stand and fall on plant creatures, i bet they must have been helluva gardeners :)

Yeah, but i would like that the old ones don´t be forgotten.

Not too many druids in my conmunity, but the real problem, its that new players only see Wizard-warlock-beastmasters as the only mages with several options because they have more spells than anyone.
Title: Re: Druid need more plants
Post by: Sailor Vulcan on July 23, 2016, 09:49:52 AM
Hi Isel, long time no see.

Did you have a moment to check PvS, Priestess, Warlock and info about 4 new mages coming in a near future?

If your whole community stand and fall on plant creatures, i bet they must have been helluva gardeners :)

Yeah, but i would like that the old ones don´t be forgotten.

Not too many druids in my conmunity, but the real problem, its that new players only see Wizard-warlock-beastmasters as the only mages with several options because they have more spells than anyone.

That is likely a perception caused more by insufficient practice with and understanding of the different mages. The forcemaster has even less spells than Druid, but she still does quite well in competitive play, as does any Mage used by a sufficiently skilled player who knows their Mage well enough. Also the wizard was recently errata'd so that he cannot be trained in fire earth or water anymore. And wizard tower no longer has spellbind.

There still is the issue of high armor tanks using objects with spellbind to spam incantations and/or attack spells ad infinitum, but I suspect it's getting easier to destroy mage wands, elemental wands and helms of command. Crumble gets past nullify, dissolve gets past arcane ward, and corrosive orchid's effect gets past both of them. Curse equipment will also make it easier to destroy them because if the opponent doesn't sacrifice the equip they will take damage. If the opponent decided to try to use their Mage wands or elemental wands to get rid of more of your armor than you can get rid of theirs, then put on cloak of shadows or the promo card blur and stay out of their line of sight so they can't dissolve or corrode your armor.

New non-arcane alternatives to dispel are coming or have already come. Purify in the core set, remove curse in the priestess academy expansion, there is a promo for removing psychic enchantments and conditions called "Clear Mind". Plus there are more and more ways to counter an enchantment's effects without actually destroying the enchantment.
Title: Re: Druid need more plants
Post by: Halewijn on July 23, 2016, 09:58:34 AM
imo, the druid is one of THE strongest mages. She is simply amazing. Use tanglevines, support your plants with an animal or a spider. Use the beastmasters enchantments, ...

Vine snapper is not bad at all. Vine snapper + thornlasher + tanglevines with the vine tree is very hard to counter.

Yes, the necromancer has much more creatures, but that's about the only thing he has. He has almost no attacks, enchantments, conjurations, equipments or incantations. Of course, many necro's use the warlock's enchantments. My point is, I don't think the druid is weak or not supported because there are few plant creatures. Every mage has its own strengths.

edit: previous to academy and paladin vs Siren, the holy school was also very small. 2016 is a good year for them. maybe 2017 will bring more mind spells and plants. (maybe alternate forcemaster vs alternate druid  ::) )
Title: Re: Druid need more plants
Post by: isel on July 24, 2016, 03:19:14 AM
imo, the druid is one of THE strongest mages. She is simply amazing. Use tanglevines, support your plants with an animal or a spider. Use the beastmasters enchantments, ...

Vine snapper is not bad at all. Vine snapper + thornlasher + tanglevines with the vine tree is very hard to counter.

Yes, the necromancer has much more creatures, but that's about the only thing he has. He has almost no attacks, enchantments, conjurations, equipments or incantations. Of course, many necro's use the warlock's enchantments. My point is, I don't think the druid is weak or not supported because there are few plant creatures. Every mage has its own strengths.

edit: previous to academy and paladin vs Siren, the holy school was also very small. 2016 is a good year for them. maybe 2017 will bring more mind spells and plants. (maybe alternate forcemaster vs alternate druid  ::) )

I know the druid its good, but i believe you dont understand (mabye my fault for my poor english), What i said.
1) Druid is good.
2) Druid have few cards  to choose and few vine spells
3) When you have few cards only play the same tactic, another and another time (this is boring and frustrating when you see that arcane wonders make more cards and tactics with anothers mage)
4) When you have only 3 or 4 vine creatures and few cards, your opponent know your tactic and can counter it.
5) nechomancer in the same box had more creatures than druid and he can use dark creatures from basic box.
6) One of you will said, Try another mage, i tried, but i dont feel good playing another mage, because in my young as a roleplayer i choose ever and ever druid as profession, i like the plant power and all this stuff.
7) in any game when a player see that his favourites factions, army, mage, are forgotten for designers and developers, many people leave the game , because they become bored, and change the game for another, now im testing Vs System 2PCG, but i feeling the same as many players, they make a afiliation , and them that afiliation is forgotten.
8) i remember in a post, that one of them said that they are testing some plants...2 years ago.
9) if you take care of your game, this game can growth very good, and more sales you wil have, but you must attend all kind of players you will have, those that don´t mind playing with every mage, and those that are in love with a mage or two.
10) I believe, its not problem to get in any expansion, one or two cards for one or 2 mages that have less pool and less tactics.
11) in Academy for beastmaster, i saw too many creatures, and people only play the level 1 creatures, because you can summon 2 per turn. you could drop 2 slots of expensive creatures and put plants or something for forcemaster.
12) You have reason, forcemaster have few cards too, one friend that liked this one, dont play anymore for boring, for not to have more cards and tactics.
13) If several peoples feel the same, them its difficult for this game to growth, i´m not in the "embassor program" but i did several demostrations in my town, and when i said all the pros and cons, they don´t like the game, and the question that all of them ask is if all the mages will have new cards and tactics. And when you said how is the game acctually, they said, them it´s the same as warhammer, one army it´s forgotten and others rise more variety and more powerfull.

I like this game, but for now, i haven´t in my town anyone to play, and i put this post, hoping that developers and designers, make a study or something, because if there are more peoples that have my same feelings about the game, they ´ll do something to avoid this, and maybe te game growth another time.

In my country, Devir took this game to translate, and they said 2 years ago, that the game is ready, but for now, no words of date for realesing, .....2 years....

Well, i hope they change something, and i could play again this game.
Title: Re: Druid need more plants
Post by: Halewijn on July 24, 2016, 09:16:28 AM
Yes, I see your point now. It might be good to include one or two cards of another faction into a new set. However, I checked and they actually do this in some sets. (like wizard tower)  :)

However, the holy school was also "forgotten" prior to 2016, and the water school had only a few, but very good, spells. Conquest for kumanjaro did not contain much for the holy school. Guardian angel being the only awesome new spell.

I firmly believe that after paladin vs Siren, the mind school will get more attention and it could contain some plants for the druid. Not that I know anything, but it is possible that "The lost grimoire" contains something for the druid.
Title: Re: Druid need more plants
Post by: Coshade on July 24, 2016, 11:14:27 AM
There was a new vine spell released in Beastmaster vs Wizard Academy. That was less then a year ago. I don't think they've forgotten about the Druid, they just have been focusing on other schools that needed help as well. I'm sure we'll see an alternate Druid, it just takes time.
Title: Re: Druid need more plants
Post by: Reddicediaries on July 24, 2016, 11:18:39 AM
From my point of view, Forcemaster and Druid probubly have the least cards, but that doesnt make them worse. However, it might make it harder to come up with orginal strategies.
Title: Re: Druid need more plants
Post by: Tyrnan on July 24, 2016, 07:33:56 PM
From my point of view, you underestimate the possibilities of the Druid when you reduce her to plant spells, or worse, vine spells. Yes, the Vine Tree is very effective and you can create very powerful books based on it but there is much more to the druid than trees and plant spells. The nature school is one of the biggest schools in the game and it has much more to it than plant spells. You don't need to use one of the spawnpoint trees to treebond with. You could use [mwcard=DNJ03] Etherian Lifetree[/mwcard] or [mwcard=MW1J15] Mohktari, Great Tree of Life[/mwcard] for that. You can even play without a tree. Maybe try Spiders with the druid, they go very well with the hindering/slow down game the druid is very good in. Use Fellela with her. Don't forget about the water level 1 training. PvS will have at least some new water spells in which the druid is also trained.
I don't claim that any of these ideas yields competitiveley successive druid books, but I did see druid books that were succuessful in a competive environment that clearly didn't focus on plants! (e.g. the winner book of the first round of the german nationals http://www.foren.pegasus.de/foren/topic/27065-die-bresche-druidin-german-nationals-2016-vorrunde/ (in german, sorry), or look at Mysterie's druid book from Thunderdome G (http://forum.arcanewonders.com/index.php?topic=16570.msg65837#msg65837)).
One of the fun parts in Mage Wars (IMHO) is, that in principle you can use almost every card with almost every mage. And in order to use a mage effectively it is much more important to use that mages special abilities effectively than to stay in school with the spells. And as I said above, the Druid has lots of options to stay in school and use very unexpected spells at the same time.
So try to be creative, use the druid in ways you hadn't thought of before and you will have a lot of fun with her until eventually more cards of the sorts you envision will be released!
Title: Re: Druid need more plants
Post by: V10lentray on July 24, 2016, 08:33:45 PM
Even with the creatures that can uproot, you're not going to be doing it most of the time because it uses up your mana.

My druid is very aggro and is all plants. it all about Vine tree, timing and mediation amulet.

Do you believe that with this image you can say that all mages are balanced?

Since the wizards "nerfing" I think the druid is the best mage. before the nerfing was the 2nd best mage.

I still think Warlord is the Worst. I love the idea, but I just can't get it to work.

Don't believe me, find me at Gencon. I'll bring my Druid anyday.

My Current book plays one promo card that is in Lost Grimoire (nature spell), and 3 spells / 5 cards that will be released in PvS (all water spells).
Title: Re: Druid need more plants
Post by: Zuberi on July 24, 2016, 09:11:17 PM
I want to start by saying I think it is a really good thing for people to post their wants and desires on here. I know for a fact that Arcane Wonders listens very closely to their fan base, and if you say you want something as a group, they will try and make it happen. Now, I disagree that the Druid hasn't received any love in recent expansions, but I also understand that what you're really talking about is her getting an exciting new plant creature or conjuration and not just new nature spells, no matter how useful those might have been for her to include. You want something shiny.

I do however want to say that Arcane Wonders definitely takes the balance between mages very seriously. A lot of our conversations as playtesters revolve around balance and making sure all of the Mages are kept fun, interesting, and competitive. Expansions tend to be themed, but they try very hard to include things for every mage and play style even if they have to break out of that theme. For example, PvS is obviously heavily focused on Holy and Water, but it will assuredly include spells from all six of the major schools. Some getting more love than others, based upon where  support is needed. The fact that the Druid is doing so well competitively does play a part in her not getting any super awesome powerful cards, but we definitely still have her in mind (for example, the aforementioned vine spell she got in Academy). I am positive though that more plants will be forthcoming. But, if you're wanting something specific, you should definitely keep making requests. Fan feedback is important and AW listens to it better than a lot of companies.
Title: Re: Druid need more plants
Post by: jhaelen on July 25, 2016, 02:54:39 AM
Well, currently, 4 of the 8 available mages have received an expansion adding a variant of the opposite sex, and 4 haven't. So, at least theoretically, the latter 4 will have fewer options. These mages are:

1) Forcemaster: this is the mage I'd like to se more options for the most. Currently, it seems it's a rather one-dimensional mage. It's about time for more mind creatures, and also more mind school attack spells and effects that don't revolve around 'pushing'.

2) Druid: as discussed in this thread, they have more options because the Nature school is well-represented. But apart from that, Druids don't offer that much variety. Main difference seems to come from which tree you choose for your bond. So, seeing more options for them would be nice, as well.

3) Necromancer: This mage comes with two main alternatives out of the box: being skeleton- or zombie-based. As I've already posted several times, I'd love to see a female Necromancer that focuses on ghosts, i.e. incorporeal undead that is less about raising an army and more 'controllery' in its abilities/effects.

4) Wizard: As the only mage from the core set that didn't receive a second expansion, yet, Wizards have had the least problems regarding variety, especially given that until very recently they were able to specialize in any of the four elemental schools. Now that they're limited to Air, I can at least see some merit in an expansion for them, but they're still the one mage who needs an expansion the least.
Title: Re: Druid need more plants
Post by: Halewijn on July 25, 2016, 03:42:13 AM
3) Necromancer: This mage comes with two main alternatives out of the box: being skeleton- or zombie-based. As I've already posted several times, I'd love to see a female Necromancer that focuses on ghosts, i.e. incorporeal undead that is less about raising an army and more 'controllery' in its abilities/effects.

Exactly what I would like! Only non-living ones like the [mwcard=DNC04]Grey Wraith[/mwcard] and no undeads. And with some other training instead of poison. (I would also love errata to make the necro trained in the poison subtype)

Example:
Air whisperer: The (alternate) necromancer is trained in the wind subtype. Once per round, when a non-living creature is attacked, the necromancer may pay 2(?) mana to protect it, removing the ethereal traith from the attack targetting that creature.

Independent spirit: When a friendly, non-legendary, non-epic spirit  comes into play, you may make it your independent spirit. The upkeep costs of this creature is reduced by 2, to a minimum of zero. As a move action, the spirit may teleport to the necromancer's zone, regardless of line of sight.

wind instead of poison and upkeep for the creatures would probably make it a much more aggressive necromancer.

Title: Re: Druid need more plants
Post by: isel on July 25, 2016, 05:02:37 AM
From octgn:
ARcane school creatures: 22
Nature school creatures animals: 35
Nature school creatures plant -vine:  5  Conjurations: 13 - ---all of this cant move except uproot trait.
Mind school creatures: 3 (but remember that this school is specialize in non creatures spells).
Holy school creatures: 18 + Paladin upcoming.
Dark school creatures: 38

I think if druid it is a mage based on creature attacks and conjurations that Can´t be moved, have the less options.
I losed several games for this, my opponent take a position when my book its very exhausted of creature spells (5 creatures are very easiyly to count) and put him out of sight of my creatures and attack me with flightying creatures and long range spells, Druid have a very though problem against flying, and thorgorath its very stupid because cost high without counter strike for his lack of quick attack.

As i said 2 years ago , laddinfance or someone else said that will become more plants.....2 years ago.

I believe it´s not very difficult to make more cards and balanced, to give more options, but for now this game it´s only good when you are a begginner, and when you play the same, again and again, and they don´t give you more options, the game it´s getting boring.

How many plants do you believe they can do?

I believe SuperMario have more Mushrrooms and Plants than druid.

I dont ask for a all powerfull plant, only ask for variety, and when you see animals and more animals that beastmaster never will play because beastmaster it very good with only level 1 animals? Why they can´t use one or two slots of stupid cards never used (ever and ever) to give cards for more variety to another mage that lack of variety?.

I believe only Forcemaster can understand this, because forcemaster no need creatures forbidden for his hability but maybe more jedi tricks, to get more variety, and not get boring that playing only his scimitar and force field and less.

Now only see that wizard its the mage with more options, because it´s the more famous, the same as another games, and the more famous you are, more tricks for you, and that unbalanced the game, and the others mage never will be famous because they are forgotten.

Zuberi, said to ask for more, i did, and another people, no attention, nothing.

Now see, see for expansion:
-Soon priest will have academy expansion, and Paladin (both holy)+ Core+Kumanjaro
.Soon Warlock will have academy expansion, and he has core set, Forge in fire, Necro,... too many expansions
-Wizard: Core set - kumanjaro (tower)- Academy, In each expansion i seen one or 2 new arcane spells.
-Nature mages animals: Core set- Kumanjaro -  druid book raptor - Academy - Several animals promo.
-Plants: Core set (only 2 conjurations) -  Druid book - one vine spell in academy.
-Mind spells: Core set -  Forcemaster -  Battlegrounds - Academy i believe one or two.

It´s my vision of the game, and i believe making cards that never will be played, it´s loose an oportunity to help another mages, to get more options.

If in two years you don´t have more cards for your mage......How many years i must live to get only one?
Maybe when i´ll die, my brothers or son put the new plants in my tomb...but then i only ccould play necromancer.




Title: Re: Druid need more plants
Post by: steack on July 25, 2016, 05:16:55 AM


If i remember Arcane wonder  want created all academy's mages  , you will find  some news   spells for your mage
Title: Re: Druid need more plants
Post by: Halewijn on July 25, 2016, 05:23:03 AM
I don't think those numbers say/prove anything. different schools, different mages, different strategies.

From octgn:
I think if druid it is a mage based on creature attacks and conjurations that Can´t be moved, have the less options.
I losed several games for this, my opponent take a position when my book its very exhausted of creature spells (5 creatures are very easiyly to count) and put him out of sight of my creatures and attack me with flightying creatures and long range spells, Druid have a very though problem against flying, and thorgorath its very stupid because cost high without counter strike for his lack of quick attack.


If you don't like stationary plants you simply should not play the druid. However, the druid is the BEST mage for board control. Force the opponent where you want him to be and you will find that the current plants out there are amazing. Use tanglevines to keep him where you want, if you suspect him to have multiple teleports, use astral anchor. Use snatchers to get everything in range. Her vines hinder everything so running is hard for the opponent. Flying is strong against the druid but that's fair right? ??? She should not be amazing at everything. You could also use [mwcard=MWBG1J02]Gravikor[/mwcard] to counter all flyers around you.

[mwcard=DNC18]Togorah, Forest Sentinel[/mwcard] is far from stupid. If you are doing a decent job to pin the enemy down, he can easily use his very strong attack and guard (+ intercept) afterwards. He is also fast in his own special way. He can move up to 2 zones AND guard afterwards. The guy is a beast! Vigilant + intercept + quick attack would be OP. It sounds like you are a fan of the idea of the druid but hate the mechanics AW designed for her.

Also, A druid in academy is hard to design since it would easily be too strong. Plants make up in strength what they lack in mobility. Just look at all the stats of the [mwcard=DNC20]Vine Snapper[/mwcard] and compare it to any other 7 or 8 mana cost creature. It is much better.
Title: Re: Druid need more plants
Post by: Laddinfance on July 25, 2016, 07:25:43 AM
@Isel — If we went back two years and asked me where I thought Mage Wars would be right now, I would never have guessed that this is where we would be at. Obviously, I thought things would progress faster than they have. There were Mages at the time that I was certain we would have release, which have not.

I've spoken on other threads and I believe on a couple podcasts about how Mage Wars releases were different than I had though and hoped. But, it's been really exciting being able to get Paladin vs Siren finished, and I'm already working on the next set. We've also had two expansions released for Academy. I know it's a rough road, but I feel like it's actually leading somewhere now, instead of just circling around.

As for content, We had announced Paladin vs Siren quite a while ago. So, that was the project that all of our fans needed the most. When we were looking at it, the Holy school was very under appreciated and so this set let us really bulk up the options for all Holy Mages. When I've been working on design I've been trying to keep in mind the concerns from the community. After all that was why the Warlord was added to Forged in Fire. To be honest, the Druid is very strong, and if I'm working through "problems" then I had several bases to hit before she'd be back on my radar. Right now the big issue is "Frost" and I'm working to ensure that the next set will release something that's been highly anticipated and requested.

I know at the end of the day, what I do may be seen as pretty simple. It's not. There is a lot to balance. I'm not going to make excuses for not having more plant creatures since her release. All I can say is, there will be more and I'm working on them. I know that my statement solves nothing, and may not be believed. That's okay. I'm gonna keep working on this stuff anyways.

I do appreciate players feedback. It helps. Constructive feedback in any creative field is a good thing. But, I'll stop rambling for today. I hope your weekend was well.
Title: Re: Druid need more plants
Post by: V10lentray on July 25, 2016, 07:46:42 AM

4) Wizard: As the only mage from the core set that didn't receive a second expansion, yet, Wizards have had the least problems regarding variety, especially given that until very recently they were able to specialize in any of the four elemental schools. Now that they're limited to Air, I can at least see some merit in an expansion for them, but they're still the one mage who needs an expansion the least.

Wizard had an academy release that had some cool tricks in it.

When I've been working on design I've been trying to keep in mind the concerns from the community. After all that was why the Warlord was added to Forged in Fire.

I am still struggling making him competitive

To be honest, the Druid is very strong, and if I'm working through "problems" then I had several bases to hit before she'd be back on my radar.

Strong is an understatement. As a Magic player who loved Blue control type strategies, she is amazing. If I build a book and It cane even be remotely competitive to my druid build I scrap it, because it's just not viable. The Druid is very good. (and even better since I re-read the vine tree last weekend)

Right now the big issue is "Frost" and I'm working to ensure that the next set will release something that's been highly anticipated and requested.

A Mechanic that was in the core set 4 years ago, and still has not made it into the game.
Title: Re: Druid need more plants
Post by: jacksmack on July 25, 2016, 08:01:28 AM
@ Laddinface
If you release another druid could it be that he/she will not be vine / tree / plant connected?

Im not sure what other theme it could be in order not to overlap with beastmasters and maybe a future shaman class?.
But a druid for me is someone who can do reasonable healing (not regeneration / transfer damage to trees)
Jack of all trades has been (ab)used many times on these forums, but i really feel thats where the druid belongs.
Shapeshift into something, build in buffs (stats card).

I find the druid you released being a slightly 'different' take on a 'druid.
Personally i dont enjoy her thematically at all - while playing her is fun. But i dont feel like i'm playing a druid.


When all this is said i am not missing any cards for her.
Title: Re: Druid need more plants
Post by: Laddinfance on July 25, 2016, 08:17:42 AM
@jacksmack — One of the interesting things about Mage Wars is that everyone seems to have a slightly different view on each of the Mages. It's often tough to find a balance between "This is what is expected" and "This is the cool new thing". For the Druid, I totally understand where you're coming from as my roots are in Dungeons and Dragons. So, the Mage Wars Druid is much different from the DND Druid. In Etheria, animals have Beastmasters to take care of them, but plants have the Druids. So to answer your first question last, any alternate Druid is going to have some connection to plants. Plants are the core part of the Mage.
Title: Re: Druid need more plants
Post by: Reddicediaries on July 25, 2016, 08:29:15 AM
A fungal druid!
Title: Re: Druid need more plants
Post by: Halewijn on July 25, 2016, 08:50:15 AM
The current druid is focussed on vines. How about the alternate being more focussed on the biggies? sequoianbound instead of treebound?

Maybe change the spreading vines ability with something that synergizes more with the seedling pods? I feel like much more can be done with those pods! It's an underused, nice, existing design.
Title: Re: Druid need more plants
Post by: Ophidimancer on July 25, 2016, 10:01:02 AM
Well if we're throwing ideas around, here are some ability ideas:

Verdant Veil - As long as the druid is in a zone with a friendly, living, plant creature or conjuration, he gains the Obscured trait.

Rooted Stance - As long as the druid is in a zone with a friendly vine marker, he gains the Unmovable trait.

Tenacious Vines - Once per turn, when a friendly vine marker is destroyed, the druid may pay 1 mana to immediately replace it.

Bloodfed Vines - Once per turn, when the Druid successfully attacks and damages a creature, he may place a vine marker in the zone with his target.

Should I put these in the suggestion forum instead of here?
Title: Re: Druid need more plants
Post by: Laddinfance on July 25, 2016, 10:16:49 AM
Well if we're throwing ideas around, here are some ability ideas:

Verdant Veil - As long as the druid is in a zone with a friendly, living, plant creature or conjuration, he gains the Obscured trait.

Rooted Stance - As long as the druid is in a zone with a friendly vine marker, he gains the Unmovable trait.

Tenacious Vines - Once per turn, when a friendly vine marker is destroyed, the druid may pay 1 mana to immediately replace it.

Bloodfed Vines - Once per turn, when the Druid successfully attacks and damages a creature, he may place a vine marker in the zone with his target.

Should I put these in the suggestion forum instead of here?

Suggestion forum is easier to keep track of, as it will all be in one post.
Title: Re: Druid need more plants
Post by: Kaarin on July 25, 2016, 01:46:59 PM
A fungal druid!
We can't have fungal druid for simple reason: current Druid won't benefit from them.

Also alternate Druid has to have Vine markers because we already have Druid spells that use them.


11) in Academy for beastmaster, i saw too many creatures, and people only play the level 1 creatures, because you can summon 2 per turn. you could drop 2 slots of expensive creatures and put plants or something for forcemaster.
Most of the Beastmasters I played against recently used mainly 3-4 level animals and level 1 creatures were used only as a support. Very often I read on this forum that swarms were underpowered compared to buddy builds or few middles.
Title: Re: Druid need more plants
Post by: Laddinfance on July 25, 2016, 01:50:26 PM
One idea I had from way back when was to do something insect related with the Druid. You use bees and butterflies and such to "pollinate" your plants. Obviously we didn't use this, but it was a fun idea.
Title: Re: Druid need more plants
Post by: Kaarin on July 25, 2016, 02:14:00 PM
One idea I had from way back when was to do something insect related with the Druid. You use bees and butterflies and such to "pollinate" your plants. Obviously we didn't use this, but it was a fun idea.
Still we've got Tataree.
Title: Re: Druid need more plants
Post by: Kelanen on July 26, 2016, 01:11:42 PM
Yes, Druid is Balanced - it's a top Tier mage. You are just completely hobbling yourself by choosing to only play Nature Spells, and only Plants at that!

Numbers don't bring balance, the number of cards per school is mostly irrelevant. Half a dozen really good cards are much better than a hundred average cards.
Title: Re: Druid need more plants
Post by: V10lentray on July 26, 2016, 02:12:25 PM

You are just completely hobbling yourself by choosing to only play Nature Spells, and only Plants at that!


Not necessarily. I love my druid, and it's only creatures are plant types. I will put my book against anyone and give you a fight.  It's just how you play it.
Title: Re: Druid need more plants
Post by: Boocheck on July 27, 2016, 12:55:10 AM
Lets sum it up. I agree with everyhone here, that Warlord need more Goblins :)
Title: Re: Druid need more plants
Post by: Gogolski on July 27, 2016, 05:16:04 AM
Lets sum it up. I agree with everyhone here, that Warlord need more Goblins :)
That's about right...

But it'understanable that most people would like more cards for their favorite mage. I like the druid and have given a few ideas in this tread for plant creatures and conjurations. I think plants could go any way and have any ability while still being thematic, but the druid will probably have mostly bleed and stuck, because poison conditions should be more of a necromancer thing. (I expect to see a poison ivy someday, but I think poison will never be the druid's main offensive...)

I also suggested a swamp terrain conjuration, and the more I think about it, the more I would like to see a swamp druid. There must be some reed/bamboo-like weapons (a blowpipe andsomething that slices and drops bleeds) and spells. Or somthing with mangroves that can obscure (plant)creatures for guerilla tactics...

I also believe that the new druid could bring something to the game that makes the climbing trait a bit more interesting. Trees + climbing = fun! (I'm fourty and when I was young, climbing trees was normal, now it seems completely prohibited...)
Title: Re: Druid need more plants
Post by: Boocheck on July 27, 2016, 05:41:35 AM

I also believe that the new druid could bring something to the game that makes the climbing trait a bit more interesting. Trees + climbing = fun! (I'm fourty and when I was young, climbing trees was normal, now it seems completely prohibited...)
[/quote]

Well, its not prohibited if you have written agreement from that tree, have proper qualification and necessary tools that were authorized by a "Tree Climbing Comittee" and also you paid for a permit issued by goverement.

My hopes are in next expansions for Academy and Arena :) (i mean goblins :) )
Title: Re: Druid need more plants
Post by: V10lentray on July 27, 2016, 11:44:37 AM
Lets sum it up. I agree with everyhone here, that Warlord need more Goblins :)

He needs more goblins that aren't killed after being attacked once.
Title: Re: Druid need more plants
Post by: Boocheck on July 27, 2016, 04:11:18 PM
Lets sum it up. I agree with everyhone here, that Warlord need more Goblins :)

He needs more goblins that aren't killed after being attacked once.

Wait... goblins that didnt die after first attack... what are you talking about? Goblins have to die after first attack! Its a tradition! Except Chieftains, Shamans, Demon Goblins and King Goblins!
Title: Re: Druid need more plants
Post by: Coshade on July 27, 2016, 04:23:09 PM
[mwcard=FWC05]Goblin Grunt[/mwcard]'s quote should read - "The armor! It does nothing!"
Title: Re: Druid need more plants
Post by: silverclawgrizzly on July 29, 2016, 09:28:53 AM
[mwcard=FWC05]Goblin Grunt[/mwcard]'s quote should read - "The armor! It does nothing!"

That's sadly the quote for my Beast Master the way my opponents roll around here....