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Player Feedback and Suggestions / Re: Ideas for Dark Spells
« on: January 12, 2015, 10:10:17 PM »
@Coshade - I'm a little confused by your comment. If you don't think you could win 1 on 1 why on earth would you suggest 2 or 3 vs. him? I agree that summoning an Elder Being without getting yourself killed in the process would be quite a challenge and I can't see any way that you could stand up to 2 or 3 people all focused on stopping you. I do think it'd work quite well in a 2 v 2 game where you had an ally that could play offense while you played defense; but, if everybody wants you dead, you're pretty well dead.
I know the balancing will be hard. I'm going to try and convince one of my friends to let me play a Voidbringer next time we play and report back on how that goes. I don't think the discussion can really move forward until I've got some actual play experience with these ideas, more hypothetical guesswork isn't really going to show whether it's viable or not.
That said, I think you should be able to win a game with the Voidbringer even without summoning an Elder Being. If the entire concept for the mage depends on that specific strategy then it's kind of broken. It needs to be able to be played a couple of different ways. The special abilities of the Voidbringer lend themselves to direct attacks and being a front-line fighter and that's a viable way to play it. The Blood Frenzy ability combined with the Bloodthirsty Sword would be a real bitch to take down.
I do think that with the 2 different types of cultist that it's possible to win a game while trying to summon an Elder Being; but, it is (and really needs to be) incredibly difficult. Elder Beings are crazy powerful and if they are too easy to summon it breaks the game. But, especially the Elder Beings that only require 1 Sacrifice Token shouldn't be all that hard to summon. You may be able to do it 5 or 6 turns into the game if things go your way. The Mad Cultists I just proposed should make it very difficult to actually get to the Elder Gate to destroy it and should buy you plenty of time to work with if you're trying to summon one. I really get a kick out of the fact that trying to summon the Elder Beings would have to be one of the most defensive ways that you could play the Voidbringer.
The Dark Cultists and Cult Leader should really give you a bunch of mana to work with and it's important to remember that this mana can still be used to summon other things and cast attack spells (though obviously it will slow down the summoning of the Elder Being.) With the flow of mana you should be able to mount a pretty effective offense or defense (again meaning that the game may be won regardless of the Elder Gate.) I'm honestly a little worried that the Dark Cultists and Cult Leader make generating mana too easy and may be too powerful as I've currently got them statted out.
@Laddinfance - I'm really unsure about the cost on the Mad Cultist.
There is a fair amount of power in the ability to some more than 1 at a time and never really run out of expendable units, but at the same time I noticed that a Goblin Grunt has 4 Life and 3 Attack has a cost of 4 mana. The Mad Cultists are clearly weaker with 3 Life and 1 Attack. It'd be ridiculously easy to take out a whole swarm of cultists with a sweeping attack or an attack spell that targets everything in the zone.
A cost of 3 or 4 may be more balanced in terms of what you're getting, but makes them much more powerful. As currently written you could bring out 3 of them in the first round. At a cost of 5 you could summon 4 in the 1st round and easily 2 per round after that. A cost of 3 or 4 becomes even more ridiculous. They may not be able to deal much damage, but they are far from useless. I honestly see them as having the most value in guarding and hindering the enemies movements.
What do you think?
I know the balancing will be hard. I'm going to try and convince one of my friends to let me play a Voidbringer next time we play and report back on how that goes. I don't think the discussion can really move forward until I've got some actual play experience with these ideas, more hypothetical guesswork isn't really going to show whether it's viable or not.
That said, I think you should be able to win a game with the Voidbringer even without summoning an Elder Being. If the entire concept for the mage depends on that specific strategy then it's kind of broken. It needs to be able to be played a couple of different ways. The special abilities of the Voidbringer lend themselves to direct attacks and being a front-line fighter and that's a viable way to play it. The Blood Frenzy ability combined with the Bloodthirsty Sword would be a real bitch to take down.
I do think that with the 2 different types of cultist that it's possible to win a game while trying to summon an Elder Being; but, it is (and really needs to be) incredibly difficult. Elder Beings are crazy powerful and if they are too easy to summon it breaks the game. But, especially the Elder Beings that only require 1 Sacrifice Token shouldn't be all that hard to summon. You may be able to do it 5 or 6 turns into the game if things go your way. The Mad Cultists I just proposed should make it very difficult to actually get to the Elder Gate to destroy it and should buy you plenty of time to work with if you're trying to summon one. I really get a kick out of the fact that trying to summon the Elder Beings would have to be one of the most defensive ways that you could play the Voidbringer.
The Dark Cultists and Cult Leader should really give you a bunch of mana to work with and it's important to remember that this mana can still be used to summon other things and cast attack spells (though obviously it will slow down the summoning of the Elder Being.) With the flow of mana you should be able to mount a pretty effective offense or defense (again meaning that the game may be won regardless of the Elder Gate.) I'm honestly a little worried that the Dark Cultists and Cult Leader make generating mana too easy and may be too powerful as I've currently got them statted out.
@Laddinfance - I'm really unsure about the cost on the Mad Cultist.
There is a fair amount of power in the ability to some more than 1 at a time and never really run out of expendable units, but at the same time I noticed that a Goblin Grunt has 4 Life and 3 Attack has a cost of 4 mana. The Mad Cultists are clearly weaker with 3 Life and 1 Attack. It'd be ridiculously easy to take out a whole swarm of cultists with a sweeping attack or an attack spell that targets everything in the zone.
A cost of 3 or 4 may be more balanced in terms of what you're getting, but makes them much more powerful. As currently written you could bring out 3 of them in the first round. At a cost of 5 you could summon 4 in the 1st round and easily 2 per round after that. A cost of 3 or 4 becomes even more ridiculous. They may not be able to deal much damage, but they are far from useless. I honestly see them as having the most value in guarding and hindering the enemies movements.
What do you think?